

Last, but not least, we've approached the NWNX developers and are actively helping them with a clean and complete rewrite of the codebase to the new release, so that the majority of server transitions will go as smooth as possible. In addition to things mentioned elsewhere, you can expect to see a collection of new scripting commands and ini configuration flags, hak loading before character creation, area instancing, and much more as the beta will progress and bring in feedback. On the big feature front, we have done work as well. We have also addressed a great many engine, game and rules problems, as well as improved server performance significantly. However, this means that you can create and apply your own custom shaders in the game which opens up a wide variety of graphical possibilities.īernhard Stöckner: We've done a thorough security audit of the codebase, removing all known exploits and crash issues in the process. The shaders reproduce the old hardware T&L functionality from the original NWN, and were not meant to add detail or fidelity that did not exist in the original. Jason Knipe: The graphics engine has been updated so that everything runs through GLSL shaders, including the toolset. You will need the same NWN:EE client version to connect to an NWN:EE server. Like all previous patches, we change the networking model continuously to allow us to implement new features and fix bugs. While save games and modules created in older versions of Neverwinter Nights are usable in Neverwinter Nights: Enhanced Edition, NWN 1.69 players won't be able to connect to NWN:EE servers. Will 1.69 clients be able to connect to NWN:EE servers? At this time the original NWN restrictions apply: The server host must be reachable at the external UDP address and port advertised through your NAT firewall. Yes, the server browser has been rewritten so you can once again find servers for multiplayer.
