Newsgroup: it.comp.giochi.rpg
Titolo: Due tonellate di correzioni per la 1.03 di NWN2

Gli sviluppatori hanno postato sul forum ufficiale il file "Leggimi" (in 
inglese) della patch 1.03 di NWN 2. La patch uscira' in versione beta 
pubblica a inizio settimana, e in versione definitiva l'inizio di quella 
successiva.
I miglioramenti includono migliori controlli della telecamera e numerose 
ottimizzazioni alla fluidita' grafica.
Hello everyone,
I wanted to give you guys a few updates on things going on here at Obsidian:
Patch 1.03 News: First off, we're hard at work putting the finishing touches 
on the v1.03 patch. This is a big patch in terms of bug fixes, 
optimizations, and additional features such as the return of database 
support, and more DM Client additions. We're going to release a public 1.03 
BETA this coming week (of course including a revert patch  ), and then wrap 
up the public 1.03 release early the following week. In my next post below 
is a preview of what's coming in the patch.
New Features
General
. Weapon combos in hotbar: Added the ability to set up dual weapon, weapon & 
shield, or weapon & torch combos in the hotbar. Clicking the hotbar button 
for a weapon you already have equipped will unequip it.
. Camera Changes: We've made a series of camera changes to this version:
o New options for adjusting sensitivity for controlling the camera by 
keyboard, mouse, and edge of screen.
o Chase Cam adjusted to work more like NWN1.
o In free cam mode, the arrow keys now pan the camera, and holding down CTRL 
will zoom and yaw the camera.
o Added bindable keyboard key for mouse look / camera control. This mimics 
functionality of pressing down the middle mouse button for those without a 
middle mouse button.
. Graphics Optimizations: A number of new graphics optimizations have been 
added:
o Anti-Aliasing Support: Anti-aliasing is now supported and can be enabled 
in the Options Menu. Please note: This could significantly affect frame 
rate, depending on your hardware.
o Shadow Rendering: Shadow rendering speed has been improved.
o Tree Rendering: Speed improvements to the rendering of trees.
o Water Rendering: Speed improvements to how water is rendered by the 
engine.
. New Options:
o Buy/Sell Confirmation: You can now turn off the buy/sell confirmation 
dialog.
o Options menu has been reorganized to support many new camera control 
options.
o You can now change keybindings in game.
. Database Support:
o The database script functions from NWN1 have been re-enabled. They are now 
significantly faster in many cases.
Multiplayer
. Improved /t style chat.
DM Client
. Added initial support for hotbar buttons and context menus.
. Added in party bar. It will only list the connected players in the game 
and not who is in your faction.
. You can now hover over menu items in the Chooser instead of having to 
click on them first.
. "Very Easy" difficulty option has been restored.
. The DM chat channel is once again available via the /dm prefix.
Scripting
. EffectWildshape() - New function for Wildshape effect.
. GetEncumbranceState () - Added script function to get the encumbrance 
state of a given player
. GetPlayerCreatureExamineTarget() - Added script function to get the 
current creature examine target for a player
. PackCampaignDatabase() - A new database feature to NWN2, this will pack 
the campaign database and purge deleted records from a database.
. GetPlayerTargetObject() - New script function to get the current selected 
target object for a given player.
. UnlinkDoor() - New script command to turn an area transition door into a 
normal door.
. Database support has been added, including new PackCampaignDatabase() 
function.
Toolset
. Added a load screen image previewer.
. Added item icon previewer.
. Area names and tags now default to the area's file name for new areas.
. The spell tab now shows multiple instances of spells, so creatures can 
have multiple instances of a spell with different metamagic types.
. Right-clicking while placing tiles now rotates the tile.
. The first column and row of the 2DA viewer are now pinned, making it 
easier to use.
. Changes on item blueprints will now be propagated to items in creature or 
placeable inventories, or that are equipped on creatures.
. Added new option to the File menu that allows the user to compile only 
currently open scripts.
. There is a new panel in the script editor that allows the user to insert 
scripts from the NWN2Toolset\Templates folder into the current script.
. Script search functionality changed to bring up all results in one result 
window and the user can double-click to open up that search result.
. Item cost calculations added to the item properties.
. New visual style.
. Doors now have a flag that allows them to render an invisible area 
transition (aka an invisible "black door.") This is adjustable in the 
toolset. This is to address concerns with the "black area" behind open doors 
and how silly it looked on open gates in the middle of Neverwinter, etc.
. When users enter a string ref, they can also check a box to say that the 
string ref is from the custom file and the string returned will be from that 
file instead of the main .tlk table.
