Neverwinter Nights: Enhanced Edition

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Neverwinter Nights: Enhanced Edition

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Multiplayer notice: In order to access the multiplayer portion of the game, you must first enter your unique cd-key. This CD key can be found in your account under More -> Serial Keys.
Neverwinter Nights: Enhanced Edition adds all-new enhanced features to the content of Neverwinter Nights Diamond Edition.

Slink through the shadows as a deadly half-elven rogue, wield fearsome magics as a powerful gnomish sorcerer, vanquish your foes as an armor-clad dwarven paladin... whatever hero you create, incredible adventures await.

Discover magic, wonder, and danger at every turn on your own or with friends in these classic Dungeons & Dragons adventures.

Enhanced Features:

  • Improved Display: Your portrait, combat bar, inventory, and other UI elements adjust in size based on your chosen resolution including 1080p and 4k.
  • Advanced Graphics Options: Pixel shaders and post-processing effects make for crisper, cleaner visuals. Enable contrast, vibrance, and depth of field options as preferred.
  • Community Endorsed: Original developers have teamed with key members of the Neverwinter Nights community to curate important fan-requested improvements to support players, storytellers, and modders.
  • Backwards Compatibility: Works with save games, modules, and mods from the original Neverwinter Nights. A galaxy of community created content awaits.
  • Restored Multiplayer: A completely rebuilt multiplayer system makes it easy to find online persistent worlds and game with friends
  • More Modder Opportunities: Toolset quality-of-life improvements, shaders, filters, texture maps, and a new material systems allow creators to make amazing looking models and modules.

All the content of Neverwinter Nights Diamond Edition:

The original Neverwinter Nights campaign: Find yourself at the center of intrigue, betrayal, and dark magic in Neverwinter Nights. Journey through dangerous cities, monster filled dungeons and deep into uncharted wilderness in search of the cure for a cursed plague ravaging the city of Neverwinter.
Two expansion packs:
  • Shadows of Undrentide: Another adventure begins in Shadows of Undrentide! Charged by your master to recover four ancient artifacts, travel from the Silver Marches to unravel mysteries of a long-dead magical civilization.
  • Hordes of the Underdark: Continue the adventure started in Shadows of Undrentide and journey into the ever-more bizarre and hostile depths of Undermountain to challenge a gathering evil.
Three premium modules:
Discover over 40 hours of new stories, then go on to sample the hundreds of modules created by community members just like you.
  • Kingmaker
  • ShadowGuard
  • Witch’s Wake
The Aurora Toolset: Build your own world full of unique monsters, items, traps, encounters, and settings, then share your creation with the rest of the Neverwinter Nights community. (Windows only)
Dungeon Master Client: Become the storyteller! Control monsters, creatures, and characters your players will meet over the course of an adventure.


Downloadable HD Models & Textures Pack
Enjoy Neverwinter Nights with stunning upgrades to your heroes and equipment! The HD Models & Textures Pack for Neverwinter Nights: Enhanced Edition includes remade models of player characters and their items, like armor, weapons and shields. New models now support normal and spec information, and can be further modded by the community!

Please note: 
  • The models & textures pack is not optimized for minimum spec machines, so using the pack on some lower-end devices could cause performance issues.
  • A few models have visual glitches on character shadows. This is a known issue.

Many more performance and stability/compatibility improvements

New Curated Content Releases

We’re proud to announce two new curated content adventures, released in full cooperation with their authors.

With the latest update, you can also play them in multiplayer— and Eye of the Beholder by Rick Francis was designed to do just that. So gather your friends, and play the thrilling remake of the classic 1991 release from Strategic Simulations, Inc.

Or perhaps you're in the mood to dive into early tabletop AD&D nostalgia? Against the Cult of the Reptile God, by Rich Barker adapts the novice-series module into a smart, single-player dungeon crawl!

N1: Against The Cult of the Reptile God

By Rich Barker

Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces.

Strangers are shunned, trade has withered. Rumours flourish, growing wilder with each retelling.

Terrified peasants flee their homes, abandoning their farms with no explanation.

Others simply disappear...

The adventure is set in Greyhawk and is based on the original TSR AD&D module N1 : Against the Cult of the Reptile God by Douglas Niles, which was ranked the 19th best AD&D module of all time by Dungeon Magazine.

While this conversion has added considerably to the original source material, all of the core elements of the adventure remain.

It is a mixture of wilderness, underground, and urban adventure, with a number of unique monsters and items, and some class-specific treasure hoards and rewards.

It is suitable for any class, although is harder for rogues. Druids and rangers are particularly well catered for, and can talk to many of the animals.

The adventure has a duration of approximately 15 hours, and is designed for starting 1st level characters, who can be expected to progress to around 8th level by the end of the adventure.

There are no alignment restrictions, but the storyline is predominantly suitable for good or neutral characters.

Eye of the Beholder

By Rick Francis

A two-part remake of the classic game by Westwood/SSI.

The Eye of the Beholder series is designed to be fully multiplayer-compatible!

Eye of the Beholder

A drow spy was captured two nights ago by Oltec, Captain of the Guard. Under interrogation, the drow revealed a disturbing plan. He claimed to be working for a being named "Xanathar". The spy claimed that "Xanathar" is an evil crime lord that inhabits the deepest part of the sewer system. Supposedly, Xanathar magically teleported this drow into the city to spy on the Lords of Waterdeep, but was unable to use his magic to teleport him back underground safely. Speak with Khelben Blackstaff to find out more information that could help you before setting out on your journey.

Legend of Darkmoon

You are summoned by the wizard Khelben Blackstaff, and sent to investigate the dreaded Temple Darkmoon. The heroes of Waterdeep are sent to investigate strange disappearances from villages north of the city in the outline areas of the dark forest. Reports have been made of discoveries of human remains in shallow graves. The clues seem to lead to the Temple Darkmoon, which appears to be a peaceful sanctuary, run by divinely-inspired priests. You must explore the temple, deal with its inhabitants, avoid traps, and battle monsters to discover the temple's evil secrets. Alas, as often happens, appearances are deceiving, and the Temple's dark secret is up to the player to unfold.

Curated Content in Multiplayer

The multiplayer UI now uses the same slick design already offered in single-player.

You can now host games with modules downloaded from the curated content list (or any other third party repository used).

The repository will be automatically shared with other players, so they will be offered the download transparently (it’s just like joining a NWSync-enabled persistent world)!

