NWN2: Patch 1.07beta englisch / NWN2: Mask of the Betrayer
Geschrieben von Michael am 14.09.2007 um 19:03Bereits letzte Woche ist der 1.07beta (Codename: Premonition - soviel wie Vorahnung) Patch zu NWN2 erschienen (wie immer nur für das englische Spiel). Zudem wurden wieder einige Prestigeklassen zu Mask of the Betrayer (Arcane Scholar of Candlekeep und Invisible Blade)
Arcane Scholar of Candlekeep
Arcane Scholars seek to raise the study of magic to the level of an academic discipline. Their interest is not in researching new spells or finding more specialized uses for their craft, but in understanding the fundamental processes of magic and the inner workings of the Weave, which is the fabric that underlies all magic.
The first Arcane Scholars emerged from the dusty libraries of Candlekeep, where they pored through the writings of a thousand long-dead mages, seeking the unifying principles that underlie all magic. But even the archives of Candlekeep have their limits, and not all practitioners of magic have the means or desire to record their experiences with the Art. So Arcane Scholars dispersed into the wider world, observing and recording all the various expressions of magic they could find. Their tradition has gradually spread, and some mages who have never set foot in Candlekeep have adopted their disciplined and systematic approach to magic.
By gaining a deeper understanding of magic, and by discerning its underlying principles, arcane scholars become specialists in metamagic. Their spells are more powerful, last longer and can be cast more quickly than those of their peers. Arcane Scholars have also become especially adept at explaining the workings of magic to ordinary folk. Those who travel with Arcane Scholars gain the benefit of their considerable knowledge and are better able to avoid hostile magic.
Arcane Scholars do not limit themselves to studying particular sorts of arcane magic. To truly understand the Art, they believe that one must understand all its expressions. Thus all arcane casters are equally welcome to join their fellowship. Indeed, the insights of sorcerers and bards are particularly prized by Arcane Scholars, as such casters rarely have the patience to discuss the deeper workings of magic.
Requirements
- Skills: Spellcraft 8 ranks.
- Feats: Empower Spell, Skill Focus (Concentration), and Skill Focus (Spellcraft).
- Spellcasting: Able to cast 3rd-level arcane spells.
Class Features
- Hit Die: d4.
- Base Attack Bonus: Low.
- High Saves: Will.
- Weapon Proficiencies: Arcane Scholars gain no weapon proficiencies.
- Armor Proficiencies: Arcane Scholars gain no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Appraise, Concentration, Craft Alchemy, Diplomacy, Lore, Search and Spellcraft.
- Spells Per Day/Spells Known: When a new Arcane Scholar level is gained, the character gains new Spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.
- Bonus Metamagic Feats: At 1st level, the Arcane Scholar gains the Maximize Spell feat. At 5th level, he gains the Quicken Spell feat.
- Spell Knowledge: At 2nd Level, the Arcane Scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level.
- Improved Empower Spell: At 3rd level, the Arcane Scholar becomes especially adept at empowering spells. Empowered spells now only use a spell slot one level higher than the spell's actual level.
- Improved Maximize Spell: At 7th level, the Arcane Scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell's actual level.
- Improved Quicken Spell: At 10th level, the Arcane Scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell's actual level.
Invisible Blade
Invisible Blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible Blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal.
Requirements:
- Skills: Bluff 8 ranks.
- Feats: Feint, Two-Weapon Fighting, Weapon Focus (Dagger or Kukri).
Class Features:
- Hit Die: d6
- Base Attack Bonus: High
- High Saves: Reflex
- Weapon Proficiencies: Invisible Blades gain no weapon proficiencies.
- Armor Proficiencies: Invisible Blades gain no armor proficiencies.
- Skill Points: 4 + Int Modifier.
- Class Skills: Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Hide, Listen, Move Silently, Parry, Perform, Spot and Tumble.
- Bleeding Wound: At 1st level, when an Invisible Blade hits with a successful sneak attack, he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as one die of sneak attack damage for purposes of class and feat prerequisites.
- Unfettered Defense: An Invisible Blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of his Intelligence bonus (if any) per Invisible Blade level to his Armor Class in addition to any other modifiers he would normally receive. If the Invisible Blade is caught flat-footed, or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered Defense functions only when an Invisible Blade is not wearing armor and is not wielding a ranged weapon.
- Feint Mastery: At 5th level, an Invisible Blade armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his Bluff check when using the Feint feat.
Neverwinter Nights 2 - Premonition (Version 1.07) Beta Patch Notes
August 28th, 2007
NEW FEATURES IN PREMONITION
General
Character Mode and Strategy Mode – In advance of the release of the Mask of the Betrayer expansion pack this September, we’ve included one of the major new revisions we’ve made to the camera and control modes. Now, the four camera modes (Top Down, Chase, Driving and Free Camera) have been consolidated into two modes that are more configurable and clearer to use than the old modes – Character Mode and Strategy Mode.
