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Default NWN - Final 1.69 Patch for Servers Released

July 10th, 2008, 19:14
Lucky Day writes in with the following information:
The final patch for NWN, 1.69, has been released…at least for Servers.
This is not the patch for clients yet, merely for the standalone servers. Available versions are for Windows, Mac, and Linux…Look for the main patch to be released imminently.
You can pick up the patch and more information here on the Bioware forums.
Thanks for keeping us posted, Lucky.
More information.
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July 10th, 2008, 19:14
Full patch is out now for Windows:

http://nwn.bioware.com/support/patch.html

Release notes:

http://nwn.bioware.com/support/patchdetails169.html?pl=
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July 10th, 2008, 19:19
Thanks, kalniel. I'll fix it up on the front page.

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July 10th, 2008, 19:20
Linux one has just popped out too

Oh and the mac one is available, but apparently the web-monkeys didn't put that on the page.
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July 10th, 2008, 19:33
Interestingly enough this is being released with a simple and easy to fix bug in the sleep spell. This will by the final, official content to be released for NWN. 6 years of support..not bad.

The list of features on this 2 year in making patch is absolutely huge: its practically a new expansion. The two main features are Rideable Horses and the DLA Tilesets especially the TNO, the largest and most complicated tileset ever built for NWN.

Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
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July 10th, 2008, 20:36
Why not for Clients yet ?

And why no translation ?

They seem to want it made by community members … Do they bbelieve that it is "lost money" if they translate the patch themself or hire professional translators ?

Should I feel lucky to have a patch at all ?

Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction. (E.F.Schumacher, Economist, Source)
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July 10th, 2008, 21:17
Originally Posted by Alrik Fassbauer View Post
Why not for Clients yet ?
It's been out for clients for a while now.

And why no translation ?

They seem to want it made by community members … Do they bbelieve that it is "lost money" if they translate the patch themself or hire professional translators ?
Well I hardly think it's going to gain them any extra sales of NWN if that's what you're asking. I'd guess translation is expensive if you don't already have the talent in-studio.
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July 10th, 2008, 23:04
Then the next patch for Sacred or Sacred 2 shouldn't be translated, too.

Or even Drakensang …

Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction. (E.F.Schumacher, Economist, Source)
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July 10th, 2008, 23:10
Geez, Alrik…6 years of support isn't enough to let them get away without spending more?

As for Drakensang - fine, keep it. It's not like they're putting any effort into supporting an English community, anyway. Don't complain if the German sales alone don't support the game, though.

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July 10th, 2008, 23:28
Well, my point is just that I'm kind of sick of the support - or rather: lack of - which publishers show against non-English-language games.

You know yourself, I guess, that there are more than enough patches for games out there for the English-language installations only.

Which is made just because

a) the "lingua franca" of English - as the "global language" (wait until Chinese takes over)
b) the English-language part of the world is SO huge that it just generates enough profits if it is supported alone.

Why, do you think, are so many companies preparing so much for the English-language market ? Why, do you think, are companies bending games so much that they fit into the English-language market ? Why are games developed in a manner that the English-based culture is met ? Remember that blog entry I posted in "Links & Stuff" : The writer wrote that for the Settlers game he had to chance the cover or the american market alone: Fierce Warriors had to be shown instead of friedly, peacful Settlers.

In my opinion, games are so much adjusted to the american culture - because the USA are so big that the expected sales and profits justify that.

Other countries - why, do you think, aren't games translated into smaller languages ? Of smaller countries ?
Because the expected sales and profits don't justify that. The most of all profits made in so much smaller countries would be entirely consumed by the needed efforts to translate these games - and to adjust them to their culture.

So, in order to maximize profits, smaller countries are happily omitted. In the translation and process. And that of cultural adjustment.