Note: Multiplayer is not supported by all modules. Some were designed for singleplayer, and may break in unexpected ways when played with multiple people. Play them at your own risk!

In addition, the Start Game UI (for both single and multiplayer) saw the following changes:

  • Steam Workshop modules now show up on the Community tab. Each workshop item shows up with all modules grouped as a campaign
  • Improved UX when deselecting campaigns or modules
  • Campaigns in the list now grey out properly if none of their modules are installed
  • Campaigns can now display screenshots
  • Modules can now show as published-but-unreleased by setting a future date in the version entry
Renderer

Tons of performance and stability/compatibility improvements went into this patch:

  • Fixed the pink screen issue for unsupported GPUs
  • Drastically reduced the need for buffer switching by combining vertex arrays (perf+)
  • Combined most post-processing shaders into single pass (perf+)
  • Custom shader parameters are now properly relinked when another shader is loaded (consistency)
  • Early-Z optimisation reenabled via ifdef guard in shaders (perf+)
  • Note: if using custom shaders for setting alpha on a texture, you must now supply a txi too with an alphamean entry with a value below 1.0
  • TSB are now calculated for legacy compiled models at runtime as well (consistency/compat)
  • Fixed GL CubeMap load order (compat)
  • Fixed env maps for PC models not updating between areas. Now allows “default” map in txi files
  • Now uses the default chrome environment map if the assigned map is missing. Fixes issue with metallic objects becoming transparent (consistency)
  • Fixed gamma functions erroneously checking all colour channels, instead of any (consistency)
  • Fixed disabling tile light source with TILE_SOURCE_LIGHT_COLOR_BLACK not actually removing the light
  • Completely disabled texture downsampling for non-compressed textures
  • Fixed crash when releasing PLT
  • Added some crash safeguards for broken models
  • Adaptive soft particle based on size, should fix missing/faded monk eyes
  • Simple shadow perf optimisation
  • Fixed setting ambient material for grass
  • Fixed a crash when downsizing internal data structures
Fonts

We spent some time improving font rendering after the feedback from the last patch:

  • TrueType Fonts renamed to their function, away from font names
  • Combined glyph maps so all languages now share the same font files. Brawler is now the default font for high res typeface, since it was the most popular
  • Mordred numerals no longer offset old-style
  • Added slight adjustments to spacing and padding to make it look better
  • You can now tweak font outlines and contrast per-font (via txi)
  • Fixed the wrong font appearing in places like the DM chooser
  • Increased contrast for the high-res variant
Pathfinding
  • Static object removal now properly removes objects from the internal object list. This addresses the cases where a lot of static objects (such as body bags) added and removed over hours, would bog down gameplay
  • Fixed creatures not correctly moving towards an interactable object in certain marginal situations. Added better handling of requested distance when moving towards an object
  • Abort attempts at pathfinding early if the target destination isn’t achievable (perf+)
Gameplay
  • Default weapon feats for gloves and bracers now properly set if 2da entry is missing
  • Recommended button in chargen/levelup can now be disabled via ruleset.2da entry
  • Fixed hit dice validation for RDD
  • Fixed creature gobs sometimes erroneously generating really large wind values
Premium Modules

We cleaned up the dataset for the Tyrants of the Moonsea premium module. All content that is already part of the base game has been removed from the DLC download.

In addition, the following fixes went in:

Tyrants of the Moonsea
  • Camera position no longer resets to top-down when exiting the world map
  • Some tile appearances are now correct when "facelift" mode isactive
  • The Kur-Tharsu main gate is no longer difficult to attack
  • A spider on the Shind Road East spawns in the correct spot
  • Removed a minor XP exploit in Thalia's conversation
Darkness over Daggerford
  • Camera position no longer resets to top-down when exiting the world map
Other Fixes
  • UI/Nuklear: Fixed a crash that would occur when swapping child layouts (“clicking around a lot”)
  • Game: OnPlayerTarget now actually persisted to save games
  • Toolset: Fixed not rendering bounding boxes
  • Fonts: codepage=cp1251: Added support for a missing cyrillic character
  • Nui: codepage=cp1251: Fixed an issue with baking missing glyphs that would break rendered text
  • Fixed a regression from the previous development patch where some PLT textures were rendering incorrectly.

Update 81.8193.16 (16 September 2020)

The hot fix is now live for the NWNEE patch, which should address the issues for non-english versions of the game. Here is a list of the fixes from today's release:

  • Fixed the game not starting when a language override was selected
  • The music tracks added in the DOD/TOTM content release now show up properly in the toolset (instead of "Bad Strref")
  • The game no longer tries to read the N: drive when trying to load a non-existent supermodel. This was a really old piece of code from pre-E3-demo days back in 2000!
  • nwscript.nss: Fixed error in description of StringToObject"

Update 81.8193.15 (15 September 2020)

NWNEE Patch Change Log / Sept 15, 2020

Lighting Engine Improvements

Enhanced graphics rendering for lighting & shadows.

Tileset Additions:

This patch includes all content from Darkness over Daggerford and Tyrants of the Moonsea.

  • Tileset facelifts for the Forest and Rural Winter tileset, crafted by Zwerkules
  • Medieval City, Medieval Rural, and Mountain Snow sets, also by Zwerkules
  • Lizardfolk Interior microset
  • Seaships microset
  • Additions to several tilesets:
  • Several new docking ships groups, and a thatched-roof building, in Castle Exterior, Rural
  • New doorway tiles for Crypts and City Interior
  • 476 assorted placeables
  • 13 creature models
  • 3 shields, the Wand of Orcus, and a brass candlestick 'torch'
  • A complete "time of day" skybox texture set for the “Icy, Clear sky” skybox
  • 42 ambient Music tracks
  • 54 load screens
  • 25 assorted ambient sounds
  • 5 sound sets (for specific new creatures)
  • Palettes and blueprints for all imported Ossian content: Items, Creatures, and Placeables

For the tileset facelifts, there is a configuration toggle (on by default) to use them in the main campaigns and all official DLC. Custom content modules can use them as new tilesets. (As the tile layout is compatible, you could also just open the .are file in GFFEditor and replace the tileset reference.)

Player Dungeon Master Mode

Players can now acquire and relinquish DM privileges during normal play, assuming they know the DM password. A player DM will have all of the normal dungeon master ruleset amenities: Their player character will turn invincible; they will be able to cast any spell they wish, and their skill checks will always be made against max.

