* The game will now remember the window position between restarts when in windowed mode. * The game now defaults to windowed mode (instead of exclusive fullscreen) on new installs. The debug UI offers access to the full new configuration system. tml file is in TOML format and has a full schema embedded for better introspection and tool-based editing. ini files these will be migrated as we go along. 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. ini will not be written anymore (but left in place in case you want to go back to a previous build). Configuration will be imported from ini files. * A lot of new configuration keys have been added, too numerous to list here. * A debug UI for advanced users to showcase experimental new features and UI scenes has been implemented (Ctrl+Shift+F12 to access). * NWSync will automatically reconnect you to the server if you are still around after the download finishes (based on keyboard/mouse input detection). It will not remove unreferenced data yet (as desktop users might not want to lose it), but that will come next. * NWSync now cleans up downloaded manifest mappings when getting updates from known servers. Use with care: It's not a real preprocessor, just a verbatim string replace. It allows players to remove downloaded data they don’t want anymore. * A management UI for NWSync was added to the Options dialog. It is turned ON by default, but can be turned off with a console command (KeyholeToggle) or the configuration setting. Favourites and History storage will now use server identities if available, so that floating IP/port servers can be found again easily. Leaking this identity allows others to impersonate your server, much in the same way as leaking a private CD key. This identity is stored in a file named “cryptographic_secret” in the user home. * Networking/Crypto: Servers can now have fixed identities that persist between restarts. * 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. ![]() Most client and server config is now stored in a file called settings.tml, instead of nwn and nwnplayer ini. * A new configuration system has been put in place. There is a Debug UI panel that allows you to clear previously-achieved achievements if you’d like to start fresh. These are the same as have been available on Android for a while. ![]() * Achievements have been added to the Steam release. ![]() Old database files will be imported once at module startup. All new database files end up in the database/ directory in your user home. * CodeBase (“Bioware Campaign Database”) has been replaced with sqlite3, as the old database code would not work when compiled with a 64bit compiler. (The binary directories in the game install are now misnamed we didn't change this yet but will in a future patch.) We do not provide 32bit binaries anymore as of this patch. * Both client and server are now 64bit binaries. ![]() This patch also brings crossplay compatibility with Nintendo Switch and Xbox One! The new patch for #NeverwinterNights: Enhanced Edition on PC (1.79) is finally here! Thanks to our amazing community for your patience.Ĭheck out the list of improvements, including bug fixes, 64bit support, achievements, keyholing, toolset updates & more in our patch notes below. For those who can't access the link (part 1):
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