Neverwinter Nights 2 Game Update 1.12
Patch Notes - February 17, 2008
Special thanks to NWN2 Community member RPGPlayer1 for many of the spell, invocation and effects fixes.
Fixes
General
•	Experience gains of zero will no longer show up in the chat log. 
•	Natural AC is now being properly applied to creatures.
•	Use Magic Device checks, when casting from scrolls, will no longer override caster classes.
•	Players will no longer see the fountain of question marks effect in the case of a missing visual effect.
•	Fixed an issue where companions were replaced by familiars/animal companions during transitions.
•	Fixed an issue where losing points in Use Magic Device can cause items to be unequipped and replace other items in inventory, causing the replaced items to be destroyed.
Custom Content
•	Armorrulestats.2DA is now able to be recognized in-game when read from a hak pack.
•	Deities.2da is now able to be recognized in-game when read from a hak pack.
Scripting
•	Strings that contain a pure number will no longer be converted to an empty string when passed into a script expecting a string parameter.   This bug would manifest itself such that if a call to UIObject_Misc_ExecuteScript passed along a string that looked like "9", and the script on the server side was expecting a string, the script would get an empty string instead of the "9" as expected.
Toolset
•	The cost to identify items in-game will now match what is set in the toolset.
Multiplayer
•	Attempting to split an item stack that is no longer in the character's inventory will no longer crash the game.
•	On servers with Enforce Legal Characters turned on, characters that have swapped spells will no longer be considered invalid.
•	The Player List on the Neverwinter Eye menu is now accessible via the P key and can be remapped to other keys.
•	Bigby's Grasping Hand and Bigby's Crushing Hand spells will no longer crash the dedicated server.
•	Transition Crashes: A new 'Shortcut Transitions=1' optional INI setting has been added. The INI entry should go in nwn2player.ini under [Server Options]. If added and set to true, a portion of the transition code will be bypassed. This will help with some of the timeouts people have run into, but will not resolve all issues. Further refinement of feedback will be gathered via the following Multiplayer fix (below).
•	Transition Crashes: Log files are being expanded to include additional information to help in narrowing down the issues related to multiplayer transition crashes. The log file, located in the root of the game install directory (with the name nwn2main - no extension) will regenerate each time the game crashes.
•	Players will no longer see the low-light/darkvision aura effect around the DM.

Classes & Prestige Classes
Arcane Archer
•	Enchant Arrow ability will no longer add magical damage bonus to the arrows when using other Arcane Archer special abilities (should be physical). Also, in those cases, that bonus will properly be multiplied for critical hits.
•	Fixed an issue where the bonus from Greater or Epic Weapon Specialization wouldn't be added to Arcane Archer arrow damage when using his special abilities.  A Character's Strength bonus will no longer be added to such attacks if the character does is not using a bow with Mighty properties.  Critical hits from such attacks will no longer do additional damage against creatures immune to critical hits.
•	Added shooting animation for Arcane Archer's use of Death Arrow
•	Attack animation will now play when Arcane Archer misses the target, when using the Imbue Arrow ability.
Arcane Scholar of Candlekeep
•	The Arcane Scholar of Candlekeep will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.  
Arcane Trickster
•	The Arcane Trickster will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.  
Barbarian
•	Resting during barbarian rage will no longer generate fatigue penalties afterwards.
Bard
•	Songs and inspirations used by Bards will no longer affect deafened creatures. Also, deaf Bards will not be prohibited from using their own songs and inspirations.
•	Fixed Song and Hymn of Requiem, so they will be properly extended by the Lingering Song feat. 
•	Hymn healing will no longer be applied to invalid song targets
•	The Bard will be able to choose Epic Spells from the following list: Epic Gate and Mass Fowl.
Blackguard
•	Fixed Inflict Serious and Inflict Critical Wounds abilities for Blackguard, so they add Blackguard level as bonus damage (to replace caster level they do not have)
Eldritch Knight
•	The Eldritch Knight will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.  
Harper Agent
•	The Harper Agent will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast, Epic Gate and Mass Fowl.  
Pale Master
•	The Pale Master will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.  
Red Wizard of Thay
•	The Red Wizard of Thay will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.  
Sacred Fist
•	The Sacred Fist will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Stormlord 
•	The Stormlord will be able to choose Epic Spells from the following list: Entropic Husk, Vampiric Feast, Epic Gate, Hellball and Mass Fowl.  
•	The Storm Avatar Spell will now work on weapons with electrical damage bonus.
Warlock
•	Warlocks are now able to take Create Wondrous Item and Create Magical Arms and Armor feats at the appropriate levels.