However, player DMs will not gain features specific to DM characters: Their feat list will not include all the DM abilities, and they will not walk any faster. They will also not join the DM party/faction, so they will not be able to see all player parties.

Dedicated servers can turn this off in configuration.

To enter player DM mode, you can use the console commands (dm_login <pw> and dm_logout), or you can use the debug UI.

There is a new script command that can be used to distinguish between player DMs and “real” DMs:

// Returns TRUE if the given player-controlled creature has DM privileges // gained through a player login (as opposed to the DM client). // Note: GetIsDM() also returns TRUE for player creature DMs. int GetIsPlayerDM(object oCreature);

As a consequence, GetIsDM() will now return TRUE for player DMs. Previously, you could rely on this being static per-connection, as true DMs could not drop their privileges. Pathfinding improvements Pathfinding quality in placeable and creature-heavy areas has been significantly improved, beyond the optimisations already done in 8193.13.

Your character should no longer get stuck on random placeables, or not find their way around other creatures. Conversation script parameters You can now specify script parameters in the toolset conversation editor, and these parameters can be queried via new the new script command:

// Returns the script parameter value for a given parameter name. // Script parameters can be set for conversation scripts in the toolset's // Conversation Editor, or for any script with SetScriptParam(). // * Will return "" if a parameter with the given name does not exist. string GetScriptParam(string sParamName);

There is also a script command to set parameters when invoking other scripts via ExecuteScript.

// Set a script parameter value for the next script to be run. // Call this function to set parameters right before calling ExecuteScript(). void SetScriptParam(string sParamName, string sParamValue); Scripted access to SQLite databases Full access to the sqlite API has been added.

You can access the following databases: Campaign: Databases spanning modules and savegames, living in database/. Module: A database attached to the running module, persisted to savegames. Player: Each player character has a database attached that gets saved to the character .bic file when saving to a vault (local/server), or exporting the character in singleplayer. It also gets saved to savegames.

To get you started, please check INSTALLDIR/lang/en/docs/SQLite.txt for a short introduction and further documentation on the newly-added script commands.

Please note: This is an advanced feature, and requires a solid understanding of SQL to make robust and effective use of. Scripted mouse targeting mode You can now trigger cursor targeting mode from scripting:

// Makes oPC enter a targeting mode, letting them select an object as a target // If a PC selects a target, it will trigger the module OnPlayerTarget event. void EnterTargetingMode(object oPC, int nValidObjectTypes = OBJECT_TYPE_ALL, int nMouseCursorId = MOUSECURSOR_MAGIC);

// Gets the target object in the module OnPlayerTarget event. // Returns the area object when the target is the ground. object GetTargetingModeSelectedObject();

// Gets the target position in the module OnPlayerTarget event. vector GetTargetingModeSelectedPosition();

// Gets the player object that triggered the OnPlayerTarget event. object GetLastPlayerToSelectTarget();

A new module event has been added to support this.

Caveat: The toolset cannot currently configure this module event. You need to set it via SetEventScript() at module load. New script actions related to item property usage These script commands allow NWScript to properly trigger item property usage, circumventing the Talent system.

// Returns the number of uses per day remaining of the given item and item property. // * Will return 0 if the given item does not have the requested item property, // or the item property is not uses/day. int GetItemPropertyUsesPerDayRemaining(object oItem, itemproperty ip);

// Sets the number of uses per day remaining of the given item and item property. // Will do nothing if the given item and item property is not uses/day. // Will constrain nUsesPerDay to the maximum allowed as the cost table defines. void SetItemPropertyUsesPerDayRemaining(object oItem, itemproperty ip, int nUsesPerDay);

// Queue an action to use an active item property. // oItem - item that has the item property to use // ip - item property to use // object oTarget - target // nSubPropertyIndex - specify if your itemproperty has subproperties (such as subradial spells) // * bDecrementCharges - decrement charges if item property is limited void ActionUseItemOnObject(object oItem, itemproperty ip, object oTarget, int nSubPropertyIndex = 0, int bDecrementCharges = TRUE);

// Queue an action to use an active item property. // oItem - item that has the item property to use // ip - item property to use // location lTarget - target location (must be in the same area as item possessor) // nSubPropertyIndex - specify if your itemproperty has subproperties (such as subradial spells) // * bDecrementCharges - decrement charges if item property is limited void ActionUseItemAtLocation(object oItem, itemproperty ip, location lTarget, int nSubPropertyIndex = 0, int bDecrementCharges = TRUE);

  • Override hilite colour on objects
  • You can now override the mouse-over (“hilite”) colour on objects.

// Sets oObject's hilite color to nColor // The nColor format is 0xRRGGBB; -1 clears the color override. void SetObjectHiliteColor(object oObject, int nColor = -1);

Custom mouse cursors

You can now override the mouse cursor a ingame object presents. Additionally, mouse cursors have been unhardcoded, so you can add more via custom content (see MOUSECURSOR_CUSTOM_00).

// Sets the cursor (MOUSECURSOR_*) to use when hovering over oObject void SetObjectMouseCursor(object oObject, int nCursor = -1); ProgFX have been unhardcoded A new 2da, progfx.2da has been added, that links visualeffect.2da columns. This allows for adding additional custom skin effects, beams, MIRVs, etc.

Texture replacements

You can now replace individual textures on objects at runtime

// Replace's oObject's texture sOld with sNew. // Specifying sNew = "" will restore the original texture. // If sNew cannot be found, the original texture will be restored. // sNew must refer to a simple texture, not PLT void ReplaceObjectTexture(object oObject, string sOld, string sNew = ""); Walk animations have been unhardcoded You can add new walk anims by naming them walk_002, walk_003, etc. (001 is walkdead, 002 is hardcoded to walkinj) Weather Types Unhardcoded Added new 2da: weatherypes.2da; which - unsurprising, considering the name - unhardcodes weather types. Scripted wind management The game now allows much finer-grained scripted control over the wind data.

