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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.
DMs can now area transition while possessing something and the entire faction doesnt 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 Tymoras 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.