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[资料] NWN1.69正式版发布了

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发表于 2008-7-10 18:30:11 | 显示全部楼层 |阅读模式
经过11个测试版之后正式版终于出现了:)
见bio的nwn补丁页:http://nwn.bioware.com/support/patch.html
英文版已全部有1.69的最终版本可供下载。而且名字不叫补丁,而是叫1.69 Critical Rebuild:)
中文版:水月的1.69简体中文补丁

--以下为英语1.69CR--
已安装资料片Hordes of the Underdark (英语,无论是否安装SoU) (以及钻石/白金版)
Windows用户:1.69还原至1.68
Linux用户:1.69
Mac用户:1.69

已安装资料片Shadows of Undrentide (英语) (also for Gold edition)
Windows用户:1.69还原至1.68
Linux用户:1.69
Mac用户:1.69

只安装有原版NWN
Windows用户:1.69还原至1.68
Linux用户:1.69
Mac用户:1.69

安装方法:
1. 将文件保存到容易找到的地方
2. 运行此文件
3. 补丁安装完毕

----------------------------------
增加:
进阶职业紫龙骑士
若干场景模块
新的可放置物品
新的音轨
其他官方资料片内的生物
新门
新视觉效果
新武器外观
新物品

ini文件增加/改变大概:
红绿色盲友好设置(nwnplayer.ini文件[Trap Colors]下设FriendlyColor=0,255,0)
隐藏披风(nwnplayer.ini文件[Game Options]下设Visible Cloaks=0)
脏话过滤(nwnplayer.ini文件[Game Options]下设In-game Text Swear Filter=1,仅限英语)
升级hp投最大值(nwnplayer.ini文件[Server Options]下设Max Hit Points=1)
不在升级时显示所得hp(nwnplayer.ini文件[Server Options]下设Hide Hit Points Gained=1)
登录服务器时恢复用去的法术(nwnplayer.ini文件[Server Options]下设Restore Spell Uses On Login=1)
改变草皮显示范围(nwn.ini文件[Video Options]下默认Grass Far Render Distance=900.0)
死后尸体不消失(nwnplayer.ini文件[Game Options]下设Death Logging=1)
随机遇敌怪物等级可根据当前玩家等级而不是第一次进入该区域的玩家的等级(nwnplayer.ini文件[Server Options]下设Always Reset Encounter Spawns=1)
设置在ini中储存的Get2DAString()命令2da数量(nwnplayer.ini文件[Server Options]下默认2DA Cache Size=10)
每次载入时运行每一个脚本以便在出错时检查(nwnplayer.ini文件[Script Options]下设Enable Logging=1)
多核处理器可设定运行工具箱时使用几个处理器(nwtoolset.ini文件[Start Up]下设置CPU Affinity后的数字,CPU Affinity=-1为关闭)

专长先决条件改变(多人模式下已有的角色可能会坏掉):
传奇闪避现在需要30点翻滚作为先决条件
Dragon Shape现在需要每天6次Wild Shape(汗,没玩过变形者)作为先决条件
传奇武器专攻:棍棒的先决条件由精通重击:棍棒改为武器专攻:棍棒
传奇武器专精:棍棒现在需要有4级战士等级才能获得(以前是一级)

其他修正:
Vista下正常播放片头录像
Vista下游戏不会突然跳到。。。需要管理权限?
官方战役中披风显示颜色
增加三叉戟武器专长
三叉戟现分为军用武器
修正承受多于一种攻击伤害类型时的伤害抵抗。目标现使用多重伤害抵抗中的最弱者抵抗所造成伤害多于基础武器伤害的武器
旋风攻击/大旋风/强力顺势劈均以角色的完整基础攻击加值使出
翻躲专长为每日一次
神圣复仇者的施法等级为10,而不使用角色的圣武士施法等级
无论生物体型,武器娴熟应用于一切生物武器
少许游戏优化
修正若干可能造成服务器崩溃的问题
修正可能与玩家脱离潜行有关的账号崩溃
修正佣兵与随行人员可能与你的角色重叠的问题
快速填装专长现在已能给予你正确的额外攻击次数
判定接触攻击时偏正加值不会被加两次
修正大地精的肩带
修正僵尸/木乃伊未被加上正确特殊视效的问题
超重物品重量修正
屏幕截图归入专门文件夹并加上模组名称
厄灭黑刃由长剑变为重剑
用“调制药剂”制作的药剂与普通药剂一样使用
修正精通寓守于攻未在特殊攻击中正确显示的问题
修正在你休息时由于其他队员开始攻击而休息未能完全撤销的问题
官方战役中由于打开水面闪光导致区域载入时发生崩溃的问题可能得到缓解
修正DM在普通触发器上使用辐射菜单命令“发送退出事件”时的问题
修正在攻击受震慑目标时的攻击加值奖励
对抗伤害种类有AC加值的物品能正确起作用
修正内存泄漏
修改开发说明

