READ THE LATEST (October 27, 2014) IWDEE Interview with AlexT, CamDawg and LiamEsler
kcwise
Member Posts: 2,287
RPGWatch is currently in the planning stages of an interview with Beamdog's Alex Tomovic and Liam Esler about the upcoming IWDEE, and is asking for questions from the audience. So, head over to the link below if you'd like to suggest a question.
http://www.rpgwatch.com/forums/showthread.php?t=26040
http://www.rpgwatch.com/forums/showthread.php?t=26040
Post edited by JuliusBorisov on
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Comments
Basing my view on the link in the OP, people from the RPGWatch forum ask majorly not about IWDEE but instead about an availability of future projects, such as PSTEE.
The fact is that I think it's useless to ask those questions now (all Beamdog's efforts are on IWDEE) and especially taking into consideration who is going to participate in the interview: Liam and Alex are not the founders of Beamdog and can't define Beamdog's strategy.
So, I think anyone who is willing to ask questions now, should ask only about IWDEE.
Here are my questions to the Devs:
1. Please, tell us about the new kits in IWDEE. Seduce us!
2. Will there be new areas in IWDEE if compared to the vanilla game?
3. Tell us about items added to the game. Anything that we don't know yet Will there be a new speed weapon which adds APR) added? Maybe a new bow? How about a mage robe for wild mages?
4. Will there be new portraits in IWDEE? Will the portraits from IWD2 be available? Will there be totally new portraits, nowhere seen before?
5. Will there be new character soundsets in the game? How many?
6. What particular party did you use for a testing IWDEE run?
7. What is your most favourite enhancement in IWDEE?
8. What are your estimations for the game release? Is it possible to get anything more accurate than "when it's ready"?
It would also be a huge amount of work to adjust all the encounters in the entire game. In my opinion, it's a task better suited to a mod like those ones for the BG series that make spellcasters more difficult etc.
There's no leaderboards or competition framework integrated into the game, so it doesn't need to be balanced between all players of the game regardless of what party you choose. If you'd like the game to be more of a challenge for you, don't use the kits that you think will make the game too easy etc.
I wouldn't be surprised if we see things like goblin berserkers added to encounter tables too.
Beta testing will help to find the "right" level of difficulty. The addition of "story mode" allows encounters to be set a little more difficult.
Is stealth going to work the same as in the original (where sometimes you have to wait a while after pressing the stealth button in order to hide)?
I know you're bringing in a lot of the BG2 spells, so how will the Symbol spells work? The BG2 symbols work very different from the IWD ones, so are you bringing them all into the game and standardizing how they all work, or what?
http://forum.baldursgate.com/discussion/35779/vegetable-civiliziations-man-eating-plants-and-other-salads
by Couchpotato (lol), the member of RPGWatch Team:
"Well the questions were sent so we just have to wait for the answers. I had a few developers send them back in a day, and some wait a full week."
These're the questions sent:
1) what will these guys plan to convince me to buy this EE version, out of nostalgia?
2) since the release date was announced today as Oct. 30th and we have only 9 days left till its release, might we see this interview really soon
3) We know the BG2EE kits will be making their way to IWDEE, but will there be all new kits or classes never before seen in any EE game? If so, what are they?
4) Will there be any new spells, items, or monsters never seen before in any EE game?
5) Will you be adding any new missions?
6) Will there be any new areas to explore?
7) Will there be any new character art or voice sets?
8). IWD2 featured improved items in Heart of Fury mode. Will IWDEE have something similar?
9) Will enemy mages and priests take advantage of the BG2EE spell list?
10) Will we get High Level Abilities for our characters? I am just pleading with them to let me make a Paladin with Pale Justice and Greater Whirlwind around with it in IWD:EE !!!
11) The original IWD had a really need loot table for specific places in the game. When Heart of Winter came out all the possible items one could find were eliminated or greatly diminished. Will we now have chances to find different items as loot like in the original version?
12) Will you add some fleshed out companions? (With banter, background story, personality etc.)
13) What are their plans for making these games more modable? (as it stands ToBEX gives you more options compared to BGEE/BG2EE)
14) Also are you going to do anything about the fact that kits only have a limited number of usability flags? (that are all used by the existing kits). Regardless of which game it is (BGEE/BG2EE/IWDEE) this is going to be pretty limiting for anyone looking to make kit mods.
15) Are there going to be new soundtracks added to the game and any by the original composer?
16) Will there be any nerfing of the game for those early levels the way it was done in Neverwinter Nights.
17) How are the BG2 spells going to be integrated? Will all mages have access to these spells? Are their plans to adapt the mage AI to make use of both original IWD spells and the BG spell book?
18) The touch interface for the Android version of BG:EE was excellent. Can we expect the same interface for ID:EE? Or are there plans to change/improve on this?
19) Can we expect a Planescape : Torment EE ?
20) Are there any specific improvements or content additions set for Trials of the Luremaster and Heart of Winter. If so, what are they?
21) Is any of the work on IWD building on from already established or pre-existing mod work? (Gibberlings 3 IWD fixpacks, Aurils Bane etc?)
22) I also wouldn't mind hearing a response to my query from the other thread regarding the potential for a proper IWD II expansion? Is it feasible if their other projects have enough success?
23) Will they be adding joinable NPCs?
24) Will there be any new areas?
25) Are they ever going to officially support Intel GPU/MS Surface Pro?
