Neverwinter Nights: Enhanced Edition 1.80 Patch
JuliusBorisov
Member, Administrator, Moderator, Developer Posts: 22,754
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Neverwinter Nights: Enhanced Edition 1.80 Patch is out for Windows, macOs & Linux, and it’s a big one!
⏩Major performance improvements
?Pathfinding improvements
⚒️Toolset / Tileset updates
?Customization features
?And more...!!!
Patch notes.
⏩Major performance improvements
?Pathfinding improvements
⚒️Toolset / Tileset updates
?Customization features
?And more...!!!
Patch notes.
13
Comments
It's still being worked on. We're progressing.
By Windows you mean Steam? Or do you mean GoG and Beamdog Client too?
It's being uploaded to the Beamdog Client and we're working on a GOG build.
Can we expect anytime soon patches for bgee series?
The 2.6 patch is still in development. It's happening, but no ETA.
Seriously excited - thanks!
TR
The patch notes mention fixes for the Premium Modules. The dev version - there are changes between the last dev version and 1.80, and most likely the dev version updated till the latest version (which is similar to the live build now).
We made sure the update was released for all PC stores during the same day.
Keep up the great work.
How can I play the new patch on Linux?
Thanks
Please contact GOG about that. It's up to them to build those offline installers.
Without the console command or the Debug menu, you can still go into your keyboard shortcuts in the controls menu and set one for Keyholing, so that you can turn it on and off whenever you like.
It may be the case that the console command does not get remembered into the game's settings.tml, but the other two options should. I'll check on the console command since you've mentioned it.
@JuliusBorisov I have a Settings file in Docs, but can't open it as it's a TML file.
All this shoeleather is an odd oversight. Not all PC's allow the Ctrl-Shift-F12 workaround. Moreover, to new purchasers what kind of impression would this make upon starting the game?
Keyholing is a bizarre and useless effect and should be off by default.
TR
While I can see how this would be aesthetically displeasing to some, it is far from useless. I prefer to play zoomed out a lot of the time (situational), and this feature has made that work much, much better. Before keyholing, I was forced to zoom in whenever the scenery was in the way.
The debug menu opens at the top at any point in the game (except maybe mid-movie, I think), so main menu, or during play, it's always right there.
As far as useless keyholing, you don't have to take too many steps deep into the NWN:EE community to find two people standing next to each other, playing together, one of whom thinks that Keyholing is a complete waste that should have been spent on other features, while the other thinks that keyholing is the only thing Beamdog has put in the game so far that actually made the game better.
You can substitute keyholing for main menu splash, or NWsync, etc, but, just bear in mind that even amongst your peers if you have any opinions about whether Beamdog should or shouldn't have added something, there's a small army ready to tell you you are wrong. I don't think you're wrong, I think you have personal preferences, which is fine by me.
However, I do think that keyholing is better than 2nd story tile fading, which looks best when a lot of work is put into slicing the meshes, often ruining them in the process, and taking a lot of modeling time (if someone making models even makes them 2nd story tile fade compatible, most people do not), and even at its best, still looks potentially more unattractive than keyholing.
Fortunately for you, while others benefit from this feature that was originally designed for mobile, you have some 5 ways to turn it off and pretend it never happened.
TR
Moreover one of Keyholing's complaint perhaps it is 'Fourth wall' and ruins immersiveness for newer players. It looks like a bug to anyone that's never heard of it. I was astonished upon discovering it on patching to 1.8, and thought that I'd discovered a bug, so I searched online trying to describe what it was called, eventually I discovered what it was called and why it exists. It may be useful but the default should be off with a toggle switch in the menu.
I think one or two have been mentioned but have no idea what they're talking about. Debug menu? Nope, no such option on startup, unless you mean the key below escape that brings up a sort of DOS prompt (console?), which I use to type KeyholeToggle (capitals important), but that's laborious, there should be a setting in the visual menu that remembers settings.
Pressing ctrl + shift + f12 opens up the debug UI. It doesn't scale properly, so on certain settings it's all cut off and unusable. It really is in an alpha state IMO, and shouldn't be considered final, but I get the impression it is because it is on live builds (probably so people can change settings like this if they dig deep). It is really obscure. Basically the only people that know are patchnotes readers, people who have stumbled on it in forums, or people that had to fix the bugs that adding that menu created. It really needs to be less obscure. Also, it conflicts with screenshot shortcut keys (GoG and Steam set that to f12, and only Steam can be changed in settings) so be prepared for screenshots you don't want.
Wow, yeah, they really just need to make this accessible through the options menu or something.
You can also open settings.tml in notepad and change graphics.keyholing to enabled = false. This is the document that is "Did it save between game starts!?", it's a text document like the .ini files.
Without knowing how to access your function keys with that laptop, a situation I would probably not enjoy playing Bioware's Function-key focused game, the debug menu and a lot of other gameplay elements will be harder to access. I would not discourage you from finding out how to use your function keys, that's something you should figure out for your enjoyment of NWN and the rest of your computer operations.
Changing the "with-tooltip" to "true" allows you to only have keyholing on while you press tab, which could be helpful if you inexplicably keep clickable non-static placeables between you and the camera, so that the game looks normal (Read, no tilefade) until you need to see (keyholing).
While the noise filter might be a little unrealistic, since every time I watch myself go out for a jog in RL I don't have tree branches demilitarize so that I can see myself better, if the "Everything Glows" button is some included immersive experience for you, like Survival Instincts or Eagle Sight or some other madness, your definition of "immersion" is very different than mine.