Patch 8193.26 Launches for Neverwinter Nights: Enhanced Edition
Author: Julius Borisov,
published 3 years ago,
Greetings, dear players and creators!
Patch 8193.26 for [i]Neverwinter Nights: Enhanced Edition[/i] arrives today! The update includes dozens of features and fixes — plus adds two epic adventures to our trove of curated community content!
Check out full patch notes below!
[h1]Patch Highlights[/h1]
[list][*] [b]New curated community content available![/b] | Our new game launcher continues to grow! Two remarkable modules, [i]Against the Cult of the Reptile God[/i] by [b]Rich Barker[/b], and [i]Eye of the Beholder 1 & 2[/i] by [b]Rick Francis[/b] are now available to download with a single click!
[*] [b]Curated community content now playable in Multiplayer[/b] | The new curated content UI is now available when running multiplayer games
[*] [b]Polished fonts[/b] | Based on player feedback, we’ve spent some time improving font rendering!
[*] [b]Renderer[/b] | Many more performance and stability/compatibility improvements[/list]
[h1]New Curated Content Releases[/h1]
We’re proud to announce two new curated content adventures, released in full cooperation with their authors.
With the latest update, you can also play them in multiplayer— and [i]Eye of the Beholder[/i] by [b]Rick Francis[/b] was designed to do just that. So gather your friends, and play the thrilling remake of the classic 1991 release from Strategic Simulations, Inc.
Or perhaps you're in the mood to dive into early tabletop AD&D nostalgia? [i]Against the Cult of the Reptile God[/i], by [b]Rich Barker[/b] adapts the novice-series module into a smart, single-player dungeon crawl!
[h2]N1: Against The Cult of the Reptile God[/h2]
By Rich Barker
[img]https://clan.cloudflare.steamstatic.com/images//31261212/737abe7b9604b88f73ba07876cba9b95ca562789.jpg[/img]
Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces.
Strangers are shunned, trade has withered. Rumours flourish, growing wilder with each retelling.
Terrified peasants flee their homes, abandoning their farms with no explanation.
Others simply disappear...
The adventure is set in Greyhawk and is based on the original TSR AD&D module N1 : Against the Cult of the Reptile God by Douglas Niles, which was ranked the 19th best AD&D module of all time by Dungeon Magazine.
While this conversion has added considerably to the original source material, all of the core elements of the adventure remain.
It is a mixture of wilderness, underground, and urban adventure, with a number of unique monsters and items, and some class-specific treasure hoards and rewards.
It is suitable for any class, although is harder for rogues. Druids and rangers are particularly well catered for, and can talk to many of the animals.
The adventure has a duration of approximately 15 hours, and is designed for starting 1st level characters, who can be expected to progress to around 8th level by the end of the adventure.
There are no alignment restrictions, but the storyline is predominantly suitable for good or neutral characters.
[h2]Eye of the Beholder[/h2]
By Rick Francis
[img]https://clan.cloudflare.steamstatic.com/images//31261212/1384b608257176c405a74018d0f722ef13d252d8.jpg[/img]
A two-part remake of the classic game by Westwood/SSI.
The Eye of the Beholder series is designed to be fully multiplayer-compatible!
[h3]Eye of the Beholder[/h3]
A drow spy was captured two nights ago by Oltec, Captain of the Guard. Under interrogation, the drow revealed a disturbing plan. He claimed to be working for a being named "Xanathar". The spy claimed that "Xanathar" is an evil crime lord that inhabits the deepest part of the sewer system. Supposedly, Xanathar magically teleported this drow into the city to spy on the Lords of Waterdeep, but was unable to use his magic to teleport him back underground safely. Speak with Khelben Blackstaff to find out more information that could help you before setting out on your journey.
[h3]Legend of Darkmoon[/h3]
You are summoned by the wizard Khelben Blackstaff, and sent to investigate the dreaded Temple Darkmoon. The heroes of Waterdeep are sent to investigate strange disappearances from villages north of the city in the outline areas of the dark forest. Reports have been made of discoveries of human remains in shallow graves. The clues seem to lead to the Temple Darkmoon, which appears to be a peaceful sanctuary, run by divinely-inspired priests. You must explore the temple, deal with its inhabitants, avoid traps, and battle monsters to discover the temple's evil secrets. Alas, as often happens, appearances are deceiving, and the Temple's dark secret is up to the player to unfold.
[h1]Curated Content in Multiplayer[/h1]
The multiplayer UI now uses the same slick design already offered in single-player.
You can now host games with modules downloaded from the curated content list (or any other third party repository used).
The repository will be automatically shared with other players, so they will be offered the download transparently (it’s just like joining a NWSync-enabled persistent world)!