So, in the end, we and all other countries are standung under the impact of the English speaking part of the world. To put it quite cynically, we must be glad that we get English-language games at all - games not adjusted to let's say Austrian culture, Swedish culture, Italian culture … But in most cases to american culture only. Because the companies expect increased profits by optimizing their games for ONE market alone - the american one, and the English-language market all in all.

So, from a purely mercantilistic point of view, it maks totally sense not to translate games for other countries. It just saves money.

Building ONE game for the MOST widespread language of the world generates the MOST of profits, because it SAVES costs that would be consumed by adjusting the game to other cultures and languages than that.

In a way, you can be happy to have the most widespread language as your own language, because this means that you'll get the most of all games - in your own language.

Which is a thing members of other cultures and languages can only dream of.

Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction. (E.F.Schumacher, Economist, Source)
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July 11th, 2008, 00:46
heh, the patch is so big its got its own builder's guide.

http://nwvault.ign.com/View.php?view…Detail&id=3412

ironically to this discussion, one of the unlisted fixes is tons of spelling and grammatical errors that were corrected by a fan.

here's the list of content changes.

New Purple Dragon Knight Prestige Class
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

8 New Tilesets:
=-=-=-=-=-=-=-=-
Barrows Interior
Castle Exterior, Rural
Castle Interior 2
City Interior 2
Fort Interior
Sea Caves (a hak pack is no longer required)
Steamworks
Tropical (a hak pack is no longer required)

Audio:
=-=-=-
15 New Music Tracks:
14 New Ambient Sounds


New Creatures (over 100 new appearances):
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Caladnei (NPC)
Cobra (Regular, Black and Gold)
Curst Swordsman
Gem Golems (Diamond, Emerald and Ruby)
G'Zhorb the All seeing Eye
Halaster
Harat, Lord of Darkness (Large and Small)
Horses (63 Different variants, plus mounted Humans, Elves, Half-Elves,
Halflings, Gnomes, Half-Orcs and Dwarves)
Lord Antoine Baccha, Visier de Guise (NPC)
Maggris, the Hive Mother
Masterius (Regular, Disguised and Powerful)
Mist Dragon
Nightmare (Regular, Saddled and Armored)
Ogre Chieftain
Purple Dragon Knight Archer (Female and Male)
Purple Dragon Knight Blade (Female and Male)
Satyr (Regular, Archer and Warrior)
Wereboar
Widow Hagatha
Wyvern (Great, Adult, Juvenile and Young)

New Placeables (nearly 350)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Doors ( 15 Generic Doors + 71 Tileset Specific Doors)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Visual Effects (over 100)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glowing eye colors (White, Blue, Cyan, Purple, Orange and Yellow).
Purple Dragon Knight feat visual effects.
Lance shattering visual effects.
Arrow visual effects.

New Armor Part Appearances (lots).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

New Weapon Part Appearances.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gem parts used for the new "Gem Golem" weapons.

New Item
=-=-=-=-
Portable Encampment
two of the Pirate module tilesets were released as a hak but that caused more of a problem then they realized so the gentlemen managed to integrate them.

As well, CEP 2.1 for patch 1.69 has already been released.

Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
Last edited by Lucky Day; July 11th, 2008 at 03:07.
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July 11th, 2008, 10:51
Originally Posted by Alrik Fassbauer View Post
Well, my point is just that I'm kind of sick of the support - or rather: lack of - which publishers show against non-English-language games.
(etc.)
Well you've described the reasons very well. Without profit we would have no private companies making games and we'd only be left with government sponsored 'games' and a few dissident individuals who wouldn't have the expertise, budget or tools to create the cinematic opuses we now call the modern computer game.

If you are into any kind of globally distibuted product that relies on language then I guess it is a bit unfortunate that you are not a native of the language used most commonly by the market of said product, however I'd argue that most of these countries have things unique to them that are far more enjoyable than computer games.
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July 11th, 2008, 11:57
Would you rather have a bad translation or no translation at all? Personally, I'd opt for the latter.
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July 11th, 2008, 18:56
Considering this was the effort of about two or three people and some QA over two years, none of whom probably know any other language but English, on a game that is 6 years old and is no longer making the company money I would say they did a darn fine job.

