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https://discord.com/channels/382306806866771978/1072153095867465878
Why would anyone ever go to Discord to find patch notes?
Because the dev have decided not to release patch notes/discussion/feedback in any forums (as it a preview build) and focus it in discord as it a waste of time to place them out on forums when they could be spending that time working on the preview build. They usually update the in-game news with the build information, but have not done so at this time and I have ask them to update it for people on preview build. So for people on preview version wait and see if there a news update in the future or come to discord.
Sure it's the Dev's decision how they share their patchnotes, but saying they don't have time to Control C/Control V a post is very silly.
More to the point 'Community Relations' is normally done by an employee/volunteer whose job it is to do/share those things, and not by someone whose job it is to code, so I'm not really sure I understand your defence, as impassioned as it is.
Sharing patchnotes in a medium completely detached and not referenced in any way from the thing you are patching is not user friendly.
They don't announce it here because it is a preview patch, not normal patch release. You have to opt into the Beta to get the latest, and sometimes it's broken. If you just play, use whatever is up now. IF you build stuff you're on Discord anyway.
Do you still host Castle Defence?
I dont think anyone is gonna disagree with you but in this instance its done strictly by unpaid community members and volunteers. Some were previously paid devs but now its done strictly because they have love for the game and all unpaid.
If and when it does come to stable- there will be release patch notes just like in patch 8193.35. The above is also at least part of why 8193.35 is currently only on PC and not on mobile or consoles. I doubt this would be so if someone was willing to also work on the mobile ports and part of why there isnt is that there are hurdles\differences to get around on mobile versus PC but thats strictly conjecture on my part in regards to mobile & console versions.
I personally dont like that consoles restrict the multiplayer servers to only those approved by the console maker.. Which is one of the games strongest points for many people. AFAIK consoles are the only ones that restrict the multiplayer servers you can join. Mobile and console restricts file sizes on their devices especially when it comes to anything not approved by them.
Some CC is more than 4GB the CEP for instance. I dont like\agree with the restrictions and that would be, at least for me, one of the bigger reasons not to fool with them. PC is the only one on the below patch and has none of those restrictions. Of course it likely also has to be approved by BD like the below patch. The place it is referenced is in the .35 patch notes- the last patch on PC linked below.
in case...sorry
## [88.8193.36-2] - 2023-09-06
### Added
- Game binaries now understand the `-noaliases` CLI arg, which will prevent reading and writing aliases in nwn.ini and always use the default values.
- New setting that allows tweaking the minimum Z offset used for determining whether geometry can be dissolved by keyholing.
- Added a log message to report the area resref associated with module corruption when model error logging is on.
- Added SetEffectCreator, SetEffectSpellId and SetEffectCasterLevel to manipulate effect spell parameters.
- VM Commands `SqlGetColumnCount()`, `SqlGetColumnName()`.
- NUI windows can now take size and edge constraints.
- Added functions GetSpellAbilityCount, GetSpellAbilitySpell, GetSpellAbilityCasterLevel, GetSpellAbilityReady, SetSpellAbilityReady.
- New VM command: JsonToTemplate(), which can be used to serialise GFF data into the TEMP: alias.
- VM: TemplateToJson/JsonToTemplate now also supports RESTYPEs DLG, UTS, IFO, FAC, ITP, JRL, GUI, GFF.
- Display Loadscreen hints in chatlog option added that will print the loadscreen hint to the chat log since they now load too fast to see (default: on).
- ActionCastSpell functions added parameters nClass, bSpontaneousCast and fixed nDomainLevel
- NWScript: Added inplace variants: JsonObjectSetInplace(), JsonObjectDelInplace(), JsonArraySetInplace(), JsonArrayInsertInplace(), JsonArrayDelInplace().
- NUI: Draw lists can now bind array data, except when used inside list views.
- VM: SetObjectTextBubbleOverride() now works for items in inventories.
- Nui draw lists now support `_RECT` type for simplified rectangle rendering.
- ResManGetFileContents() can now return binary data in base64 or hex encoding.
