-Faction leaders now have the ability to freeze or unfreeze faction advancement, promote, or even kick out members of lesser standing. See the Player Joinable Faction thread or the in-game player guide for full details
-The !follow command is available for you to type in a Tell to another PC and have your PC autofollow it
-All the NWN projectile traps have been added to the randomly spawning trap system. Among my favorites are the Dispel Magic traps...
-Changes have been made to the jousting system based on tester feedback
-Familiar and Animal Companions are not quite the pussies they have been and will help their masters take on opponents that are a little stronger than they - so long as they have a decent amount of health
-If a Cleric worships one of the four elemental gods, Summon Creature spells will only create elemental creatures appropriate to that god
-Several volumes of books are available from shady merchants providing a list of details about the poisons of Faerûn
-Doors which are locked and require keys, such as those in Eltabbar’s Canalside, will lock and autoclose themselves after a certain amount of time once opened
-The domains available for clerics of Kelemvor and Talos have changed
- The following bugs have been fixed:
1. When enchantment gems are used on equipped items, they will not incorrectly decrease the bonus they should have increased
2. Dominated creatures, such as shackled slaves, will no longer despawn when travelling to or from overland areas
3. Siege Ammunition will no longer do ungodly amounts of damage, nor will it do only a couple points either
4. When vampires die, or when a dead PC’s corpse (item) is taken out of their corpse (dead PC clone), containers in the inventory of either will no longer be destroyed
5. Vampires will have 100% immunity to negative energy since the immunity is now placed on the Vampire Properties skin in the toolset, rather than by scripting
6. A potential exploit where containers and their contents could be duplicated has been resolved. Thanks go to Valiant_Destiny for reporting this
7. When a PC is subdued to the point of going unconscious, PC attackers will have their attacks stopped - unless the attacker switches to lethal damage
8. FINALLY FIXED: When a PC falls to any subdued state (winded, black out, etc) NPC attackers will stop attacking. This fix includes stopping additional Thugs from continuously beating a PC after one Thug of the group has already beaten down the PC and stolen some of his/her money
9. Horus-re domains have been fixed so those with Good and Sun can select him as their patron
10. Pack slaves will once again respond to commands to stay, or follow or jump to a PC if stuck
11. Kelemvor is available to select as a deity since the in-game year is 1368
-The !follow command is available for you to type in a Tell to another PC and have your PC autofollow it
-All the NWN projectile traps have been added to the randomly spawning trap system. Among my favorites are the Dispel Magic traps...
-Changes have been made to the jousting system based on tester feedback
-Familiar and Animal Companions are not quite the pussies they have been and will help their masters take on opponents that are a little stronger than they - so long as they have a decent amount of health
-If a Cleric worships one of the four elemental gods, Summon Creature spells will only create elemental creatures appropriate to that god
-Several volumes of books are available from shady merchants providing a list of details about the poisons of Faerûn
-Doors which are locked and require keys, such as those in Eltabbar’s Canalside, will lock and autoclose themselves after a certain amount of time once opened
-The domains available for clerics of Kelemvor and Talos have changed
- The following bugs have been fixed:
1. When enchantment gems are used on equipped items, they will not incorrectly decrease the bonus they should have increased
2. Dominated creatures, such as shackled slaves, will no longer despawn when travelling to or from overland areas
3. Siege Ammunition will no longer do ungodly amounts of damage, nor will it do only a couple points either
4. When vampires die, or when a dead PC’s corpse (item) is taken out of their corpse (dead PC clone), containers in the inventory of either will no longer be destroyed
5. Vampires will have 100% immunity to negative energy since the immunity is now placed on the Vampire Properties skin in the toolset, rather than by scripting
6. A potential exploit where containers and their contents could be duplicated has been resolved. Thanks go to Valiant_Destiny for reporting this
7. When a PC is subdued to the point of going unconscious, PC attackers will have their attacks stopped - unless the attacker switches to lethal damage
8. FINALLY FIXED: When a PC falls to any subdued state (winded, black out, etc) NPC attackers will stop attacking. This fix includes stopping additional Thugs from continuously beating a PC after one Thug of the group has already beaten down the PC and stolen some of his/her money
9. Horus-re domains have been fixed so those with Good and Sun can select him as their patron
10. Pack slaves will once again respond to commands to stay, or follow or jump to a PC if stuck
11. Kelemvor is available to select as a deity since the in-game year is 1368