Its normally the publisher's job to localize the translations and the publisher abandoned this game years ago. They certainly didn't pay for this patch which is what publishers normally do as well (re: the ToEE controversy). Again, the developer did this at their own expense and their own loss.

Have you seen the additions here? They are enough to embarass the sequel. Here, I'll post some more:

ini file setting additions/changes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- Added new nwnplayer.ini file settings, so that red/green color blind
users don't get killed by traps unexpectedly.
[Trap Colors]
FriendlyColor=0,255,0
HostileColor=255,0,0
- Added ability to turn off visible cloaks in the nwnplayer.ini file
(set to 1 to enable cloaks, 0 for no visible cloaks).
[Game Options]
Visible Cloaks=1
- Added in-game text swear filter nwnplayer.ini setting (set to 1 to enable,
only supports English).
[Game Options]
In-game Text Swear Filter=0
- Added new nwnplayer.ini file setting to always roll maximum hit points at
level up for players (defaults to off).
[Server Options]
Max Hit Points=1
- Added new nwnplayer.ini file setting to not display the hit points rolled
on the level up summary gui (defaults to off).
[Server Options]
Hide Hit Points Gained=0
- Added new nwnplayer.ini file setting to restore the remaining spell uses
from the character file on log in to a "server vault" server. This option
defaults to off.
[Server Options]
Restore Spell Uses On Login=0
- Added new nwn.ini file setting to set how far into the distance grass
should be rendered (default value 900.0, valid values range from 900.0
to 30000.0). Increasing this value will cause more grass to be rendered
in outdoor grassy areas, but will also reduce game performance in
these areas.
[Video Options]
Grass Far Render Distance=900.0
- Added new nwnplayer.ini file setting to toggle on/off the file logging of
creature deaths.
[Game Options]
Death Logging=0
- Added new nwnplayer.ini file setting to reset the encounter level spawned by
an encounter trigger every time that it spawns creatures. If this option
is turned on, the encounter trigger will always spawn creatures based on
the triggering player's level rather than potentially using left over
spawned creature from an early triggering that was initiated by a much
higher level player.
[Server Options]
Always Reset Encounter Spawns=0
- Updated Get2DAString() scripting command 2da caching code to cache a number of
2das specified in an ini setting.
[Server Options]
2DA Cache Size=10
- Added new nwnplayer.ini file setting to log each script as it executes
(defaults to off). Enabling this will degrade game performance. It should
only be used for script debugging purposes (i.e. when you have a bad script
that causes your module to lock up, checking the log file will let you know
the last script that executed).
[Script Options]
Enable Logging=1
- Added new nwnplayer.ini file setting to obtain script profiling data in the
log file (defaults to off). Enabling this will degrade game performance. It
should only be used to determine which scripts you need to optimize to
improve the performance of your module. Note: "Enable Logging" should be
turned off when profiling is enabled.
[Script Options]
Enable Profiling=1
- Added new option to the nwtoolset.ini file to set the toolset CPU affinity
on multi-core computers. If you have more than one CPU on your PC, then
you can use this setting to make the toolset run on only one of the CPUs
by specifying the number of the CPU (0-31). Setting "CPU Affinity=-1"
will turn off CPU affinity
(default 0).
[Start Up]
"CPU Affinity".
- The nwnplayer.ini setting for "Client CPU Affinity" now defaults to 0 (a
setting of -1 will be converted to 0). If you need to disable this
feature set the value to -2.
Here's an idea why don't you start working on a translation yourself while the company gets back to the business of making money? Again, they've been subsidizing this thing.

With any luck Dragon Age will get this kind of support too..let's hope its as good/playable.

Developer of The Wizard's Grave Android game. Discussion Thread:
http://www.rpgwatch.com/forums/showthread.php?t=22520
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