// Sets the detailed wind data for oArea // The predefined values in the toolset are: // NONE: vDirection=(1.0, 1.0, 0.0), fMagnitude=0.0, fYaw=0.0, fPitch=0.0 // LIGHT: vDirection=(1.0, 1.0, 0.0), fMagnitude=1.0, fYaw=100.0, fPitch=3.0 // HEAVY: vDirection=(1.0, 1.0, 0.0), fMagnitude=2.0, fYaw=150.0, fPitch=5.0 void SetAreaWind(object oArea, vector vDirection, float fMagnitude, float fYaw, float fPitch); Visual effects can now use PLT textures Visual effects can now refer to PLT textures. The layer colours/indices are inherited from the object the effect is applied to (such as creatures). Visual effects can now be scaled, rotated, and translated When applying a visual effect, you can now scale, rotate and translate it, in relation to the parented object. The script commands have been extended to support this:

effect EffectVisualEffect(int nVisualEffectId, int nMissEffect=FALSE, float fScale=1.0f, vector vTranslate=[0.0,0.0,0.0], vector vRotate=[0.0,0.0,0.0]);

effect EffectBeam(int nBeamVisualEffect, object oEffector, int nBodyPart, int bMissEffect=FALSE, float fScale=1.0f, vector vTranslate=[0.0,0.0,0.0], vector vRotate=[0.0,0.0,0.0]); Modules and HAKs can now contain more than 16k items

  • The game can now load more than 16356 resources from ERF containers (modules and haks).

  • New Configuration UI

  • The game options UI has been replaced with a new implementation that now allows access to all of the new configuration options. The “Debug UI” configuration tab has been removed as a consequence.

  • This UI is still work in progress, but it is useful enough to include now.

  • Debug UI has been revamped, including a new NWScript evaluation helper

  • The debug UI has been rewritten to be leaner and expose more useful features. You can now toggle DebugMode, renderaab, rendertilepathnodes via checkboxes.

  • A new widget has been added that allows evaluating NWScript snippets on the running server (assuming you have DM privileges, or are in DebugMode).

  • Local variable access has been sped up significantly

  • Local variable access on objects is now O(n) in the worst case, but usually significantly faster than that. This is especially noticeable when you have thousands of variables on a single object. Previously, this could take up to 500ms to read a single variable; now access is below 10ms in these scenarios.

Art Changes
  • TDT01_G02_01,TDT01_G02_01,TDT01_G08_01: Repaired walkmeshes, #46
  • Repaired DAG01.set file to NOT offer unsupported height transitions #70
  • Eliminated a SQRT Domain error in a couple Treehouse Side Log Tiles (TTF02_B01_02,TTF02_B01_12) #76
  • TTF01_G04_05: Fixed bad texture assignment, tweaked alpha for better blending #77
  • TTF01_C01_02: Replaced wintery leaf texture from Winter tileset w/ proper Forest texture #77
  • TTF01_G01_01: Fixed a typo in TTF01.set which kept minimap from showing up #77
  • TCN01_Water01.tga: Increased size to 256x256, cleaned up tiling seams
  • TRM02: Recompiled a few tiles throwing SQRT domain errors #72
  • TDE01_H07_01: Fixed a bad texture assignment and UV's, added lava spouts to either side of bridge (w/ animloop01 toggle) #122
  • TDE01_A08_01: Adjusted lava mesh 0.382cm to eliminate a visible seam with neighboring tiles #117
  • PTM_CardTable1: Fixed Bounding Box #109
  • TDS01_D07_01: Fixed a SQRT domain error
  • Reworked a few creature blueprints to more closely match 3E #95
  • Fixed bad collisions in tn_sdoor_04 and tn_sdoor_16
  • Repaired city exterior tcn_a11_01
  • Compiled 165 more models in tno01
  • TNO01_V02_03: Fixed splash VFX on waterfall (back onto its own animloop, waterfall animation still intermittent)
  • TWC03_A04_07: Fixed broken/blinking chandelier candle animations
  • Repaired bounding box on Candlestick torch; changed light to yellow 5m; repaired mesh and fixed smoke placement #95
  • Removed erroneous palette entry from Birds category #107
  • Compiled ~200 models (mostly for DODEE)
  • TTF02 & TTS02: Baked a new set of minimaps, to add missing waters and roads
  • TNO01: Fixed 3x1 and 4x1 Ship (Grass Set) for floating meshes (X-form)
  • TTS02: Replaced Road to Bridge texture, fixed walkmesh
  • Placeable Fog Emitters: Added missing mf_smoke texture
  • Daggerford & Tyrants of the Moonsea Placeables:
  • Reworked placeable Use nodes on card table, and a couple other placeables (#110)
  • Shadow and Mesh fixes
  • Bounding Box fixes
  • PX2_G02 (Dragon Statue): Fixed flipped collision
  • Emerald Golem: Set the skinmesh so golems body would also be translucent
  • TNO01: Fixed tiles from Grass group that were using tno01_dirt03 City ground (#152)
  • PLC_F06 (Catapult): Fixed shadows on multiple meshes, welded parts and gave it a proper rope texture
  • TTS02: Several Shadow Fixes, Mesh Fixes
  • TNO01: Restored 3 thatch houses (Grass section) that never made palette. New doors added to doortypes.2da (tn_sdoor_03, tn_sdoor_25)
  • TDM01: Mining Platform 2 (2x2) Fixed an animloop that wouldn't shut off, and added one for the molten forge tile
  • TWC03_A02_07: Fixed a broken fireplace animation
  • TTS02 & TTF02: Shadow fixes, new & fixed animations (w/ new animloop options), a-nodes for transparency (water etc. blends properly)
  • TSS13 (Seaships): Fixed several boats that were causing a toolset crash #142
  • Miscellaneous Script Commands
  • The StringToObject() script command can be used as the reverse of ObjectToString().

// Convert sHex, a string containing a hexadecimal object id, // into a object reference. Counterpart to StringToObject(). object StringToObject(string sHex);

