Some aspects of hardcoded Engine feats or spells were changed in NWN:EE. It is useful to list these so they're noted for players and builders who may be used to 1.69.
Balance Changes
These may be considered "not bugs" by some. Some can be reverted in ruleset.2da
- Assassing Death Attack - Assassin’s Death Attack balanced to only fire once (not multiple times if you have multiple attacks).
- Touch Attacks (via. TouchAttackRanged and TouchAttackMelee no longer add equipped weapon bonuses to their rolls. Previously a +5 Dart made ranged touch attacks very trivial for instance.
- Uncanny Dodge was updated; As of Enhanced Edition patch 1.74, uncanny dodge II grants immunity to sneak attacks from a flanking attacker unless the attacker has at least four more combined class levels of rogue, assassin, and barbarian than the defender. (Shadowdancer and blackguard levels are not counted.) For example, a level 10 rogue would have this immunity when attacked by a level 13 rogue, but not when attacked by a level 14 rogue. This immunity does not apply when the defender is flat-footed. This change is undocumented in the feat description. The pre-Enhanced Edition behavior can be restored by setting FLANK_LEVEL_RANGE in Ruleset.2da to -99.
Monk’s Stunning Fist: Balance change to last only one round instead of three rounds. The pre-Enhanced Edition behavior can be restored by setting STUNNING_FIST_EFFECT_DURATION in ruleset.2da to 18.0f
- Polymorph now applies true natural base AC instead of Dodge AC where applicable, and spell abilities use the casting classes level (eg Druid 10 / Shifter 20 polymorphing to a Rakshasa casts as a level 20 when using Ice Storm, previously it would use the first class slot which in this example would be level 10)
Gameplay Bugs Fixed
These are to match intended NWN design and sometimes 3E rules.
Assassins with Death Attack can now use Improved Sneak Attack without having Sneak Attack 1.
Assassin’s Death Attack paralysis length is based only on assassin level, not total character level.
- Dispel Check calculation now takes a tie as a remove effect, as specified in the Player’s Handbook. Previously it essentially added +12 to the DC instead of +11.
- AOE spells were fixed to properly store the spell level and caster level for the purposes of spell resistance, spell mantles and save DC, so on a Druid 1 / Wizard 39, Grease cast first from a Druid then Wail of the Banshee cast second from the Wizard doesn't make Grease suddenly a level 9 spell with the increased DC of it, nor the increased caster level from the 39 Wizard levels.
Casting a metamagic spell will no longer add the metamagic to the item used immediately afterwards.
Fixed rules for deflecting arrows (use the target, not the shooter, to measure whether we must wield the current weapon with both hands).
Weapon Master prestige class: For the Ki Critical feat, the offhand weapon will no longer use weapon of choice of onhand weapon.
Monk’s Circle Kick: When current target leaves maximum attack range, we will now pick a new target within attack range instead of standing and doing nothing.
Greater Sanctuary now stacks properly with Invisibility (True Seeing no longer pierces both effects).
Removed ability for shapeshifting players to abuse the UI and use their normal spells while shapeshifted.
Counterspell cleaned up properly, no longer grants a wizard with an instananeous spell cast after it is finished.
- Various effects are fixed, resulting in cleaner gameplay (eg Entangle no longer leaves Dexterity on 3 after removal)