. Feminine versions of strings are now editable.
. Hex values can now be used as string references within 2DAs. This makes it 
easier to use custom TLK files with 2DAs.
. The script editor runs faster and uses less memory.
Bug Fixes
General
. Animal Companions, Familiars, and Summoned Creatures are now unsummoned 
when a roster member is being despawned. This will address problems where 
companions can become familiars on transitions.
. Some minor adjustments to the pathing system to prevent characters from 
being put into illegal areas.
. Split out Armored Caster feat into class specific feats for Bards and 
Warlocks to properly apply spell failure percentages. This will allow users 
who add new classes to give them specific armored casting ability easily.
. Some minor fixes to drop shadow rendering.
. The debug DirectX check has been removed - some users had problems running 
the game, even without the DirectX SDK being installed.
. The game would crash when a module with more than 16,000 objects was 
loaded.
. Fixed a memory leak related to grass that would occur in certain areas.
Multiplayer
. Fixed issue when a player was resurrected by another player, the "respawn" 
button would stay up on their screen, and could be used to restore life and 
remove effects.
DM Client
. Added larger "+" buttons for the Chooser and Creator to make them easier 
to click on.
. Fixed some issues with keymapping.
. Player list is used instead of the party list when displaying party 
members on the minimap and areamap.
. DM's can now area transition while possessing something and the entire 
faction doesn't come with them.
. Fixed issue with trying to possess a creature in a different area than the 
one the DM is currently standing in.
. Fixed mouse action target for Dungeon Masters, so they don't start 
conversations with everyone. Also fixed highlight, so they can't always 
highlight themselves.
. DM can now move around while game is paused.
. Moved feats granted to a DM character from being hard-coded to a new flag 
in the feat.2da, "DMFeat". If it's marked as 0, the DM doesn't get it; as 1, 
he does.
. NWN database bug: Variables names are now properly truncated to 32 
characters in all cases.
Effects/Spells
. If weapon trails are disabled in the options menu, hit and parry visuals 
are disabled as well.
. Character validation was not taking Spellcasting Prodigy into account for 
a number of spells wizards learn at first level.
. You no longer get max spells after unequipping an ability boost item, then 
an extra spell slot item. Also, changed extra spell slot items so that they 
only grant extra spell slots if you are capable of casting spells of that 
level.
. Neutralize Poison should not remove Disease and Ability Decrease effects.
. Lowered Frenzy damage to 6 per round.
. You can no longer recover traps with DC 20 or higher if you do not have 
the Trapfinding feat. If you try to disarm or recover a DC 20+ trap without 
Trapfinding, you will receive feedback that success is never possible; it is 
still possible to suffer a critical failure and have the trap go off on you. 
You can still flag, examine, and set a trap of any DC without Trapfinding; 
you can also always disarm or recover a trap you set yourself.
. EffectShareDamage() was not actually applying damage to the caster.
. Some fixes to global scripts on how spells affect NPCs, etc., in Hardcore 
mode.
. Finger of Death affects players in multiplayer mode now.
. Heal spells no longer call a touch attack when cast on undead.
. The Mass Inflict Line of spells now properly call a will save instead of a 
Fort save.
. The Mass Inflict Line of spells have now been updated to have the same 
behavior as Mass Inflict Light Wounds in regards to target discrimination 
and undead.
. Mass Inflict Light Wounds no longer harms hostile undead. Neither will it 
heal them. The healing effect is only applied to friendly undead.
. Casting Mage Armor on a character who already has Improved Mage Armor 
applied will no longer remove the stronger spell.
. Improved Mage Armor now correctly provides +6 AC rather than +8.
. The duration on Tymora's Smile has been corrected.
. The spells Foundation of Stone, Body of Sun, Jagged Tooth, Tortoise Shell, 
Swamp Lung, Storm Avatar, and Nature's Avatar now properly apply their 
metamagic abilities.
. Tymora's Smile is now self-cast only.
. Crafting wands, potions, and scrolls was not working for many spells. All 
spells should now craft properly.
. Soothing Light will now auto-cast when selected.
. Guarding the Lord will now only target other creatures.
. Warlock Darkness now has the same targeting UI as arcane Darkness.
. Mass Heal now has a range of "close."
. The Mass Cure line of spells now uniformly have a range of "close."
. Old behavior for Bigby's 3 was causing some creatures to become paralyzed 
rather than immobilized in order to simulate grappling. This allowed them a 
chance to break out on a will save. The paralysis effect has been replaced 
with an immobilization effect.
