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> Patch 1.62, Ŕ uscita


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Inviato il: Feb 24 2004, 11:27 PM
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Come da topic, Ŕ finalmente uscita la 1.62
Entro breve posto anche le caratteristiche happy.gif




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Inviato il: Feb 25 2004, 07:58 AM
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Beh la testo e vi so dire quando la implementeramo in Ardemor(molto presto CMQ).




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Inviato il: Feb 25 2004, 09:58 AM
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Ci sono alcune novitÓ decisamente importanti, prima fra tutte la possibilitÓ di usare le talk tables custom, ovvero i tanto discussi file .tlk
Se ho capito bene ci apre la strada per nuove CdP senza troppe modifiche al dialog.tlk originale happy.gif
Poi sono state fixate elemental shape, improved invisibility, zen archery, hanno aggiunto al menu radiale diverse azioni tipo bere pozioni, cadere prono-supino.. la lista completa Ŕ questa:

Added the Sea Hag to game resources.
Added the Winter Sky skybox to game resources.
Custom talk tables now work in multiplayer games. If you don't have the module's required "*.tlk" file in your "tlk" directory the module wont load and you will be given an error message telling you that the tlk file is missing. This behaviour is the same as for Hak Paks.
Fixed up a few spells for various bugs: Elemental Shape, Improved Invisibility, and Crumble.
Fixed a bug that was causing store purchasing restrictions messages to be displayed at inappropriate times.
HotU: Fixed crash in the official campaign that could sometimes happen after talking to the Battle Herald if you had a summoned familiar present.
Made a fix to the lootable corpse system. If the only inventory item that a lootable corpse drops is gold, the gold will now show up on the corpse, rather than the corpse appearing empty. Also, if a lootable corpse is empty, it will become unselectable after you search it once.
Made a fix to the Server/Module details. They were showing up under the wrong headings in the server details page.
Made some fixes to skyboxes for their display and their transitions.
Creatures now drop out of stealth mode and lose invisibility effects when they die. Makes it a little easier to find the body for resurrection purposes.
Fixed a bug that was capping the Experience Points granted for killing a creature to a maximum Creature Rating of 20. You now get the proper experience points for killing creatures that have a CR above 20.
Fixed bug that would occur if you were disconnected from a multiplayer game while in defensive stance. If you logged back into the server your character would never be able to move ever again.
Fixed a number of bugs with regards to the Dragon Disciple and ELC checks.
Fixed a problem with henchman not running their on death scripts.
Bane of enemies feat now does the correct amount of damage.
Touch attacks now properly takes into account "epic weapon focus" bonus if its in unarmed attack.
An Epic level Bard/Palemaster will now properly show the epic level spells on their spells radial menu once the Palemaster reaches level 15.
We now try removing stealth/invisibility visual effects from henchman before the are removed from the party, so that they stop fading in and out.
Fixed a bug could cause your character to fail leveling-up if you had previously lost a class due to a level-loss.
Added a slight delay to the "inventory is full" sound effect. This fixes a problem, where the sound wouldn't play if you dropped an item while switching weapons.
Fixed a bug that would cause placeable containers to get permanently stuck open.
Fixed a few bugs where the contents of your inventory would suddenly dissappear.
Fixed a message where the "Gained Gold" text message was being displayed when you were actually losing gold.
Added more emotes to the emotes menu (Read, Drink potion, Meditate, Worship, Sit on ground, Fall down forwards, Fall down backwards).
Fixed the text message when using cleave in a defensive stance.
Fixed character select screen crash that would occur if you had a character with a custom character class in the list and you loaded a module that didn't support that custom character class. The unsupported class will be displayed as "Barbarian".
Fixed a bug in the encounter system that would cause 1st level creatures to be spawned in once your character was above 20th level. This change affects all modules that are NOT the official campaign.
Clicking OK in the sound options menu will now correctly save the selected sound provider selected in the Advanced Sound Options gui to the nwn.ini file. Rather than overriding it with the preferred sound provider, which could be different.
Fixed a display issue with the Henchman stealth mode/spell mode radial menu options.
Fixed the Zen Archery Feat so that it is now used for non-touch ranged attacks instead of just ranged touch attacks.
There were a number of problems with the calculations to attack bonuses for Melee Touch Attacks. These have been fixed now.
Made some fixes to prevent game/character hacking. Sorry, but we will never publically discuss specific changes to the game with regards to hacking the game.
Made several game stability fixes.




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Inviato il: Feb 25 2004, 10:04 AM
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mi hai anticipato morgan!! io la trovo molto interessante anche in ottica hotu. La sto gia scaricando. Bene anche per le spell fixate in piu hanno aggiunto the Sea Hag : la sirena?




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Inviato il: Feb 25 2004, 10:43 AM
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mi sembrava di averci combattuto e non Ŕ tipo un nonmorto?




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Inviato il: Feb 25 2004, 10:57 AM
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letteralmente incantatrice di mare--->quindi sirena...




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Inviato il: Feb 25 2004, 11:19 AM
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Occhio che pu˛ essere la strega di mare, una ciofeca senza misura rofl1.gif




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Inviato il: Feb 25 2004, 11:45 AM
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E' la strega di mare e vi aprira' tutti come delle cozze bitico.gif




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Inviato il: Feb 25 2004, 12:09 PM
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che roba e' zsecondo voi una strga di mare... una SIRENA!!! ^^




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Inviato il: Feb 25 2004, 01:04 PM
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Non e' una sirena... le sirene sono gnocche, quella e' piu' brutta di te laugh.gif




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Inviato il: Feb 25 2004, 01:08 PM
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ah ecco perchŔ mi pareva un nonmorto... perchŔ era brutta ehhe





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Inviato il: Feb 25 2004, 01:17 PM
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Nessuno di voi ha giocato a Planescape: Torment? La c'era la Night Hag, questa e' la versione marina wink.gif




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Inviato il: Feb 25 2004, 02:00 PM
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gnorante le sirene sono belle perche ti incantano ma sono laide!!! wink.gif




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Inviato il: Feb 25 2004, 02:05 PM
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QUOTE (scisma @ Feb 25 2004, 03:00 PM)
gnorante le sirene sono belle perche ti incantano ma sono laide!!! wink.gif

Guarda che quella che venerdi' ti ha detto di essere una sirena era Mojito travestito bye1.gif




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Inviato il: Feb 25 2004, 02:11 PM
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E' una strega di mare...ma pare che a bioware non abbiano incluso il modello nel corrispondente 2da what_smile.gif
p.s valli a capire...

Cmq a breve Ardemor passa alla 1.62 e ci sara' un aggiornamento di qualche hak (pochi KB non preoccupatevi ^^ )




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