[b]Note[/b]: Multiplayer is not supported by all modules. Some were designed for singleplayer, and may break in unexpected ways when played with multiple people. Play them at your own risk!
In addition, the Start Game UI (for both single and multiplayer) saw the following changes:
[list][*] Steam Workshop modules now show up on the Community tab. Each workshop item shows up with all modules grouped as a campaign
[*] Improved UX when deselecting campaigns or modules
[*] Campaigns in the list now grey out properly if none of their modules are installed
[*] Campaigns can now display screenshots
[*] Modules can now show as published-but-unreleased by setting a future date in the version entry[/list]
[h1]Renderer[/h1]
Tons of performance and stability/compatibility improvements went into this patch:
[list][*] Fixed the pink screen issue for unsupported GPUs
[*] Drastically reduced the need for buffer switching by combining vertex arrays (perf+)
[*] Combined most post-processing shaders into single pass (perf+)
[*] Custom shader parameters are now properly relinked when another shader is loaded (consistency)
[*] Early-Z optimisation reenabled via ifdef guard in shaders (perf+)
- [b]Note[/b]: if using custom shaders for setting alpha on a texture, you must now supply a txi too with an alphamean entry with a value below 1.0
[*] TSB are now calculated for legacy compiled models at runtime as well (consistency/compat)
[*] Fixed GL CubeMap load order (compat)
[*] Fixed env maps for PC models not updating between areas. Now allows “default” map in txi files
[*] Now uses the default chrome environment map if the assigned map is missing. Fixes issue with metallic objects becoming transparent (consistency)
[*] Fixed gamma functions erroneously checking all colour channels, instead of any (consistency)
[*] Fixed disabling tile light source with TILE_SOURCE_LIGHT_COLOR_BLACK not actually removing the light
[*] Completely disabled texture downsampling for non-compressed textures
[*] Fixed crash when releasing PLT
[*] Added some crash safeguards for broken models
[*] Adaptive soft particle based on size, should fix missing/faded monk eyes
[*] Simple shadow perf optimisation
[*] Fixed setting ambient material for grass
[*] Fixed a crash when downsizing internal data structures[/list]
[h1]Fonts[/h1]
We spent some time improving font rendering after the feedback from the last patch:
[list][*] TrueType Fonts renamed to their function, away from font names
[*] Combined glyph maps so all languages now share the same font files. Brawler is now the default font for high res typeface, since it was the most popular
[*] Mordred numerals no longer offset old-style
[*] Added slight adjustments to spacing and padding to make it look better
[*] You can now tweak font outlines and contrast per-font (via txi)
[*] Fixed the wrong font appearing in places like the DM chooser
[*] Increased contrast for the high-res variant[/list]
[h1]Pathfinding[/h1]
[list][*] Static object removal now properly removes objects from the internal object list. This addresses the cases where a lot of static objects (such as body bags) added and removed over hours, would bog down gameplay
[*] Fixed creatures not correctly moving towards an interactable object in certain marginal situations. Added better handling of requested distance when moving towards an object
[*] Abort attempts at pathfinding early if the target destination isn’t achievable (perf+)[/list]
[h1]Gameplay[/h1]
[list][*] Default weapon feats for gloves and bracers now properly set if 2da entry is missing
[*] Recommended button in chargen/levelup can now be disabled via ruleset.2da entry
[*] Fixed hit dice validation for RDD
[*] Fixed creature gobs sometimes erroneously generating really large wind values[/list]
[h1]Premium Modules[/h1]
We cleaned up the dataset for the Tyrants of the Moonsea premium module. All content that is already part of the base game has been removed from the DLC download.
In addition, the following fixes went in:
[h2]Tyrants of the Moonsea[/h2]
[list][*] Camera position no longer resets to top-down when exiting the world map
[*] Some tile appearances are now correct when "facelift" mode isactive
[*] The Kur-Tharsu main gate is no longer difficult to attack
[*] A spider on the Shind Road East spawns in the correct spot
[*] Removed a minor XP exploit in Thalia's conversation[/list]
[h2]Darkness over Daggerford[/h2]
[list][*] Camera position no longer resets to top-down when exiting the world map[/list]
[h1]Other Fixes[/h1]
[list][*] UI/Nuklear: Fixed a crash that would occur when swapping child layouts (“clicking around a lot”)
[*] Game: OnPlayerTarget now actually persisted to save games
[*] Toolset: Fixed not rendering bounding boxes
[*] Fonts: codepage=cp1251: Added support for a missing cyrillic character
[*] Nui: codepage=cp1251: Fixed an issue with baking missing glyphs that would break rendered text
[*] Fixed a regression from the previous development patch where some PLT textures were rendering incorrectly[/list]