……

具体如下:
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


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.

Feat Prerequisite changes (these may make some existing characters invalid in
        multiplayer games)
- The Epic Dodge feat now requires 30 ranks of Tumble skill as a
        prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the
        description        (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club"
        rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain
        (rather        than one).

General Fixes:
=-=-=-=-=-=-=-
- Fixed issue with videos not displaying under Windows Vista.
- The game will now prompt to elevate to administrator privaleges under
        Windows Vista.
- Fixed issue with corrupted textures on newer Nvidia cards.
- Colorized the cloaks in the official campaigns (they are no longer all
        tan colored).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one
        type of damage (i.e. Morning Stars and Halberds). The target now uses the
        worst of the multiple damage resistances against weapons that inflict
        more than one base weapon damage type.
- Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks
        are        done at the player's full BAB.
- The Defensive Roll feat now works 1/day as per the description.
- Fixed the caster level being used for Holy Avengers (it is now always set
        to 10 as it is cast from an item, rather than using the player's paladin
        caster level).
- Updated Weapon Finesse to work with all Creature Weapons regardless of the
        creature's size.
- Made some minor game optimizations.
- Fixed some issues that could be used to intentionally crash a server.
- Fixed client crash that seemed to be related to other players coming out of stealth.
- Fixed issue where your henchman/associates could sometimes overlap the position
        of your character.
- The "Rapid Reload" feat now gives you the proper number of extra attacks.
- Fixed an issue with the deflection bonus being added in twice when determining
        a touch attack.
- Fixed Bandoleers on hobgoblins.
- Fixed an issue with VFXs not attaching correctly to zombies/mummies.
- Fixed issue with Item Weights being wrong for extremely heavy items (such as the
        Tower Shield).
- Screenshots are now prefixed with the module name (set in the Module properties in
        the toolset) rather than "NWN". Screenshots are also now placed in the
        screenshots subdirectory.
- Changed "Black Blade of Disaster" feats from "Longsword" to "Greatsword"
- Changed "Brewed Potions" so that they now behave like normal potions (i.e. when
        used they play the drinking animation, can be dropped on henchman, etc).
- Fixed issue with "Improved Expertise" mode not being correctly displayed in
        the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party
        started attacking something during your rest period (the OnPlayerRest event
        is now properly called in this situation).
- Made some changes that will hopefully address area loading crashes related to
        "shiny water" being enabled in watery areas of the official campaign.
- Fixed issue with the DM "Send Exit Event" radial command when used on generic
        triggers. The DM object wasn't being set correctly as the exiting object
        causing scripting calls to GetExitingObject() to not work correctly.
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
- Fixed some memory leaks.
- Fixed some exploits.