- Nui binds can now take parameters for text and number transformation only affecting that particular bind instance.
- NWSync will keep data marked for deletion, that has been written recently, a little while longer (default: 14 days).
- EffectDamageResistance and EffectDamageReduction added parameter bRangedOnly which allows their effects to apply only to ranged weapon attacks.
- Updated a log message regarding bad PWK use nodes to provide more explicit feedback when model error logging is on.
- Updated Sqlite3 implementation to 3.42.0.
- VSync mode defaults to Adaptive.
- Module buttons in the New Game browser now have the same height as Campaigns.
- GetLastSpellCastClass now functions in AOE scripts returning the AOE creators class used to create it.
- Nui window creation now takes an optional event script parameter to override the globally-set event handler.
### Removed
- All engine code for deprecated and nonfunctional multi-byte lang support has been removed.
### Fixed
- Updated damagetypegroups.2da to make the color of acid damage match the pre-35 color.
- Updated damagetypegroups.2da to specify a color for the physical damage group, fixing the floating combat text being white instead of orange.
- Fixed being unable to select a familiar/animal companion during character creation.
- Fixed VFX on placeables not fading out when the placeable is destroyed.
- Fixed click to move not respecting modified ruleset.2da stealth/detect mode movement penalties.
- Fixed using custom palettes for PLT in combination with the generate-PLT-on-GPU setting.
- Resolved an error in computing keyholing dissolve screen offset which would lead to some optimizations being suboptimal.
- Fixed effect links not being retained after relogging on a server.
- EffectDispelMagic made consistent with new caster level calculations and will always utilise stored caster level of effects.
- Effect caster level will now be included in save games.
- Area of Effect objects now consistently store and retrieve their caster level and spell ID and can use GetCasterLevel(OBJECT SELF) as well as GetSpellId() in their scripts.
- Caster level calculations are now made consistent across the engine including using the Caster Level Multiplier for spells.
- Fixed a client crash when loading a module with a missing movie.
- Function description for SetObjectUiDiscoveryMask.
- Procedural texture distortion now no longer distorts neighbouring memory if the image dimensions exceed 256x256.
- Fixed: Mouse cursors can be any resolution, and scale at non-integer values.
- Fixed a rare client charactergen crash when trying to select a race and Human is not a playable race.
- Polymorph no longer makes every subfeat in the quickbar change to "Cancel Polymorph". It now only affects the default Druid and Shifter feats.
- Now validates compiled models upon first load to fix invalid normals and tangents caused by errors in older versions and external compilers.
- You can no longer give gold to placeables that have no inventory enabled.
- Fixed: Cutscene camera settings updated to better default values restoring older cutscene camera speeds and fixing the end of cutscene camera positioning.
- Fixed nwsync repository modules unable to progress to the next module/chapter.
- Fixed regression: ActionUseFeat with an invalid target (and invalid location) will queue a combat feat against the current target the creature is attacking, matching past behaviour.
- Traps without a key tag set no longer get destroyed by a creature carrying an item with no tag set.
- EffectModifyAttacks properly recalculates total bonus attacks when being applied.
- Clients can no longer levelup in a 4th class on a server running version 8193.34 or earlier.
- Fixed a memory leak in the RandomName() nwscript function.
- Combined parts optimisation now takes into account materialname fields being different between nodes.
- Fixed sqlite database transaction rollback not working correctly in DelayCommands.
- Fixed a server crash due to a player having outdated automap data.
- Fixed armor parts over 255 not working in the toolset.
- ELC will now validate feats for the domains of all chosen classes rather than the last chosen one.
- GetResRef() now works with encounter objects.
- Fixed the encounter object support in ObjectToJson(), CopyObject(), SqlBindObject(), StoreCampaignObject().
- Fixed SetWeather causing the weather effects to dissappear if setting the type to the already current.
### Performance Improvements
- Improved PLT shader generation performance by reserving mipmap storage in advance.
- No longer do distance sorting of particle emitters that have no particles.
