Saw this over on Warp2search today. I downloaded this last night and didn't even realize it was a newer version than the one released earlier this week.
2 patches roughly within a week of the game's release? I suppose you can be pessimistic and say, "The game must be garbage! I'm not paying for a beta product" or you can be optimistic and say, "They're really staying on their toes with pushing out fixes/improvements for this game!" Me? I'm an optimist! :D
To update, click "Update" from the Neverwinter Nights game launcher menu. Otherwise, visit the page below that explains how to install the patch manually.
Fixes in v1.19:
News source: Warp2search.net
View: Neverwinter Nights - How to install NWN patches manually
2 patches roughly within a week of the game's release? I suppose you can be pessimistic and say, "The game must be garbage! I'm not paying for a beta product" or you can be optimistic and say, "They're really staying on their toes with pushing out fixes/improvements for this game!" Me? I'm an optimist! :D
To update, click "Update" from the Neverwinter Nights game launcher menu. Otherwise, visit the page below that explains how to install the patch manually.
Fixes in v1.19:
- Creatures will now use their spell-like abilities again.
- Bards will no longer become illegal characters when changing modules after leveling up and removing spells.
- The chat client now ignores all non-existing '/' commands.
- Fixed the 'Bad Strref' GameSpy connection message.
- The game now sorts Community Names alphabetically in the chat portion of the Server Browser area.
- Made Neverwinter Nights work with DirectX debug DLLs.
- Added a Tech Support chat area in the Server Browser area.
- Fixed an issue with save game characters and moving between single and multiplayer.
Technical Features include:
- New player physics:
- Three movement speeds: Creep, Walk, Run.
- Leaning round corners
- Mantling - pulling yourself up onto ledges
- Climbing ladders and ropes
- Three movement speeds: Creep, Walk, Run.
- New maps:
- Thievery currently has 11 gorgeous maps, with more in production.
- Environments offer a high degree of interactivity, with objects to pick up and use, levers to pull and extensive use of dynamic light.
- Huge collection of custom textures
- Over 125 objects modelled for items and scenery, e.g. crates, food, candlesticks, loot, etc.
- Thievery currently has 11 gorgeous maps, with more in production.
- New player models:
- Thief
- Guard
- Thief
- New weapons and equipment:
- Bows and crossbows with a variety of special projectiles.
- Melee weapons - with continous collision detection as the weapons swing, meaning if you swing a mace into a wall, you'll see it smash against the wall, rather than just playing an animation on top of the view.
- Special items for the thieves and guards to use, e.g. flashbombs, caltrops, mines, flares, etc.
- Bows and crossbows with a variety of special projectiles.
- New gametypes:
- Two game modes:
- Thieves vs Guards - the main game mode, where the team of thieves has to break into a well guarded location, steal the loot and escape, while avoiding the bloodthirsty guard team.
- Thiefmatch - still in early stages of development, but this gametype puts the thieves competing against one another to complete the objectives.
- Thieves vs Guards - the main game mode, where the team of thieves has to break into a well guarded location, steal the loot and escape, while avoiding the bloodthirsty guard team.
- Objectives - Thievery features a flexible objectives system where the mapper is free to script any objective he likes.
- Solo Play - the game modes can all be played singleplayer, with you taking the role of a lone thief against AI guards.
- Two game modes:
- Improved sound system:
- By default UT will play sounds right through walls, Thievery checks the flow of the sound through the level to decide if you can hear it or not.
- Thievery features a large collection of sound effects:
- Per surface sounds for footsteps, projectiles and other objects: Stone, metal, tile, wood, dirt, carpet, gravel, snow.
- Ambient sounds and music
- AI speech and player taunts
- Per surface sounds for footsteps, projectiles and other objects: Stone, metal, tile, wood, dirt, carpet, gravel, snow.
- By default UT will play sounds right through walls, Thievery checks the flow of the sound through the level to decide if you can hear it or not.
- Particle system:
- Thievery uses a particle system coded by c0mpile (of Irrational Games) used for a variety of effects: Splashes of water, fire, rain, snow, etc.
- Thievery uses a particle system coded by c0mpile (of Irrational Games) used for a variety of effects: Splashes of water, fire, rain, snow, etc.
- Complex AI:
- Guards see things and hear noises, reacting as you'd expect.
- Fully mapper customisable in appearance, skill, equipment, orders, etc.
- Guard players can order AI guards in-game, getting them to guard key places, to patrol or follow.
- A number of voice sets, with over 150 samples in each one.
- Leaping, hissing spiders OF DEATH.
- Guards see things and hear noises, reacting as you'd expect.
- Multiplayer:
- All the above are network ready, and the slower paced, sneaky gameplay is easily playable even on a 56k.
- All the above are network ready, and the slower paced, sneaky gameplay is easily playable even on a 56k.

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