Anphillia Continuum
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Patch 1.70

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Post  TheMothMan Fri Mar 08, 2013 3:16 pm

http://www.neverwinternights.info/p170.htm

Gimmie!

Should work with this MOD.

-TheMothMan
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Post  Professor Plum Sat Mar 09, 2013 4:36 am

I read through the notes and couldn't see anything that we'd need.

Unless I missed something?

Seems just a lump of 2da, blueprint and a few script edits.
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Post  TheMothMan Sat Mar 09, 2013 6:50 am

Well, yeah.
Many of the changes are changes I've already done.
Spells, Spell targetting, Innate levels, Immunities, Feat Prereqs, 100's of bugfixes and so on.

What interests me is the AI changes.
The parts of how the game handles flying objects interests me aswell.
The changes to traps and other such things.
Basically all the "hardcoded" fixes.

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Post  Professor Plum Sat Mar 09, 2013 7:03 am

Surely nothing would be hard coded as it'd cause issues with non 1.7 people.

My experience of the flying creature stuff on the vault, is a simple check to see if the creature has a flying creature appearance.

I had a quick search, but the AI stuff is a couple of fixes to spell 2da's? Traps just some script edits?

Patch 1.70 Lame-Pun-Coon-a-pessimists-blood-type-is-always-B-negative-300x298
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Post  TheMothMan Sat Mar 09, 2013 1:16 pm

If what you say is true, I am really disappointed.

I noticed they used the 2da merger, so I suppose their fixes are 2da too.

Oh well.

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