Baldur's Gate: Enhanced Edition Update, January 9th, 2013
PhillipDaigle
Member Posts: 654
Hi Friends,
Now that winter break is over, we've eagerly waded back into battle.
First, I'd like to announce that Dee has been added to the team. Dee will be a point of contact on the forums, and he will be taking over customer support responsibilities from me. We'll still be around and interacting with you guys directly, but Dee will be specifically geared toward aiding the community. We're very happy to have him onboard and I'm sure you guys will be glad too.
In addition to Dee, I'd like to mention some other important additions to our team:
Cuv, Avenger_teambg, and Camdawg have been added to our team as scripters. They'll be handling everything from bug fixing to implementing new scripts. They've been working with us for awhile now, and we really appreciate the effort they've been putting in.
We have a large patch coming that includes a variety of fixes and multiplayer improvements. It may also have some other... stuff. This patch is currently undergoing testing internally and will be released after confirmation that it doesn't leak any of the magic smoke that Baldur's Gate requires in order to run.
The patch will also be going out to iPad users after approval from Apple. Moving forward we will be trying to keep our iPad and PC patches in lockstep to avoid breaking multiplayer compatibility.
With regards to Mac OS X: We'll be submitting an updated build as soon as it's ready (The same one that will be coming to PC and iPad).
With regards to Android: We're currently working on this. There's some technical stuff here I shan't bore you with.
What of Linux and Windows 8 tablets? AND WHAT ABOUT MY BLACKBERRY PLAYBOOK? YOU GUYS CLAIM TO BE CANADIAN, AFTER ALL.: We'll have news for these platforms (except for the Playbook. I'm sorry.) in the near future, but can't mention any timelines at the moment.
If you've been trying to contact me personally, please hit me up via email: pdaigle@beamdog.com. I'm awful at replying to forum messages. It's a terrible character flaw, I know.
Thanks for being a fan, and for your continued support.
Now that winter break is over, we've eagerly waded back into battle.
First, I'd like to announce that Dee has been added to the team. Dee will be a point of contact on the forums, and he will be taking over customer support responsibilities from me. We'll still be around and interacting with you guys directly, but Dee will be specifically geared toward aiding the community. We're very happy to have him onboard and I'm sure you guys will be glad too.
In addition to Dee, I'd like to mention some other important additions to our team:
Cuv, Avenger_teambg, and Camdawg have been added to our team as scripters. They'll be handling everything from bug fixing to implementing new scripts. They've been working with us for awhile now, and we really appreciate the effort they've been putting in.
We have a large patch coming that includes a variety of fixes and multiplayer improvements. It may also have some other... stuff. This patch is currently undergoing testing internally and will be released after confirmation that it doesn't leak any of the magic smoke that Baldur's Gate requires in order to run.
The patch will also be going out to iPad users after approval from Apple. Moving forward we will be trying to keep our iPad and PC patches in lockstep to avoid breaking multiplayer compatibility.
With regards to Mac OS X: We'll be submitting an updated build as soon as it's ready (The same one that will be coming to PC and iPad).
With regards to Android: We're currently working on this. There's some technical stuff here I shan't bore you with.
What of Linux and Windows 8 tablets? AND WHAT ABOUT MY BLACKBERRY PLAYBOOK? YOU GUYS CLAIM TO BE CANADIAN, AFTER ALL.: We'll have news for these platforms (except for the Playbook. I'm sorry.) in the near future, but can't mention any timelines at the moment.
If you've been trying to contact me personally, please hit me up via email: pdaigle@beamdog.com. I'm awful at replying to forum messages. It's a terrible character flaw, I know.
Thanks for being a fan, and for your continued support.
Post edited by Coriander on
93
This discussion has been closed.
Comments
I don't have a whole lot of time for a long post, but I'll be pretty much doing the same thing as always. If you have support questions or concerns, direct them to support as normal and I'll try to get back to you as quickly as I can.
Thanks for your patience! I'll try not to break too many things.
~Dee
Congratulations!
Also I think this new and old team is capable of making BG: Next legendary!
also, i love the picture that shows up if you click the stuff link in the first post. why u teasing phillipdaigle, i cant wait to see what is in store for us in this new update
Grats you guys!
The new staff is just icing on the cake ))))
And I'm so glad for new team members!
One worry though: no mention of any solid solution for us unfortunate Intel Graphic Card users (the OpenGL->DirectX renderer...). Any progress on this, or is it just too much of a ressource-drain for a team your size?
Looking forward to the update!
I do hope though that, considering Apple's fickle approval process, the PC users don't get weeks of delay just because the iPad version also has to wait. Since updates aren't automatic, multiplayer compatilibity isn't much of an issue; if the iPad patch isn't out yet, the PC player who'd like to play with someone on the iPad can just wait with applying it.
Please let us know if something happens in the Intel OpenGL support department. I'm checking the forums (espec. the Windows PC support section) from time to time. For those of us with Intel Express chipset family cards, the game is still quite unplayable when you cast spells etc. I've shelved BG:EE for now, until something happens, or I decide to get a new computer.
Thx,
D.
I have 3 real life friends that cannot play with me, and i am a bit tired of trying to using hamachi or third software programs.
When we can expect an update in this direction?
There's a feature request thread for that very thing, actually: http://forum.baldursgate.com/discussion/14234/split-up-difficulty-options-into-individual-elements
It was a real test of the NDA