Spell/Feat description and other text changes:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
- Updated description for "Elemental Swarm" to reflect that the elementals are 21HD.
- Updated the Badger animal companion Rage description.
- Updated the Hawk animal companion description list the correct feats.
- Updated the Panther animal companion description to list the correct skills/feats.
- Updated the Panther familiar description to list the correct feats.
- Updated the Spider animal companion description to include the hide skill.
- Updated the description of "Bard Song" to correctly reflect the required Perform
        skill at level 16.
- Updated the "Enchant Arrow" description to better reflect how it is implemented.
- Updated description for "Imbue Arrow" feat to better reflect how it behaves.
- Updated description for "Resist Energy" to properly reflect the Fort Save
        Bonus required.
- Updated description for displacement spell. It was incorrectly listing a
        "Somatic" component.
- Updated the description for Keen Edge to clarify that it only works on
        "slashing melee" weapons.
- Updated the description for Clarity to display the proper duration "5 Rounds + 1
        Round / Level" and it now correctly mentions that it removes Daze effects as well.
- Updated the description for "Undeaths's Eternal Foe" to include the +4
        deflection bonus to AC.
- Updated description for "Tenser's Transformation" to properly reflect the
        bonuses given by the spell.
- Updated description for "Shadow Shield" to properly reflect the immunities
        given by the spell.
- Updated description for "Black blade of disaster" so that the sword's enhancement
        bonus is correctly described.
- Updated description for "Mordenkainen's disjunction" to properly reflect how the
        dispel check is done.
- Updated description for "Deafening clang" to clarify that the bonuses will not stack.
- Updated description for "Holy sword" to include all the benefits of the weapon.
- Updated description for "Nature's Balance" to properly reflect the damage healed.
- Updated description for "Hammer of the Gods" to properly relect the effects of a
        successful Will save.
- Fixed many spelling errors and typos in the official campaign.

Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Newly created modules will now have the OnClientEnter script set to "x3_mod_def_enter"
        by default. This script is used to give pre-existing characters horse related
        feats, so that they can use horses.
- Fixed issue with non-human cloaks not displaying properly on NPCs in the toolset.
- Fixed issue with textures not displaying correctly in the toolset for community made
        creatures that use a phenotype of 10 or greater.
- Added new generic horse dismount triggers to toolset palette.
- Fixed incorrect tails on Lizardmen templates.
- Fixed the alignment on some of the Slaadi in the toolset palette.
- Mephits in the toolset palette are now the correct neutral alignment.
- Fixed incorrect alignment on Duergar Clerics.
- Fixed incorrect sound sets on Duergar Priestess.
- Fixed issue with padded lines in the classes.2da displaying as "Bad Strref" in
        the toolset creature wizard and levelup wizard.
- Fixed issue with the Snowy Rural and Rural caravan loadscreens displaying the
        desert image instead (they will now also appear under the tileset filtered lists).
- Made default equipment on Troglodyte Warrior non-droppable.
- Fixed some environment mapping issues for Wings/Tails.
- Fixed a scaling issue for Wings/Tails.
- Fixed incorrect portrait on Rope placeable.