These modes affect both the function of the camera and the controls for each mode, and are designed to be most efficient for the two primary styles of play – controlling a single character, and controlling a full party. Note that while the information given here refers to the default function of each mode, these modes are highly configurable. Please check out all of the options in the newly updated Options Menu. You can toggle which mode you are in by pressing the * key by default.
- Character Mode: In Character Mode, the camera follows behind and over the shoulder of the currently controlled character. This mode is useful for getting a good look at your surroundings and exploring an area while focused on controlling an individual character. While in Character Mode, by default, holding the Left Mouse Button down and moving the mouse to the left or right will turn the character. You can also turn by moving the mouse to the edge of the screen. Holding down the Middle Mouse Button or pressing the Arrow keys will allow you to rotate the camera around the currently controlled character.
- Strategy Mode: Strategy Mode is a top down Play Mode that is intended to make controlling a full party easier. This mode is most useful for controlling combat situations involving a full party of characters against a large number of enemies. In Strategy Mode, by default, you can click and drag to select multiple party members. You can rotate the camera either by holding the Middle Mouse Button and moving the mouse, by moving the mouse cursor to the edge of the screen, or by pressing the Arrow Keys.
- New Options Menu – Patch 1.07 also introduces a new options menu that gives you access to consolidated and clear options for each camera mode, and better organization of the already existing options.
- Marquee/Multi-Selection Revamp – Marquee and Multi-selection have been dramatically improved to make controlling a full party much easier. You can see the new improvements to Marquee and Multi-selection in the new Strategy Mode.
UI Improvements
- Party AI On/Off Button – There is now a button on the main game UI, next to the rest button, that will toggle the entire party’s AI on or off.
- Player Chat List – A list of all players on the server is now available on the Player Menu (the NWN2 “Eye” button in the lower left corner of the screen). You can select any player from this list to send them a tell.
- "Handles" have been added to the chat windows to allow them to be moved more easily.
- A logcommands console command has been added that allows you to dump all of the console commands to a text file.
- Console commands are no longer case sensitive.
Gameplay Improvements
- Darkvision and Low-light Vision are now modes that can be toggled on or off using the Mode Bar. They also have new visual effects to accompany this change.
- Bronze Dragon - New Creature! The Bronze Dragon creature has been added to the Toolset, so expect him to show up in new community content as well as Mask of the Betrayer.
- Stealth Improvements – Some improvements have been made to stealth to make it more effective in a Multiplayer environment. Among these, characters who are hidden will no longer show up when detected by any party member, and hidden characters should be hidden properly regardless of faction.
- Knockdown now has a two-round cooldown.
Toolset
- A "Find a Resource" Plugin has been added to the toolset.
- A Creature Appearance Wizard has been added. This will allow you to change the appearance of spawned creatures and creature blueprints, including race, gender, armor and armor attachments. This feature can be accessed by right clicking on a creature or blueprint entry. NOTE: This feature is currently in Beta, and there are plans to improve its functionality.
- A Texture Swapper has been added that allows builders to swap the textures in a tileset. This feature can be accessed from a tile’s properties pane, visible by right clicking on a tile.
- A new custom skydome system has been added to the toolset, allowing users to replace the NWN2 skies with skydomes of their own creating.
- Areas now have additional settings under their Day/Night Stage Properties that allow builders to “de-saturate” an area – that is, remove a percentage of the color from an area, all the way to black and white.
DM Client
- A UI feature has been added to allow DMs to adjust player/creature alignments using a slider bar.
- Comments from the toolset (comments within the {} brackets) will now show up in the Creator.
- The distance a DM can zoom out has been greatly increased.
- A filter feature has been added to the DM Client player list. This will allow DMs to select specific players and filter their list down to only show those selected players.
BUG FIXES IN PREMONITION
General
- The PC model during level up should be scaled to match the scaling in game
- Module Debug text should now display properly.
- The Dwarven Defender Defensive Stance ability now functions properly.
- The game will no longer crash if a player presses the + key on the number pad in a multiplayer game.
- Fixed an issue that was resulting in corrupted save games.
- Typing // will now make it so that the rest of the string is not treated as a command input, allowing the character to speak the rest of the string without any changes.
- Character AI should now respond to all attacks, not just attacks that result in damage.
- Fixed an exploit that allowed players to increase their CON.
- Neutral players should now be able to select Akadi as a deity.
- The Improved Defense feats should now replace each other.
- Mouse camera panning and tilting are now options in the game.
- Knock-down now requires a melee touch attack.
- Custom classes will now be able to progress to level 2 and above.
Toolset
- The 2DA editor in toolset should now handle rows where the row # is 4 digits.