•	Fiendish Resilience will now regenerate the appropriate amount of health per round, instead per second.
Warpriest
•	The Warpriest will be able to choose Epic Spells from the following list: Damnation, Vampiric Feast and Epic Gate.
Spells
•	Burning Hands will no longer check the caster for spell resistance in some situations.
•	Color Spray will no longer check the caster for spell resistance in some situations.
•	Cone of Cold will no longer check the caster for spell resistance in some situations.
•	Mestil's Acid Breath will no longer check the caster for spell resistance in some situations.
•	Prismatic Spray will no longer check the caster for spell resistance in some situations.
•	Creeping Cold:  damage will no longer depend on other spells cast in following rounds.
•	Greater Creeping Cold:  damage will no longer depend on other spells cast in following rounds.
•	Enervation will no longer roll two touch attacks and, if maximized, it will no longer double the number of levels lost, except on critical hits.  Corrected the missing visual effect.
•	Ghoul Touch spell:   the fumes emitted by a paralyzed target will reduce the attack bonus properly (not just damage, saves and skills) and will no longer affect the caster on hardcore difficulty.
•	Ghoul Touch fog effect will no longer affect targets immune to poison.
•	Ghoul Touch fog effect will now dissipate if target is freed from paralysis.
•	Glass Doppelganger spell: damage reduction of the copy is 15/bludgeoning and the copy will no longer copy the gold and items from the original/target character.
•	Shadow Simulacrum will not make a copy of target's gold and items.
•	Grease spell: movement reduction effect always gets applied (no save).
•	Greater Heroism will no longer stack with Heroism when cast on other characters.
•	Heal and Harm spells will now require touch attack on hostile targets.
•	Heal Animal Companion spell will no longer be able to heal creatures and characters that are not considered animal companions.
•	Fixed a bug with Ice Storm in which some targets would not take damage if another creature was killed during the spell's duration.
•	Infestation of Maggots will no longer affect creatures immune to diseas. Also, if using Hardcore rules, it will only kill creatures that have their Constitution reduced to zero, not three (3).
•	Inflict Wounds spells will now roll proper attacks when targeting friendly undead.
•	Invisibility Sphere will now end properly if invisibility is canceled on the caster.
•	Isaac's Missile Storm spells will no longer lose missiles if cast on an area with both friends and enemies.
•	Mass Aid spell will no longer check for the Spell Resistance of the target.  
•	Depleting temporary hit points granted by Mass Aid will no longer remove other effects, nor will it stack with itself or the Aid spell.
•	Mass Charm Monster will no longer affect the caster or friendly targets on hardcore difficulty.  Mass Charm Monster will now charm the proper number of monsters.  Other creatures will no longer be dazed if the player character is affected.  
•	Mass Curse of Impending Blades spell now has the proper 20ft radius (will not affect creatures outside target marker).
•	Mass Death Ward will no longer check the spell resistance of targets.
•	Mass Lesser Vigor will now have the proper area of effect to match its targeting marker.
•	Melf's Acid Arrow 
o	Continuous damage will have correct duration (not 1 round less).
o	If it misses the target, it will not cancel Acid Arrow currently in the effect.
o	If it hits the target, it will not prolong Acid Arrow currently in the effect to last as long as new effect (fixed to not stack).
•	Mind Fog will no longer affect targets immune to mind affecting spells.
•	Mirror Image can now be properly dispelled and will now work properly when maximized.
•	Moon Bolt can now be properly Extended, Empowered or Maximized.
•	Nature's Avatarcan no longer be used on polymorphed/wildshaped creatures.
•	Phantasmal Killer will no longer affect creatures immune to Fear.
•	Polar Ray will now double damage on a critical hit.
•	Vampiric Touch will now double damage on a critical hit.
•	Recitation will no longer stack with itself.
•	Scare will now affect multiple targets correctly, and that fear on them can be properly dispelled.
•	Scorching Ray will now affect the proper number of hostile creatures in an area.  The visual effect on Scorching Ray will now display properly.
•	Fixed the Shadow Conjuration version of Web spell, so that movement decrease gets properly removed after exiting the affected area.
•	Shadow Simulacrum will now copy creatures up to twice the caster level, not half the caster level.
•	Fixed Shout, Greater Shout and Mass Drown, so they will no longer ignore some creatures in the targeting area.
•	Shroud of Flame spell:
o	Will no longer stack with itself.
o	damage will no longer depend on other spells cast in following rounds.