Script-specific:
=-=-=-=-=-=-=-=-
- Added a new Module "OnPlayerChat" event.
- Added new scripting commands:
        object GetPCChatSpeaker();
        string GetPCChatMessage();
        int GetPCChatVolume();
        void SetPCChatMessage(string sNewChatMessage="");
        void SetPCChatVolume(int nTalkVolume=TALKVOLUME_TALK);
        string GetDescription(object oObject, int bOriginalDescription=FALSE,
                 int bIdentifiedDescription=TRUE);
        void SetDescription(object oObject, string sNewDescription="",
                int bIdentifiedDescription=TRUE);
        int GetColor(object oObject, int nColorChannel);
        void SetColor(object oObject, int nColorChannel, int nColorValue);
        itemproperty ItemPropertyMaterial(int nMaterialType);
        itemproperty ItemPropertyQuality(int nQuality);
        itemproperty ItemPropertyAdditional(int nAdditionalProperty);
- Added a new starting position parameter to the FindSubString scripting command.
    int FindSubString(string sString, string sSubString, int nStart=0);
- Added extra parameter to scripting command:
    void AdjustAlignment(object oSubject, int nAlignment, int nShift,
                int bAllPartyMembers=TRUE);
- Added new constant VFX_BEAM_DISINTEGRATE for use with EffectBeam()
- Increased the limit on the SetPhenoType() scripting command to 99.
- Made CopyItemAndModify() scripting command work with both the old and new
        cloak systems.
- Fixed issue with the scripting command SetCreatureAppearance() not restoring
        players to PC movement speed when restoring the character back to one
        of the playable races.
- Evard's Black Tentacles now applies the damage per tentacle, rather than all
        tentacle damage being applied at one (nw_s0_evardsa.nss and nw_s0_evardsc.ncs).
- The Arcane Archer special abilities Imbue Arrow, Seeker Arrow, Hail of Arrows and
        Death Arrow now take into consideration the Epic Weapon Specialization feat
        (x0_i0_spells.nss)
- Fixed Isacc's Missile Storm Projectile Traps to work again (x0_i0_spells.nss).
- Fixed damage calculation for Eyeball familiar rays (x1_s1_eyebray.nss).
- "Tymora's Smile" now works properly based on Harper levels (x0_s2_HarpSmile.nss).
- Negative Energy Burst is now properly capped at +20 damage based on caster level
        (nw_s0_negburst.nss)
- Blade Barrier now properly respects the Evasion and Improved Evasion feats
        (nw_s0_bladebara.nss, nw_s0_bladebarc.nss)
- Fixed hit points healed/damaged for the empowered "Healing Circle" spell
        (nw_s0_healcirc.nss).
- Cursed song no longer affects silenced creatures (X2_S2_CurseSong.nss) and the
        bonuses for level 11 are now granted at level 11 (rather than level 12).
- Changed the "Undeaths's Eternal Foe" AC bonus from a dodge bonus to a deflection
        bonus (x0_s0_udetfoe.nss).
- Fixed SR calculation in "Nature's Balance" when it affects more than one
        creature (NW_S0_NatureBal.NSS).
- Fixed dye script to work on the last color available (x2_s2_dyearmor.nss)
- Fixed missing concealment bonus on the Shadowdancer's Epic Shadowlord
        (x2_ch_summon_sld.nss).
- Negative Energy Traps no longer harm undead (nw_t1_negavgc.nss, nw_t1_negstrc.nss,
        nw_t1_negdeadc.nss, nw_t1_negminc.nss).
- Fixed duration calculation on Gaze and Howl fear effects (nw_s1_gazefear.nss,
        nw_s1_howlfear.nss)
- Fixed Gust of Wind to only disperse cloudlike area of effect spells
        (x0_s0_gustwind.nss).
- Added a horse scripting system for builders that want to use horses in their
        modules. View the x3_inc_horse script in the toolset for more information.
- Tridents and Magic staves are now considered melee weapons by the scripting
        command GetMeleeWeapon() (x2_i0_spells). If you have used this scripting command
        in your own custom module, you will need to recompile your scripts to take
        advantage of this change.

2DA Changes:
=-=-=-=-=-=-=-=
- Amplify now requires a somatic component as per the spell description
        (spells.2da).
- The spell War Cry now requires a somatic component as per the spell
        description (spells.2da).
- Greater Sanctuary now requires a somatic component, as per the spell description
        (spells.2da).
- Balagarn's Iron Horn now requires a somatic component, as per the spell description
        (spells.2da).
- Clarity/Scare/Lesser Dispel can now be cast as a stilled spell (spells.2da Meta
        Magic column updated).
- Greater Restoration can no longer be selected as an Extended Spell, as its duration
        is instantaneous (spells.2da).
- Removed reference to non-existent script NW_S0_MindFogC from VFX_Persistent.2da.
- Fixed row numbering in IPRP_SPELLCOST.2DA (there were duplicate rows numbered 199).
- Fixed the spell range for "Shadow Conjuration Darkness" (spells.2da).
- Added missing Trident weapon feats ( CLS_FEAT_FIGHT.2DA, CLS_FEAT_BARB.2DA,
        CLS_FEAT_DIVCHA.2DA, CLS_FEAT_DWDEF.2DA, CLS_FEAT_PAL.2DA, CLS_FEAT_RANG.2DA,
        CLS_FEAT_WM.2DA, CLS_FEAT_BLKGRD.2DA, and many PackFT*.2das).
- Fixed broken "Minotaur, Zor" sound set (soundset.2da).
- Fixed issue with clubs not playing the hit sound against creatures wearing medium
        armor (weaponsounds.2da).
- Fixed icon for "Ethereal Visage" scrolls (iprp_spells.2da).
- Fixed weight of two-bladed swords (baseitems.2da).
- Fixed environment mapping on the bone golem (appearance.2da).
- Fixed RacialType entries for elementals in the polymorph.2da
- Adding missing feat FEAT_EPIC_WEAPON_SPECIALIZATION_DWAXE to cls_feat_divcha.2da
- Fixed missing underscore in categories.2da.
- Fixed category entries for FEAT_EPIC_ARMOR_SKIN and FEAT_EPIC_SPELL_MAGE_ARMOUR (feat.2da).
- Fixed issue with Champions of Torm not being able to take Ambidexterity and
        Two Weapon Fighting as Bonus Feats (CLS_FEAT_DIVCHA.2da).