Miscellaneous Improvements
  • Texture pack support has been removed. All texture pack content has been merged into nwn_base.key.
  • GUI: The bright ambient light has been disabled in UI scenes. This results in a more natural look in chargen and the compass.
  • Nui: Windows now store position, size and collapse state in tml
  • Nui: Modal windows now autosize to parent
  • nwsync: increased check batch size for verifying existing data, dramatically speeding up process
  • nwsync: increased local recv buffer size, speeding up transfers on low framerates
  • WriteTimestampedLogEntry() now gets sent to all players as a console/debug message, if the server is in DebugMode. This is mostly useful for singleplayer module testing, when the module author uses the game log for debugging.
  • ExoConfig: Trap and highlight colors are now stored as hex codes.
  • DDS textures now support BC4 and BC5 encodings, to provide higher quality DDS options for greyscale and two-channel textures, such as height or specularity.
  • Config UI: Added graphical presets: Low, Good, Best.
  • Config UI: Added a configuration setting: General Shader/Lighting Quality.
  • Shaders: Defines BUILD_VERSION and BUILD_REVISION expose build info.
  • Fixes
  • Renderer: Fixed needlessly recalculating static lights in full dynamic light mode; this used to impact performance heavily with some specific static tile lights.
  • Fixed grass occasionally overlapping, resulting in flickering.
  • Fixed wind direction variation being offset by 120 degrees at peak.
  • SQLite: No longer emit “error: schema has changed” non-errors when related to migrations.
  • VM::DestroyArea() will now also fail with return code -2 if players are currently on a load screen transitioning into the area.
  • Fixed large creatures intruding into your personal space. #124
  • Config: The experimental “Aggressive Texture Caching” option has been removed (it is now on for everyone).
  • Sending WriteTimestampedLogEntry messages to clients in DebugMode can now be toggled off with a setting.
  • NUI expand/minimize chevrons have been inverted.
  • Chat Panes: When in split mode, second chat pane now shows CONSOLE-level messages (debug messages, etc) #18
  • Character generation: Spell school strrefs are now actually read from the 2da
  • VM: Script situations now always keep a hold of the actual bytecode they are spawned from. This fixes the game doing funny things when the underlying compiled script file is swapped out. This also fixes code closures from within ExecuteScriptChunk (and the Debug UI).
  • Store and load TemplateResRef from gff for door object types (so that GetResRef() does not return “”). #100
  • Dead players now call CNWSArea::DecrementPlayersInArea() #105
  • VM::AdjustAlignment(): fixed ALIGNMENT_ALL echoing wrong axis labels #55
  • VM::AdjustAlignment(): Game will now render the actual alignment shift that has happened, instead of the requested one: AdjustAlignment(-100) when at 50 will now say "You have shifted by -35" (to get you to 15, where the good/evil notchiness is) instead of "You have shifted by -100" but still putting you to 15.
  • VM::AdjustAlignment(): Game will now not render any feedback if no alignment shift occurred (previously, it would render "Your alignment has shifted by -100" if you requested -100, even if you were already at rock bottom).
  • Object hilite state is now properly persisted to GFF.
  • Fixed the game crashing or reading invalid memory when quickslotting spells as a DM.
  • Fixed a crash happening with drag & drop of inventory icons.
  • Area transition screens on the client no longer partially render a grey overlay.
  • Drag selection rendering in DM client was fixed.
  • The nwhak.exe binary has moved into bin/, out of util/.
  • Fixed heap overflow in ExoString::Insert (VM::Insert, dm_dumplocals)
  • DestroyArea(): no longer skip the last object; this used to leave things in object space attached to nothing
  • Movies: search path now prefers userdirectory over install, allowing users to override base movies.
  • GUI: Nuklear-based UI now emits sounds when clicking buttons. #5
  • GUI: The button “Remove Server from Favorites” in MP ui has been made to work once again.
  • GPU vendor optimisations are now detected automatically; the config key optimize-buffer-updates has been removed.
  • ambientmusic.2da: Fixed ids #80
  • VM: A memleak in PostString has been fixed.
  • Toolset
  • Toolset: Fixed bearing not being saved for placeables and doors
  • Toolset: texture pack selector was removed.
  • Toolset: Removed errant “OK” label in Area Properties #59
  • Toolset: Portrait backgrounds in object properties have been fixed.
  • Toolset: Update static lighting after changing tile light properties.
  • Toolset: The Bearing float should no longer flap sign when saving out the area gff.
  • Toolset: Improved script editor responsiveness as well as save/load module performance.
  • Toolset: Area view settings are now applied to all open tabs.
  • Toolset: A menu option to toggle AABB rendering was added.
  • Toolset: No longer select last-opened module in save UI.
  • Toolset: The UI for caching scripts has been removed, as the underlying system has been disabled for a while. It was pointless and counterproductive from a performance standpoint.
  • Toolset is now linked to 32bit oal-soft. Hopefully no more sound woes.
  • Campaigns and Premiums
  • Campaign SoU: Fixed the Baby Achievement
  • TotM: Small fix for floating placeables in Elmwood

Update 80.8193.13 (19 May 2020)

  • Fixed various faction issues involving the Harasi NPC, which sometimes blocked module progression.

Update 1.79 build 8193.3 (13 December 2019)

Fixes
  • Toolset sound and ambient music has been raised from the dead.

Update 1.79 (03 December 2019)

  • The new patch for #NeverwinterNights: Enhanced Edition on PC (1.79) is finally here! Thanks to our amazing community for your patience.

  • Check out the list of improvements, including bug fixes, 64bit support, achievements, keyholing, toolset updates & more in our patch notes below.

Major Features
  • Both client and server are now 64bit binaries. We do not provide 32bit binaries anymore as of this patch. (The binary directories in the game install are now misnamed; we didn't change this yet but will in a future patch.)

  • CodeBase (“Bioware Campaign Database”) has been replaced with sqlite3, as the old database code would not work when compiled with a 64bit compiler. All new database files end up in the database/ directory in your user home. They have the extension .sqlite3. Old database files will be imported once at module startup.

  • A new configuration system has been put in place. Most client and server config is now stored in a file called settings.tml, instead of nwn and nwnplayer ini.

  • We're changing how networking is done in NWN:EE, with the following benefits: Cryptographic server and client identity authentication; full network encryption to prevent traffic snooping - and in the case of public servers via the master, connection hijacking; floating connections (you might be able to IP/port-hop and retain your connection); better use of compression; and no more host/port confusion when connecting multiple times from behind the same LAN.

  • Networking/Crypto: Servers can now have fixed identities that persist between restarts. This identity is stored in a file named “cryptographic_secret” in the user home. Leaking this identity allows others to impersonate your server, much in the same way as leaking a private CD key. Favourites and History storage will now use server identities if available, so that floating IP/port servers can be found again easily.

  • We ported keyholing from Android. It is turned ON by default, but can be turned off with a console command (KeyholeToggle) or the configuration setting. There are also bindable keys.

  • New main menu background art. (Also configurable in settings.tml)

  • A management UI for NWSync was added to the Options dialog. It allows players to remove downloaded data they don’t want anymore.

  • New script calls (see below).

Further Features
  • Shaders now support #include. Use with care: It's not a real preprocessor, just a verbatim string replace.

  • NWSync now cleans up downloaded manifest mappings when getting updates from known servers. It will not remove unreferenced data yet (as desktop users might not want to lose it), but that will come next.