- When viewing a 2DA in the toolset, sorting by any column other than the # will no longer renumber all the entries when saving.
- Changing a placeable's OpenState property will no longer yield an Unknown.
- Swapping textures in the toolset should no longer result in solid black textures.
- Opening the toolset after having set the TreeLeaves option to false in the View -> Options -> Graphics menu should result in leaves not being rendered.
- Builders can now select male or female model previews on the Armor Tab in the creature properties window.
- Manually entering a value in the Pressure's text field should now affect brushes.
- When you run the toolset a prefabs folder should be created, which becomes the default location for saving Prefab objects. Exported Prefabs will not get added to the blueprint list until the Toolset is restarted.
- Ctrl-Z will no longer set height-lock in the toolset. The Z key is used now.
- Turning the On? property of a light OFF and ON will toggle the light source OFF and ON.
- Pasting encounter triggers with spawn points no longer crashes the Toolset.
- All the effects associated with an air elemental are played in the proper place.
- The name of the last conversation will no longer be missing from the conversation dropdown in the properties list.
- Adding a new entry in the journal, when another entry is currently selected, will add the new entry to the parent category of the selected entry.
- Red conversation nodes now show "[END DIALOG]" if they have no response nodes under them.
- The DELETE key will now work properly when manually entering color values
- Glow maps stay on the creatures for which they are intended.
- Map hotspots will now appear in the same position in-game as they do in the World Map Editor.
- Undo will no longer work with water, due to an error causing water to disappear if undo is used in the same area.
- Roofs, in tilesets, will no longer appear red in the toolset.
DM Client
- On the DM's Context menu, if you are controlling the DM avatar the non-DM heal skill will not show up. If you possess another creature, the non-DM heal skill will show up.
- DM commands listed in the Keymapping tab will now function properly.
- Dead players will no longer disappear from the chooser.
- Possessing/Unpossessing Creatures will no longer play the creature's possession sound.
- Players will no longer see the floating text from DMs unless the DM is visible.
- Changing the resolution in the DM client should no longer cause the text to disappear from the chooser and creator.
- DMs can change the faction of a creature using the dm_setfaction command.
- Players will no longer hear the footsteps of hidden DMs.
- The disable AI button in the chooser will now work properly.
- DebugMode will no longer need to be active for a DM to use console commands.
- The last entries in the Chooser or Creator lists will no longer be blank.
- The chooser will now focus on the current area when opened.
- DMs can now select dead PCs from within the chooser.
- The Chooser and Creator will no longer require double-clicks on the buttons.
- The + key on the number pad will now jump the DM to the location of the mouse pointer.
- The toggle trap/trigger display button will now work properly.
- DMs will now be able to join a server that is full, even if that puts the player count over the limit. DMs will still count against the overall player count.
- When a DM saves his avatar, the custom shortcuts in the quickbar should no longer become unuseable at next login.
- Player portraits in the player list will no longer be blank if a player is in a different area.
- Player portraits in the player list will now have the correct portraits and names.
Scripting
- EffectDeath() now has a new parameter that will make it so that any visual effects on the creature aren't purged (With the exception of mobility imparing effects, like stun, paralysis, etc).
- The "GetGroupNumKiled" script within ginc_group has been renamed to "GetGroupNumKilled".
Spells
- Melf's Acid Arrow will no longer be stopped by spell resistance.
- The combat log will now report Disintegrate as a ranged touch attack when cast.
- Disintegrate will now gain bonus damage when Empowered.
- The targeting circle for Horrid Wilting has been changed to 30 feet.
- Fixed a spelling error for the Glyph of Warding spell description.
2da Changes:
actions.2da
ambientmusic.2da
appearance.2da
baseitems.2da
classes.2da
cls_feat_wm.2da
color_wildelf.2da
crafting.2da
des_crft_scroll.2da
des_crft_spells.2da
domains.2da
feat.2da
hen_familiar.2da
iprp_damagereduction.2da
iprp_weightinc.2da
itempropdef.2da
itemtypes.2da
keymap.2da
metamagic.2da
metatiles.2da
nwn2_dmcommands.2da
nwn2_emotes.2da
nwn2_scriptsets.2da
nwn2_voicemenu.2da
placeableobjsnds.2da
skills.2da
spells.2da
tailmodel.2da
Known Issues:
- In item properties, some properties will have strange text for bonuses rather than numbers. When you select the text, it will place the appropriate number (such as +9) in the field.
- Changing the color of some armors using the armor set tab will result in the color reverting back to the original or last color, or it will be saved as black.
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Diese Seite enstand ursprünglich aus meinen festgehaltenen Notizen zu einem gemeisterten Spiel im Computerrollenspiel Neverwinter Nights.
Da diese auf sehr gute Resonanz gestoßen sind, dient sie nun dazu verschiedene Rollenspielerfahrungen festzuhalten.