- Did a number of minor internal optimizations to emitter/particle rendering.
ps
i don't like discord tbh.
so that was not the first preview patch for 8193.36
here's the log of [88.8193.36-1]
- Added ruleset.2da entry `TURN_RESISTANCE_AFFECTS_PCS` which allows Turn Resistance Increase/Decrease effects and item properties to affect PCs. Defaults to off.
- Added GetHasFeat parameter bIgnoreUses to allow checking for a creatures feat being known, even if currently used up.
- New HDR-bloom postprocessing effect. Accumalates overlapping effects more naturally and makes intense colors bleed into the surrounding pixels.
- Implemented use of OpenGL renderbuffers and framebuffer targets. Allows new types of postprocessing effects and along with various optimizations.
- Added AudioStream group of VM functions to support custom music playback synchronised between players: StartAudioStream(), StopAudioStream(), SetAudioStreamPaused(), SetAudioStreamVolume(), SeekAudioStream()
- Added Debug UI panel to view Sound system details.
- Added a set of console commands (`perfstats*`) to get performance data. Also available in Debug UI.
- NUI: Added window title text coloring.
- NUI: Added `image_region` property for image button widgets.
- Added game setting for VSync.
- Temporary sqlite databases (Module, Object) are now entirely in-memory (`:memory:`).
- Changed FloatingText VM functions to allow suppression of the automatic chat message.
- Changed popup information over creature, item and placeable objects (from mouseover/holding TAB continually) so they will update dynamically due to damage/healing done, name changes, portrait changes, 35 bubble overrides and faction changes.
- Changed "Error:" messages in client log to clarify they are related to the sound subsystem.
- SSAO now runs at half resolution but with additional smoothing. Generally improves visual output while significantly reducing the performance cost.
- PLT-on-GPU generation now uses custom offscreen framebuffer target, making the output texture size no longer limited to screen resolution.
- The game now allows logins from private network addresses (LAN only) even if the masterserver is currently unreachable.
- GetEffectType now has a parameter to retrieve the effect type of some effects which previously had no EFFECT_TYPE_ constant.
### Removed
- Removed legacy code for reading pre-EE encrypted premium modules (All premium modules shipped with EE are in default MOD format and not affected by this change).
- All rules-related internal checks on expansion pack availability have been removed from the game client and server.
### Fixed
- Fixed a crash related to models with no or corrupt faces.
- Fixed an issue where special attacks that missed still caused damage to target's defensive effects.
- Fixed GetName description in nwscript.nss.
- Fixed issue where Entangle and other effects stopping movement sometimes left dexterity on 3.
- Fixed Effect Icons so they no longer get removed from the top bar if there are icons from permanent effects still in effect.
- Fixed stat gains that affect skill points being validated correctly at levelup (#245).
- Fixed an issue where bad GFF data could cause a crash on area load.
- Fixed not being able to cast automatic silent spells if predecessor feats were missing.
- Fixed a very rare potential crash when handling inventory items.
- Fixed a rare crash on game shutdown if music was still playing.
- Fixed buffer stutter when resuming music playback.
- Fixed a crash in decoding mp3 files.
- Charsheet now correctly shows attack bonuses for vs. racial type, alignment attacks (#480).
- Fixed some visual effects (like visibility) not properly updating when updated or reattached.
- Fixed custom two-handed/offhand weapon strength modifiers not showing correctly on the character sheet.
- MemorizesSpells 0 with SpellbookRestricted 0 now will allow access to all spells in a spellbook like a Cleric, with Sorcerer-like per-day casting limits.
### Security
- Updated bundled OpenSSL to 1.1.1t.
### Performance Improvements
- Optimized instruction decoding in the nwscript VM.
- Optimized instruction counting in the nwscript VM.
- Optimized how strings are pushed and popped on the nwscript VM stack.
- Optimized how `string` and `json` constants work in the nwscript VM.
- Optimized how object updates are calculated by the server.
- Optimized internal quaternion math.
- Reduced some perfomance overhead related to visual transforms.
- In singleplayer, if struggling to hit 60fps, some server logic will yield to favor rendering instead.
- Low level optimizations to how shadow edges are built.
3 or 4 days ago