  • NWSync will automatically reconnect you to the server if you are still around after the download finishes (based on keyboard/mouse input detection).

  • A debug UI for advanced users to showcase experimental new features and UI scenes has been implemented (Ctrl+Shift+F12 to access).

  • A lot of new configuration keys have been added, too numerous to list here.

  • Configuration will be imported from ini files. Once imported, the .ini will not be written anymore (but left in place in case you want to go back to a previous build).

  • All configuration keys can be overridden via ENV variables (useful for automated server setups), like so: NWN_CONFIG_SET_key, where key is the fully-qualified configuration key.

  • Some configuration still remains in .ini files; these will be migrated as we go along.

  • The .tml file is in TOML format and has a full schema embedded for better introspection and tool-based editing.

  • The debug UI offers access to the full new configuration system.

  • The game now defaults to windowed mode (instead of exclusive fullscreen) on new installs.

  • The game will now remember the window position between restarts when in windowed mode.

  • A simple frame limiter has been added, which can be used to reduce CPU/GPU usage on battery-constrained devices. It is accessible through the Debug UI as explained below.

  • Walking/Running with shift held down is now an invertible config toggle. This is also accessible through the Debug UI.

  • NWSync now automatically purges outdated server manifests, removing stale and unneeded data. Manifests are considered outdated if they are coming from the same server URL and carry the same group_id (see NWSync documentation).

  • NWSync can now download offline modules from preconfigured servers. This is a experimental feature and only accessible via the Debug UI, and requires adding a specially-prepared repository.

  • The debug UI offers to purge unwanted nwsync manifests and all associated data. This will eventually be turned into a more user-friendly UI.

  • Music and ambient sounds are now loaded through ResMan and can thus be in hak and nwsync.

  • The game will now read plain mp3 files (the .bmu extension rename is still required, because this extension is used in all existing resources/haks).

  • The game user home (i.e. Documents/Neverwinter Nights) is now provisioned “development” directory, which detects changes and content is reloaded at runtime. This directory sits at the very top of the resources search path (unlike override/, which is sitting below ERF containers such as HAKs).

  • NB: This content reload only affects resource types that are not cached. For example, it can be used to inject scripts or GFF data, but not replace textures on the fly.

  • ResMan resource management and priorities has been rewritten. The debug UI can show this to you.

  • [Linux/Mac only] The game can now optionally mmap() all core game resources. This speeds up loading times drastically on some systems. This is turned off by default.

  • We have added a script command to JIT-compile and run a chunk of NWScript.

  • We have added functionality that allows attaching UUIDs to objects. These UUIDs are persisted to GFF and can be used by authors to identify items across module restarts, among other use cases.

  • Script calls that serialise/deserialise objects (StoreCampaignObject and CopyObject as of now) can now work with the following object types: Creatures, Items, Placeables, Waypoints, Stores, Doors, Triggers.

  • Model compiler: Added a new alias to nwn.ini: MODELCOMPILER (instead of clobbering the installation directory)

  • New console command: compileloadedmodels (comppiles all loaded models, including binary)

  • New console command: compileloadedasciimodels (compiles all loaded models, only ascii)

  • New console command: compilemodel (specific model, will load and unload it for you even if it is not currently loaded)

  • New command line switch: nwmain.exe compilemodel (same as the above console command; will compile the model and exit the game immediately)

  • NWSync now shows network and storage speed separately while downloading.

  • A new toolset build has been added. See the Toolset section below for details.

  • New console command: cfg [value] to change config values.

  • Configuration keys to set min-height (from ground level), min-radius (percentage of screen), and max-radius (also percentage of screen) for keyholing have been added. These are available through the Debug UI and by editing settings.tml.

  • A configuration key that allows toggling keyholing alongside tooltip (TAB, by default) has been added. It is available through the Debug UI and by editing settings.tml.

  • DM Creator Palettes can now contain plain CExoString entries in addition to STRREFs. Strictly speaking, this was possible before (node name was DELETE_ME); we’ve renamed that node to - surprise - “NAME” to make it * prettier.

  • Experimental area precaching has been added. It is guarded behind a configuration toggle and defaults to off.

Breaking Changes
  • CopyObject() now also copies the plot flag for creatures and items. This used to not be the case, but copying the plot flag is more consistent since it matches all other script calls for copying objects (i.e. CopyItem()).
  • Dragon Disciple characters will not be back-portable to earlier game versions, as the baked-in stats modifiers are now applied at runtime. Existing characters will be written at first save (see below for details).
Fixes
  • Performance and memory usage improvements at NWSync startup.

  • History/Favorites have been fixed to once again show what has been saved to the .ini.

  • We fixed the SetName and SetHiddenWhenEquipped script commands not reliably updating all clients.

  • We fixed some doors becoming unclickable after having been destroyed, despite having a scripted transition present.

  • We fixed the script compiler sometimes confusing functions where the full name of one is a prefix of the other ("Action" <-> "ActionTwo").

  • We fixed module content (hak, tlk, nwsync) not properly unloading when disconnecting from a server.

  • We fixed a bug where resources were indexed twice when loading a module, resulting in prolonged load/connect times.

  • We fixed an issue where sending visual transforms or material updates for creatures only seen on the party bar, but not yet in an area, crashed clients.

  • C++: Thousands of cases of undefined behaviour have been addressed. A lot of code duplication has been removed in the process.

  • KTX texture loading order has been fixed.

  • The Load/Save dialogue now properly removes savegames from the resource manager when exiting the UI.

  • GL Render Culling was fixed (i.e. flickering trees and keyholing showing backfaces of geometry instead of punching through).

  • We fixed invalid user savegames being deleted on read errors; for example when erroneously storing savegames in subdirectories, or when AV denies access to reading the .sav.

  • Automatic tangent generation has been fixed.

  • Steam CD key retrieval should be more robust; and in the case of errors, will emit a useful support token that can be used to follow up with Beamdog.

  • A memleak in script evaluation was fixed.

  • SetPhenoType: The constraint condition was too narrow in clamping the phenotype; this has been fixed.

  • SetName() on areas now sends the configured language, instead of English.

  • The rather arbitrary builtin effect icon limit has been removed.

  • Object Visual Transforms: We now send VTs for newly-created doors and placeables. Some inefficiencies in network updates have been removed.

  • Material Shader Params: Some inefficiencies in network updates have been removed.

  • The server now waits 3 seconds before attempting to list with the master, allowing a module to load in non-interactive use.