Custom Content:
=-=-=-=-=-=-=-=
- Upped maximum number of tilesets allowed to 100
- Load screen row indexes past row 255 will now working properly in the game.
- The Read/Drink/Meditate/Worship/Sit/Fall Backwards/Fall Forwards radial menu icons
        no longer all use the ir_nod.tga (so that the community can properly override
        the images with custom content).
- Increased the allowable rows in the WingType.2da, TailType.2da and GenericDoors.2da
        from 255 to a much larger value (i.e. around 4 billion).
- Added new renderaabb and rendertilepathnodes DebugMode console commands to aid with
        building tilesets.
- Added support for 10 new custom animations (plus a new mount and dismount).

Special Information with regards to some of the new content:
=-=-=-=-=-=-=-==-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-===-=
Barrows Interior Tileset:
- The white patches in the "Final 7x7" group are there to help you position the "Pillar #,
        Barrows" placeables from the "Placeable->Miscellaneous Interior" standard palette.
        You can turn this off by unchecking "Animation Loop 1" in the tile properties
        for the placed tile group).  

Horses:
To create a mounted NPC in the tooolset you need to do the following
- Change the NPC's appearance to "Human mounted, Male" (or choose another race/gender
        that you desire). Set the PhenoType to "Normal Mounted" (or Large for larger
        human phenotypes). Click on the Appearance tab and from the "Tail" pull down menu
        select the type of horse that you desire.
- Changing the NPC's Phenotype to one of the "Jousting Mounted" settings will cause the
        NPC horse to use Jousting animations in game, rather than the normal horse combat
        animations.


安装后基本上又会占去大约1G空间。。
虽说是最后一个官方补丁,但今后应该还会有非官方的1.70,bio的工作人员实在太热情了。

关于骑乘,下面另附两个已包含骑乘节目的模组(皆为英语),其中前者为骑马教学。。。
1.69 Riding Academy
Enigma Island 1 - Treasure | Enigma Island 2 - Templars

评分

参与人数 1奥币 +10 收起 理由
水月 + 10 我很赞同

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发表于 2008-7-10 19:26:59 | 显示全部楼层
感谢LZ通知.....1.69记得去年就一直在更新 然后就一直没动,现在终于出了
显示/隐藏披风
升级hp投最大值

很不错,值得升级....进阶和新物品外型还有声光效果./..因为有PRC和CEP了...所以
发表于 2008-7-10 20:19:22 | 显示全部楼层
期待水月大哥汉化吧…………
发表于 2008-7-10 21:01:07 | 显示全部楼层
终于出来啦,等了好久哟。赶紧去下载啦。。。。
发表于 2008-7-10 23:39:05 | 显示全部楼层
升级hp投最大值


我最喜欢这条
发表于 2008-7-11 03:00:23 | 显示全部楼层
终于出1.69Critical Rebuild了,下载安装试试去


Leto 1.69 可以配合1.69Critical Rebuild一起使用。Leto是玩家自制的工具,能修改Neverwinter Nights角色的头像、技能等,还可以修改存盘,功能十分强大。
http://nwvault.ign.com/View.php?view=Other.Detail&id=1288
发表于 2008-7-11 06:27:23 | 显示全部楼层
哈哈,水月大哥等你汉化呀!永远支持水月!
发表于 2008-7-11 14:17:56 | 显示全部楼层
水月斑竹加油啊,早日完成大业,永远支持你!
期待骑马狂飙哦呵呵,我的Paladin
发表于 2008-7-11 19:54:45 | 显示全部楼层
晕,beta11不是刚出来么,还以为要再等一个月的……
发表于 2008-7-12 09:40:31 | 显示全部楼层
水月斑竹加油 期待圣骑士骑着小马到处溜达
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