Well, I'm throwing caution to the wind and up...

April 16, 2007 by Adam in NWN2

Well, I'm throwing caution to the wind and uploading a patch without having played all the way through. I'm really hoping I don't break anything horribly. I was able to test specific places, and they seemed to work just fine. I also started from the beginning and was able to get through the infamous cable car cutscene even when I was using the keyboard to move.

I'm hopeful people will be patient with these early issues. What's most frustrating is that the problems people are seeing were actually fixed during testing, but somehow didn't make it into the build that was released. I develop on various computers and my guess is that key fixes vanished into the ether somewhere along the way.

Here's the full patch notes (note that the 1.01 and 1.02 patches are being released at the same time):
1.01 - 4/15/07

  • Two doors in the entrance on level 2 have been made impossible to pick.
  • Added SetCutsceneMode to the cutscenes in the village, by the vault doors, level 3, and at the Farewells section.
  • Changed how companions were removed, which hopefully means that the soldiers won't stick with the player post-War.
  • Fixed Robert's AI
  • If reloading after Slither possessed, it'll spawn on the wrong side of the door, but you can possess it, move about, and you'll jump back.

1.02 - 4/16/07
  • Fixed mirror puzzle when Daniel interjects with a dialog (hopefully).
  • In lab, non-PCs will no longer duplicate (and control switches to player instead of companion).
  • Fixed issue with Gem Belt and Ring of Appreciation so you can't put in a second gem.
  • Fixed description of Gem of Appreciation.
  • Made a couple gems in the lab non-useable when they did nothing.
  • Fixed Lucy's gem - can now summon her and in the ranged slot has a different effect (+2 Mighty).
  • Bard's gem in armor does something useful (Bonus Feat: Weapon Proficiency - Exotic).

I just finished uploading them to the Vault's FTP server and asking Maximus to attach them (they're so big that the normal upload process doesn't work). Hopefully people can give them a try this morning.


I spent a little time on the second module over the weekend. You can get through the first cutscene and get to Port Brighton. Now I just need to finish making the area so players can wander about.

My e-mail is insanely busy these days. I also got a note from a German gaming magazine that they'd like to do an interview. Busy, busy.

Update: I just uploaded the patch. Whew.

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I've won multiple awards for my Neverwinter Nights modules, which I've been working on since the year 2000. In the real world, I'm a web developer for a healthcare organization. If you have any questions, feel free to contact me.