  • Running a local multiplayer game now should never reject the primary player if the master is unreachable.

  • A case where arturo texture animations failed to animate has been addressed.

  • A bug in the creature serialisation code (for StoreCampaignObject) has been addressed where it would erroneously embed transient object IDs for inventory items, resulting in issues when loading this creature again in a persistent world setting.

  • A nullptr deref crash related to funny/zombie-walking a player was fixed.

  • A nullptr deref crash when clicking placeables without a valid player creature was fixed.

  • A thread race crash during sound system initialisation was fixed.

  • A nullptr deref crash when the server sends a weapon switch request for a creature where the model did not yet load was fixed.

  • A selection of nullptr deref crashes when the server sends a creature update for a non-existing creature were fixed.

  • A case where encounters containing creatures only of the same CR would fail to select the proper amount/difficulty was fixed.

  • NWSync SQLite migration stability has been improved. They are now defined in code, and no longer in the installation directory. The schema, of course, remains public.

  • The effect limit configuration keys have been uncapped. They used to be limited to [1, default]; they now are [0, 255]. Beware: You may run into strange behaviour if you exceed a total bonus/penalty of -128, 127 or 255 regardless of configuration; since some values are internally typed with 8 bits.

  • Hosting local multiplayer games on Mac and Linux, where the system hostname is not resolvable through DNS, has been fixed.

  • The server config "Server vault by player name" does not require "Sticky player names" enabled anymore to work. This will help servers that want to set up custom authentication schemes.

  • We fixed an issue where the threadpool would not spawn enough worker threads if your CPU had less than three (virtual) cores.

  • Scripting: The effect limit accessors now adhere to the configuration constraints. Values set through these will always override the user-configured values for the running module only.

  • We addressed a custom content-related crash when adding invalid items to merchants.

  • A handful of UI-crashes inside NWSync have been fixed.

  • The crash reporter now says which OS it came from.

  • We fixed an issue where playing wav ambient sounds would confuse the resource manager into either leaking or freeing memory excessively.

  • A serious memleak when rendering skinmeshed objects was fixed.

  • A memleak when calculating tangent space basis was fixed.

  • An issue where the internal resource manager would needlessly evict recently used files under memory pressure was fixed, which had resulted in disk churn.

  • [Windows] The game does not crash anymore when wiggling the window. If you are curious - this was a result of Windows queueing up “window moved” messages while you held on to the window and then dumping them onto NWN all at once; overrunning a bounded queue before the game had a chance to clear it out. Other platfoms did not exhibit this behaviour.

  • A nullptr deref in the expression parser of TestStringAgainstPattern has been fixed. It triggered when trying to match empty groups following a token (i.e. “hello()”).

  • We fixed a crash when unloading compiled skinmesh models.

  • We fixed a crash when loading uncompiled skinmesh models that had invalid array lengths for the bone array.

  • The uncompiled model parser now skips empty lines. This will NOT fix invalid array lengths. Models that have invalid array lengths in any definition will still behave erratically and/or not animate and/or just be broken, but at least it won’t crash anymore.

  • We fixed a memleak in loading tile walkmeshes.

  • We fixed a memleak in internal string handling.

  • The premium modules have been fixed to once again run on 64 bit without crashing. The fix was to strip the DRM! There are no script sources in the package yet due to time constraints on this patch, but we will be providing them in the future.

  • We fixed the script call CopyItem not properly copying item description overrides.

  • We fixed CopyObject() not properly copying the faction of a creature.

  • We fixed Store/RetrieveCampaignObject() not properly storing/retrieving the faction of a creature.

  • Player characters stored/copied now end up in the Commoner faction (it used to be a the PC faction; with no valid party).

  • We fixed a crash that happened when trying to RetrieveCampaignObject a creature with an invalid faction.

  • We fixed the game not properly reconnecting immediately after clicking Cancel during a connection attempt.

  • We fixed “legacy CD keys” not being sent properly to the server during the connection process.

  • We fixed some memory management issues in CExoResMan, where having a lot of RAM would make it evict cached resources early.

  • The Examine Panel now scales it’s UI properly.

  • We now return to the premium selection UI when cancelling out of running a premium module, instead of the normal module selection.

Content Creation
  • classes.2da: New column StatGainTable. This column contains a table that describes ability and natural AC progression per level.

  • Palemaster Natural AC progression has been changed to use this mechanism.

  • Dragon Disciple Natural AC and Ability progression has been changed as well. As a consequence of this change, existing creatures will be stripped of their baked-in modifiers; thus changing characters/saves irreversibly and making them invalid with older game versions. Character changes are tracked in the character file itself: A new field “DataMigration” has been added to the GFF CreatureStats struct to accommodate this. In the interest of transparency, changes made to character files are published in the patch notes, below. If you want to return to a previous game version, make sure to create a backup first.

  • racialtypes.2da: New columns to configure extra skill points and feats at first level.

  • racialtypes.2da: New columns to configure the skill points modifier at first level.

  • racialtypes.2da: New columns to configure Ability Point Buy.

  • racialtypes.2da: New columns to configure normal feat progression.

  • racialtypes.2da: New column SkillPointModifierAbility. This column determines the ability which will provide additional skill points on level up. Can be blank. (INT by default, obviously).

  • ruleset.2da: New 2da added that contains a set of builtin ruleset defines. These defines were previously hardcoded in the game engine and are now overridable on a per-module basis. No explicit guarantees of functionality are given due to their scope and amount; however we will gladly listen for feedback on what works, what doesn’t work as expected, and what needs changing to accommodate further use cases. We reserve the right to change and remove entries with future patches.

  • You can find all of these files in the game installation directory, subdirectory ovr/.

  • DataMigration < 1: Dragon Disciple Class:

  • if (level >= 10) STR -= 4;

  • if (level >= 4) STR -= 2;

  • if (level >= 2) STR -= 2;

  • if (level >= 7) CON -= 2;

  • if (level >= 9) INT -= 2;

  • if (level >= 10) CHA -= 2;

  • // Note: Natural AC was already calculated at runtime and not persisted to character data.

Toolset Changes
  • Added support for visual transforms

  • The new options are available in Adjust Location dialog

  • You can use Ctrl+Mousewheel to quickly scale objects

  • Visual transforms currently only work on creatures, items, doors and non-static placeables

  • Added support for opening multiple areas in tabs

  • Tabs are disabled by default. To enable them, go to Toolset settings -> Area editor -> Open areas in tabs, then restart the Toolset.