•	Silence spell  will now only check for spell resistance when targeted directly on hostile creature. Also, targets immune to silence effects will get sonic immunity properly removed when exiting the area of effect.
•	Storm Avatar will now work on weapons with electrical damage bonus.
•	Fixed the Sunbeam and Sunburst spells  so that a single Reflex save protects against both damage and blindness (and Vampire death, in case of Sunburst), instead of rolling several separate saves.
•	Tasha's Hideous Laughter will no longer affect targets protected by Protection from Good/Evil, if it should apply.
•	Weird will no longer affect targets protected by Protection from Good/Evil, if it should apply.
•	Undeath to Death will now have the proper 30ft radius (won't affect undead outside target marker).
•	Vampiric Touch will now have the proper effects when Maximized (drains 6HP per die, instead of 8 ).
•	Vitriolic Sphere will no longer depend on other spells cast in later rounds for damage calculation, and will no longer ignore some creatures in the area of effect.
•	Wail of the Banshee will now require the proper number of saving throws and the death effect will be applied more quickly.
•	Wall of Fire damage will now be capped properly at 2d6+20 (and not at just 20).
•	Wall of Greater Dispel Magic is now properly capped at caster level 15, not 10.
•	Bless can now target the ground, and not just creatures directly.
•	Dismissal can now target the ground not just creatures directly.
•	Scare can now target the ground not just creatures directly.
•	Song of Discord can now target the ground not just creatures directly.
•	Undeath to Death can now target the ground not just creatures directly.
•	Lesser Planar Binding can now target hostile outsiders.
•	Planar Binding can now target hostile outsiders.
•	Mass Aid can now be Extended with metamagic.
•	Mass Death Ward can now be Extended with metamagic.
•	Fixed the visual effects for Blade Barrier, so that swords don't disappear right after spell is cast.
•	Fixed the visual effects for Evard's Black Tentacles, so that tentacles stay for full spell duration.
Warlock Invocations
•	Eldritch Blast will no longer deal double damage to creatures immune to critical hits.
•	Eldritch Chain:
o	It will not arc to secondary targets when primary one was missed.
o	Will now perform the proper number of attack rolls on secondary targets.
o	Secondary targets will get doubled damage on critical when appropriate.
•	Eldritch Cone will no longer injure the caster on Hardcore difficulty
•	Curse of Despair stat penalty will now mimic that of Bestow Curse spell (-3, not -2 to all attributes). Also, attack penalty on successful save will last properly for 10 rounds and will no longer be permanent.
•	Otherworldly Whispers, will no longer behave like a hostile invocation (rolling initiative, putting character into combat stance, etc...).
•	Tenacious Plague:
o	Fixed a bug where the swarm would sometimes ignore valid targets.
o	Dispelling will remove continuous damage as well as effects.
o	Will no longer register a miss if you match your target's Armor Class.
•	Eldritch Doom targeting marker now matches the area affected (old marker was smaller then area affected).
Creature Abilities
•	Death Knights can still be affected by divine damage if they evade fire damage.
•	Fixed Cones of Acid, Fire and Frost used by some creatures, so that saving successfully from their damage won't make other targets in area get even less damage. Nor would failing the save make targets get identical damage.
•	Fixed Fear auras used by some creatures (dragons included), to prevent characters immune to fear or mind effects from getting penalties.
•	Ghast and Hezrou auras will no longer affect creatures immune to poison.
New Features
Multiplayer
•	When a player gains 0 XP, the server no longer sends a message to the player to inform them they gained 0 XP.  
•	Dedicated Server Max Players limit has been increased to 96. 
Scripting
•	A lerptime attribute was added to the UIProgressBar GUI object. This allows you to adjust the time it takes to interpolate.
the UIProgressBar GUI object now takes a: 
'lerptime' parameter which lets one adjust the time it takes to interpolate. 
In order to interpolate, either the: 
lerpincrease=true 
or 
lerpdecrease=true 
or both attributes need to be present for the UIProgressBar.
•	Two new functions added - GetNum2DAColumns and GetNum2DARows - that will return the number of columns or rows in a 2DA.
•	void SetScale(object oTarget, float x, float y, float z) function added
•	float GetScale( object oTarget, int axis) function added
User Interface
•	Players are now able to double-click on their portrait in the character sheet and bring up the portrait selection menu. Through this menu, the player is able to select a new portrait for themselves.  All players on a server must have a copy of the portrait in order for the custom portrait to be seen.

Toolset
•	A new ERF Editor plugin has been added to the toolset.  This plugin allows you to edit ERF files and create/edit Hak files from within the toolset.