I haven't spoken with the rest of the development team yet, just saw your post and will give you my first impression. As with the last patch, there could be potential bugs in the patch. We will wait a few days just to see if Bioware recalls it (SLAP!). In the meantime we will install the patch and test it seperately, to see what it breaks in the mod. I am sure that we will use it, it has a lot of nice fixes. Here is a current list of planned changes (for those that are curious):
Classes / Class Abilities Shifter: - Problems with server autosaves fixed - Problems with direct switching between forms fixed - Missing gargoyle hide added - Epic Dragon hides now granting +6 DR - Tower shields now properly merge item properties
Red Dragon disciple: - Now get correct d12 hit die in epic levels
Black Guard: - Summon fiend now works correctly from level 9, not 10.
Pale master: - Deathless Vigor feat now behaving as it should.
Arcane Archer - Devastating Critial is now working with bows. ;D
Bard - Fix to bardsong bonuses, for epic-level bards.
Dwarven Defender - Fixed to defensive stance becoming permanent under certain conditions - Can now pick the Two weapon fighting feat at level up.
Assassins - Death attack sometimes missing feedback strings fixed
Feats: - Dev Crit now working with bows. The prerequisites for this feat to take did not change ;D ;D ;D - Fixed to defensive stance becoming permanent under certain conditions - Death attack sometimes missing feedback strings fixed - Fixed epic-level damage bonus for Divine Wrath ability. - Fix to bardsong bonuses in epic level. - The horrific appearance monster ability is now supernatural. - Bane of enemies damage calculation fixed.
Spells - Dispel magic code rewritten, among other things it will now take the casters level into account (as it should have) - Tons and tons of fixes to spellscripts and creature ability scripts. - Added missing spellhooks to a couple of spells (i.e. endurance) - Several spells that didn't work with the crafting feats have been fixed - Fixed saving-throw-adjusted damage for the Sunbeam spell. - Fixed minor bug with the web spell. - Druids can now scribe shapechange scrolls. - Immunity vs mind now honored better by tasha's laughter spell . - Immunity vs mind now honored better by phantasmal killer spell . - Banishment now "kills" creatures instead of "destroying" them to make sure the OnDeath event is fired properly. - Properly capped "chain lightning" according to the D&D rules - Meteor swarm can now be scribed on scrolls - Stinking cloud now honors poison immunities - Immunity to paralysis does not help you against the Bigby's Crushing Hand and Bigby's Grasping Hand anymore. - Darkfire now properly damage capped
Scripting commands - ResistSpell() now working with domain spells/subradial - ActionCastSpellAt* now working with subradial spells - DecrementRemainingSpellUses() problem with domain spells fixed - OnStoreClosed() now working correctly - The GetLastClosedBy() scripting command now works in the OnStoreClosed event of stores. The command should now be more reliable when used on stores in a multiplayer game as well. - Potential crashes in GetFactionBestAC(), GetFactionWorstAC(), GetArmorClassVersus() fixed - GetCreatureHasTalent() stack underflow fixed - Fixes to GetIsImmune(). - EffectDispelMagicAll, EffectDispelMagicBest fixed - Several fixes to the AI include scripts.
Gameplay/Engine - Touch attack code rewritten. - Several fixes to inventory pages disappearing, items staying gray, etc - Item properties "Immunity: Damage Type Positive Energy", ;D ;D (Thx anyway Rastan ) "Immunity: Damage Type Negative Energy" fixed ;D ;D - You can no longer sell undroppable items. - Lootable corpse system: weapons now stay visible until looted - Changes to the games behavior to clear all actions when someone joins the party. Potentially problematic actions will still be cleared (to prevent hostility problems), but especially nonhostile actions like rest are not affected anymore - Game no longer displays "Experience Points Gained: 0" messages. - Fixes to the flee behavior of the default AI - Epic Traps damage/saves are now correct.
Tilesets - tde01_edge.2da fixed, doorway edge tiles in the dungeon tileset now display correctly.
DM Client - Fixes to "white portraits" in the DM client - Fixes to "blank portraits" in the DM client - Fixes to "quickbar becoming unuseable" in the DM client New .ini options - Added ini setting to nwnplayer.ini [Server Options] "Saving Throw Automatic Failure On 1=1" - Added option to monitor and profile bandwith usage. - Option to modify the amount of RAM used for caching by the game resource manager added
New Scripting commands - Added GetPhenoType() - Added SetPhenoType() - SetSkyBox() added - SetFogColor() added - Added DAMAGE_TYPE_BASE_WEAPON to GetDamageDealtByType()
Custom Content / Engine "modability - Increased the limit on the max number of tilesets from 24 to 50. - Added new column to VisualEffects.2da "OrientWithObject", - Added support for 8 new custom animation types: ANIMATION_LOOPING_CUSTOM3 ANIMATION_LOOPING_CUSTOM4 ANIMATION_LOOPING_CUSTOM5 ANIMATION_LOOPING_CUSTOM6 ANIMATION_LOOPING_CUSTOM7 ANIMATION_LOOPING_CUSTOM8 ANIMATION_LOOPING_CUSTOM9 ANIMATION_LOOPING_CUSTOM10 - Several new pathfinding node types added for custom tileset creators - Added more tile path nodes of types f, g, h, i, j, k and l (lower case L). For custom tile set support.
DM Client - DMs can now move undroppable (cursed) items between inventories. - DMs can now drop undroppable (cursed) items. - Added useful tooltips for all the DM Creator Quickbar buttons. - Added ability for DMs to create items directly inside placeable
Server features / enhancements - Added Bandwith profiling option - Module description problem fixed containers (e.g. chests) using the creator. - Many security fixes - ELC now strips some BAD_STRREF item properties on local vault games
Optimizations - Resource/Memory management improved. - Resource caching improved - Several memory leaks fixed - Several Scripting Commands optimized and speed enhanced - Minor improvements to the core AI scripts - Minor improvements to several spellscripts
Official Campaign - HotU: Chapter 3 - When the game ends, we now remove the non-droppable (cursed) flag from all items before doing the final export of the character. This is so that when you take the character into another module, you can drop items such as the Relic of the Reaper.
- If you already have a character who can't get rid of the Relic (or another item), you can do the following (in single player) - in the chat bar, type: ##DebugMode 1 ##runscript nw_itemreset ##DebugMode 0 - If you use this script so that you can drop an item which is part of the module you're currently playing, don't be surprised if the game breaks later on (because the module will expect you to have the item). Only use it to get rid of items that have been stuck to your character from other modules.
Some of these changes are very exciting, others are......well.......they make me sleepy. All in all, I forsee no reason that Higher Ground will not be implementing the latest patch, whichever version Bioware finally sticks with.
just thought i'd post the latest info on the patch. beta 2 is out for windows with mac and others to follow next week. huge list of fixes listed here - nwn.bioware.com/support/winclient_beta.html. a carefull look reveals several items the DM team here have already fixed includeing XP calc issues when you are dead and illegal chars when loosing a lvl. lol way to go bioware too you 6 months what the DMs here did in 6 hours