. Prismatic Spray was always petrifying, rather than applying a random 
effect. This is fixed.
. Web and Greater Shadow Conjuration/Web now have the same targeting UI.
. Greater Fireburst will no longer damage the caster on hardcore difficulty.
. Fireburst will no longer harm the caster.
. Iron Horn now properly uses a cone shape instead of a sphere.
. Foundation of stone was calculating its duration in seconds rather than 
rounds. This has been fixed.
. Magic Fang and Greater Magic Fang now can be applied to any animal, beast, 
or vermin. This includes wildshaped druids.
. Missile Storm will no longer target friendlies on hardcore mode.
. Bombardment now knocks down targets on a failed save.
. Blade Barrier now plays a species specific blood spray when it damages a 
target.
. Destruction now checks the target for death immunity.
Items
. Changed Holy Avenger bonus damage from 1d6 to 2d6 vs. evil.
Scripting
. AttemptToDisarmTrap() - Returns FALSE if character cannot path to trap 
instead of assuming they don't have the skill points to do so.
. GetArmorRank - Returns whether an equipped item is ARMOR_RANK_NONE, 
_LIGHT, _MEDIUM, or _HEAVY
. GetSpellLevel() wasn't taking cleric domains into account. This has been 
fixed.
. GetWeaponType() - Lets Keen Edge spell also affect piercing weapons.
. TalentSpellFilter() - This has been standardized in regards to Keen Edge 
and Weapon of Impact.
. Added script command gr_character_xml run from console that will export 
character data in XML format to the log.
. Fixed X2_inc_switches constant that was causing the override spellscript 
and the tagbased script prefix to overwrite each other.
. NPC casters can no longer affect themselves with AOE spells in Hardcore+ 
difficulty
. NPCs of non-opposed factions can no longer affect each other with AOE 
spells in Hardcore+ difficulty
. Added additional effects and fixed parameter listing for ga_effect.
Crafting
. 'Medalion of Thought' recipe now gives that item instead of the 'Talisman 
of Pure Evil'
. The 'Armor of Arrow Deflection' recipe now gives the correct effect and 
not 'Spell Specialization: Abjuration' on the Armor enchanted
. 'Invulnerable Armor' recipe now give Damage Reduction Effect
. 'Posion Weapon' recipe now give poison effect
. The 'Armor of Spell Resistance' recipes now gives spell resistance effect.
. Crafted wands, and scrolls now give the correct class restrictions based 
on class spell lists.
. Wands and potions now take into account the class and level of the caster 
for determining if the max spell level is surpasses instead of using the 
innate level of a spell.
. removed item cast at item restriction for spell storing devices (wands, 
potions, scrolls)
. Reduced cost of 0 level spells for wands, potions, and scrolls by half
. Added warlock darkness crafting recipes for Gold Filigree Charm and 
Infernal Focus
. Number of charges for newly crafted wand now defaults to 50.
Interface
. Fixed a bug where screen edge turning was frame rate dependent, making the 
camera behave differently based on graphics settings or area.
. Fixed a few minor bugs with mouse selection.
. Save game name will now show up properly when overwriting savegames.
. Fixed issue where gaining bonus feats from items were not causing a 
refresh of the character sheet.
. The character 'ø' has been added to our fonts.
. Context Menu Delay slider and Weapon trail Option are now properly saved 
and read in correctly.
. You can no longer resize on of the multiplayer chat windows offscreen.
. You can now click past feat selection if you have no feats to select. You 
lose that feat pick permanently. This was added so characters with low stats 
in core abilities could process through level up.
Toolset
. Turning off fog along with the "use area far plane" option now works 
correctly, and will render the area up to the far plane specified in the 
Graphics section of the Options screen.
. Oriented billboards in visual effects will now render correctly in the 
toolset.
. Weapon scaling now looks correct in the toolset.
. Fixed a bug with the script and conversation search windows stealing 
focus.
. Fixed a bug with changes to spells not getting saved if the active tab was 
changed before changes were applied.
. Level 9 spells are now saved correctly for creatures.
. Font preferences are now saved correctly.
. Fixed a bug where docking windows would snap closed if a drop-down box was 
used while they were shown.
. Reduction in memory pre-allocation by half. This should address some 
customer reported issues with the toolset crashing on load.
. Some improvements to script editor speed and reductions in memory usage.
. Fixed a bug where placed instances of stores weren't copying the 
"infinite" flag for items.
. Fixed memory leak when erasing grass.
. Fixed issue for non-English versions where some required toolset 
preferences were not being loaded.
. Module variables are now displayed under the "Scripts" category.