  • To close a tab, right-click on the tab and choose 'Close' in the context menu.

  • Inventory editor improvements - added key bindings

  • Move selection with arrow keys

  • Set Infinite flag with 'I' key

  • Delete items with 'Delete' key

  • After deleting, it now switches to the next item in the list

  • Significantly optimized Build Module and Update Instances, as well as some minor operations like expanding an area that is not currently open

  • The Toolset is now built using a newer version of the C++ compiler. We have fixed most of the bugs caused by this change, but there might be a few regressions. If you see any issues that did not exist in the Toolset shipped with 1.78, please help us fix them by reporting them to us.

  • Fixed reputation editing in Faction Editor

  • Fixed renaming areas in the main area list

  • The Toolset now properly saves Z translation when it's the only transform defined

  • Fixed access violation when dragging equipped items to trash

  • Fix toolbar icons becoming disabled when double clicking on objects in the area list

  • Fixed Unicode issues in Creature properties dialog

  • Fixed Z translations not saving

  • Fixed undo issues when using tabs

  • Fixed fog rendering when using tabs

  • Fixed Unicode issues in Token Selector dialog

  • Visual transforms are now reset when static flag is set on a placeable

  • Fixed tab order for rotation fields in Adjust Location dialog

  • Fixed "sqrt domain" errors on some fancymapped content

  • Fixed Update Instances dialog layout

  • A memory leak that was observed when switching between areas has finally been fixed

  • Test Module now correctly passes -userdirectory to the game when launching it

New Script Commands
  • // Execute a script chunk.

  • // The script chunk runs immediately, same as ExecuteScript().

  • // The script is jitted in place and currently not cached: Each invocation will recompile the script chunk.

  • // Note that the script chunk will run as if a separate script. This is not eval().

  • // By default, the script chunk is wrapped into void main() {}. Pass in bWrapIntoMain = FALSE to override.

  • // Returns "" on success, or the compilation error.

  • string ExecuteScriptChunk(string sScriptChunk, object oObject = OBJECT_SELF, int bWrapIntoMain = TRUE);

  • // Returns a UUID. This UUID will not be associated with any object.

  • // The generated UUID is currently a v4.

  • string GetRandomUUID();

  • // Returns the given objects' UUID. This UUID is persisted across save boundaries,

  • // like Save/RestoreCampaignObject and save games.

  • // Thus, reidentification is only guaranteed in scenarios where players cannot introduce

  • // new objects (i.e. servervault servers).

  • // UUIDs are guaranteed to be unique in any single running game.

  • // If a loaded object would collide with a UUID already present in the game, the

  • // object receives no UUID and a warning is emitted to the log. Requesting a UUID

  • // for the new object will generate a random one.

  • // This UUID is useful to, for example:

  • // - Safely identify servervault characters

  • // - Track serialisable objects (like items or creatures) as they are saved to the

  • // campaign DB - i.e. persistent storage chests or dropped items.

  • // - Track objects across multiple game instances (in trusted scenarios).

  • // Currently, the following objects can carry UUIDs:

  • // Items, Creatures, Placeables, Triggers, Doors, Waypoints, Stores,

  • // Encounters, Areas.

  • // Will return "" (empty string) when the given object cannot carry a UUID.

  • string GetObjectUUID(object oObject);

  • // Forces the given object to receive a new UUID, discarding the current value.

  • void ForceRefreshObjectUUID(object oObject);

  • // Looks up a object on the server by it's UUID.

  • // Returns OBJECT_INVALID if the UUID is not on the server.

  • object GetObjectByUUID(string sUUID);


Update 1.78 (26 November 2018)

Features:

  • We added a new console variable that enables a over-time FPS display. Type "fpstrace 1" into the game console to enable.
  • You can type Gamma x in the console, where x is a floating point value larger than 0. The default is 2.2. This value is persisted to nwn.ini (under a new configuration key). Gamma only affects the rendered ingame scenery, not menus or UI, as it is applied through a FBO shader, not GL/system-wide gamma correction.
  • The game now supports normal DDS textures without having to mangle the header.
  • The game now supports KTX texture containers.
  • The game now writes out all Aliases to nwn.ini even if the file already existed.
  • We bumped the default maximum texture memory to 256MB. Previous settings of 64MB are rewritten to this value. The new minimum is 96MB. The bigger-by-default texture memory should improve stability in some situations.

Fixes:

  • We fixed lighting uniforms not assigning properly on some GPU drivers. This should address some flickering and maybe improve stability.
  • Premium Modules don't show in "Other Modules" anymore.
  • Yet another crash for creature appearances with PERSPACE=0 has been addressed.
  • The multiplayer server browser now shows a progress window when downloading the server list. It also switched over to libcurl, which should prove to be much more reliable than the previous solution.
  • The chat window will not capture mouse clicks anymore, only scroll events. This means you can once again click through it to action the game world.
Server Changes

Fixes:

  • Greater Sanctuary interacting incorrectly with True Seeing has been fixed.
  • A rare server hang when a relayed player suddenly regains direct connectivity has been fixed.
  • A bug in RetrieveCampaignObject has been fixed that resulted in a double free issue, crashing the game. This was another 1.69 issue that was unearthed by us switching to VS2017 for the Windows build.

© 2018 Beamdog. © 2018 Hasbro, Inc. All Rights Reserved. Neverwinter Nights, Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, Neverwinter, Neverwinter Nights, and the dragon ampersand are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Aurora Toolset and the BioWare logo are trademarks of Bioware Corp. All other trademarks are the property of their respective owners.

Détails sur le jeu
Fonctionne sur :
Windows (7, 8, 10, 11), Linux (Ubuntu 16.04, Ubuntu 18.04), Mac OS X (10.11+)
Sorti le :
27/03/2018
Éditeur :
Identifiant :
Taille :
3.17 Go
Forum GOG :

Système : Windows 7, 8, or 10
Processeur : 1 GHZ
Mémoire : 1 GB RAM
Carte graphique : OpenGL 3.0 compatible
Disque dur : 10 GB available space

Système : Ubuntu 16.04 or later
Processeur : Dual Core Processor
Mémoire : 1 GB RAM
Carte graphique : OpenGL 3.0 compatible
Disque dur : 10 GB available space

Système : OSX 10.11 or later
Processeur : Dual Core Processor
Mémoire : 1 GB RAM
Carte graphique : OpenGL 3.0 compatible
Disque dur : 10 GB available space

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