. Fixed bug where turning off light spheres would turn off sound spheres.
. Focus wouldn't change properly when clicking on the propertygrid or the 
blueprint view. Fixed.
. Fixed crash when trying to modify prefabs in the universal blueprint 
changer.
. Fix for an exception that could be thrown if a journal was modified from 
code (like a plugin.)
. Fixed inability to modify camera orientation, Orientation has been 
re-enabled.
. Some fixes to toolset memory management to improve stability.
. Floating windows that are offscreen will be moved back onscreen on 
startup.
. Newly-created blueprints will have their template property set to the same 
name as the blueprint.
. Fixed a bug where creating new item blueprints, assigning them to a 
creature or placeable, and then immediately placing the creature or 
placeable would result in the item having incorrect properties.
. Fixed a bug in the script editor where certain NWN-specific data types 
would confuse the parameter info display.
. Using the "Find All" button in the script search window now displays all 
results in a popup window. Users can select the matching script/line they 
want to view.
. An estimated value for the cost of an item (before appraise rolls etc) has 
been added to the properties of items.
. Updated look and feel of the tab controls.
. Fixed a bug with the "Save" button in the world map editor. It will no 
longer corrupt map images. 


ah, quindi il gioco e' quasi in versione beta...
chissa' quanti anni ci vorra' prima che vada gold.
-- 
    (iao!!oai)                                    (ICQ: 10860566)
    //.aurizio
[WARNING!: togliete _nessuno_ per rispondere]
    Coloro che sono disposti a farsi togliere alcune liberta' 
essenziali per ottenere un piccolo, temporaneo senso di sicurezza
non meritano ne liberta' ne sicurezza. [B. Franklin]

 chissa' quanti anni ci vorra' prima che vada gold.
si ci sono un sacco di buggettini, non determinanti per la storia,
fortunatamente, ma fastidiosi.
ad esempio a me capita spesso che cancelli determinati incantesimi
dalla barra rapida ogni qualvolta carico una partita o cambio area e
tutte le volte li devo rimettere.
oppure a volte, selezionando col pg un incantesimo di cura in cui
dovresti selezionare il target, lo lancia automaticamente sul pg
i personaggi con IA a volte ci mettono diversi secondi prima di reagire
ad una minaccia, rimanendo immobili, oppure altre volte caricano a
testa bassa appena vedono un nemico non considerando trappole già
evidenziate o altri ostacoli ecc.
senza contare ovviamente gli errori che ci saranno sulle regole di D&D
che non si riescono a beccare, in quanto nascosti al giocatore.
pero' in complesso, per quello che ho potuto vedere, il gioco è
comunque giocabile anche senza patch, in molti aspetti migliorato
rispetto NWN e la storia molto migliore di quella di NWN, più
dinamica, la grafica complessivamente anche.
c'è stato ben di peggio.

 chissa' quanti anni ci vorra' prima che vada gold.
, il gioco è
comunque giocabile anche senza patch, in molti aspetti migliorato
rispetto NWN e la storia molto migliore di quella di NWN, più
dinamica, la grafica complessivamente anche.
c'è stato ben di peggio.
Perdonami ma non sono daccordo. Trovo la trama di nwn 1 inimitabile e quella 
del 2 una brutta copia che si trascina a fatica ricalcando schemi vecchi. Lo 
dimostra il fatto che Deekin è ancora presente: per chi non lo ricordasse 
Deekin era un personaggio di nwn1 (io l'ho tenuto in party per tutte e tre 
le campagne e l'ho trovato geniale sia nei dialoghi che nei commenti) 
possibile che non ci sia uno sceneggiatore in grado di creare un nuovo 
personaggio ? I personaggi del party sono noiosi, arroganti e stupidi peggio 
di quelli di nwn 1; i dungeon sono prevedibili. Ricordate la dimora 
dell'enigmista ?
Ci volevano ore a girarla tutta, quelli di nwn 2 sono al massimo quattro 
stanze che la mappa ti rivela da subito.
Concludo con una riflessione già fatta : nwn1 l'ho giocato e rigiocato con 
tutte le razze e professioni possibili appassionandomi sempre. Questo nwn2 a 
metà del 2 capitolo mi ha già stancato.
saluti
ps
non ho citato la grafica e i problemi vari  per non sentirmi stupido dopo 
aver buttato 59 euro 

 aver buttato 59 euro
questo problema è comune amolti giochi...

 aver buttato 59 euro
questo problema è comune amolti giochi...
è vero ma non tutti escono in beta e la migliorano a spese nostre
ciao