26) Are we finally going to get fixed pathfinding?
Myself, I am curious about what spells made the cut and which did not. If you read the official announcement, it says that the classes and kits are taken from Baldurs Gate 2: Enhanced Edition, but the spells are taken from Baldurs Gate: Enhanced Edition. So, not Baldurs Gate 2. It might just be a typo I suppose, because IWD1 allows for characters to reach high enough levels to use level 8 and even level 9 spells.
I imagine it is going to be quite a different game than IWD1. Really looking forward to it.
so in a few days well have some more answers
A BIG THANKS to @AlexT, @CamDawg and @LiamEsler
RPGWatch: We have played through the game before and some have played it more than once. There are also several walkthroughs out there that inform you of how to solve the more difficult parts of the game. Did you make changes and/or add surprises to the game that would require making new walkthroughs?
Pete: Definitely. UB provides a completely new quest in Lower Dorn's Deep, the Voice of Durdel Anatha. It also allows for different resolutions or twists to existing quests. For example, you can challenge Presio to a one-on-one duel, or find a way to turn Malavon's golems against him.
RPGWatch: How are the BG2 spells going to be integrated? Will all mages in the game have access to these additional spells?
Alex: All BG2 spell scrolls were meticulously hand-placed after careful balance considerations. Some are available in stores, others were added to certain areas, and yet others were given to specific opponents. We wanted to ensure that players get the spells that are appropriate for their level, but at the same time, we didn't want to shift the game balance too drastically in the party's favor. In addition, a few powerful enemy spellcasters have been given access to certain BG2 spells, mostly of the anti-magic kind.
RPGWatch: Will there be any new spells, items, or monsters never seen before in any EE game?
Pete: We discovered a couple of spell ideas in the original design docs that we've implemented, both arcane and divine. Icewind Dale also featured a lot of reversible divine magic (e.g. Heal/Harm) and we've given the same treatment to some of the imported BG2 spells. In addition to some item restorations, we've also added some new items throughout the game to help accommodate the new classes and the BGIIEE weapon proficiency system.
RPGWatch: Will you add some fleshed out companions? (With banter, background story, personality etc.)
Liam: Icewind Dale has never really been about the companions, it's more about the strategic combat and epic locales. Companions aren't something we're currently considering, but that said, if IWD:EE does well it's definitely something we could consider if people were interested!
RPGWatch: Will there be other changes to the characters, like High Level Abilities, new character art, voice sets, etc.?
Alex: In the early design stages, we decided that the High Level Abilities that were introduced in Throne of Bhaal would not fit well into IWD:EE. The game balance implications would have been too severe. Concerning the artwork, I think everyone will be pleased to hear that all character portraits have been remastered in high resolution using the original source art. They look very crisp on hi-res displays. This is also true for the world map art. In addition, we have restored five music tracks that never made it into the original game.
RPGWatch: Are there any changes to the way loot can be found, compared to how it was in Heart of Winter?
Pete: The same random drop system in the original is in place in IWD:EE. We also identified and restored a number of unused items and unused random drops, so players will see some new loot throughout the game.
RPGWatch: Will you be adding any new missions and/or areas?
Liam: As with new companions it isn't currently on the agenda, but if there's significant demand for it and IWD:EE sells well, it's definitely something we would look into.
RPGWatch: IWD2 featured improved items in Heart of Fury mode. Will IWD:EE have something similar?
Alex: Heart of Fury mode in IWD:EE works exactly the same as it did in the original game. We haven't added any extra functionality at this time.
RPGWatch: Are you also planning on creating completely new kits that did not exist in BGII:EE?
Pete: I put together a Priest of Tyr kit for the Dorn storyline in BGII:EE that was originally going to be available to players, but ended up getting shelved as the BGII:EE schedule tightened. I'm pleased to say that we've made this kit available in IWD:EE.
The other kit is one players have wanted for IWD since its inception: the Priest of Tempus. Given the importance of the Lord of Battles to the storyline and setting it's a natural fit, and we've also made some subtle but important content changes for players who wish to play Battleguards.
RPGWatch: Is your IE Plus engine so reusable you can retroactively apply changes to all the games you've developed with it? Can you fix or add something (a new class kit for example) to IWD:EE and then just plop it into BG:EE with a patch?
Liam: That's one of the major benefits to working with our updated engine, definitely. For example, one of the major improvements we've made to IWD:EE is improved pathfinding, which will be back-ported to BG:EE and BGII:EE in their next patches. This system means that any engine fix made to one game will - within a patch or two - also be applied to our other games. Pretty rad.
RPGWatch: You have told before that it is not that easy to create EE versions of IWD2 and PST. So, it's hard. When will you start on them?
Alex: From a purely technical standpoint, it is true that it would be a bit harder to create Enhanced Editions of Planescape Torment and Icewind Dale II, but it's certainly not impossible.
Liam: It's definitely something we want to do!
RPGWatch: Creating enhanced editions of existing games is somewhat of a niche market, which brings you success. Once you are done with the Infinity Engine games, what will be your next game? Are you going for an Enhanced Edition of a non IE game, or are you thinking/planning on doing a completely new game?
Liam: We're not sure yet! Right now we're just focusing on getting IWD:EE out the door and polishing all three EE releases to be the best they can be. We've just released an enormous patch for BG:EE which fixes the vast majority of issues people have faced since release, and another team at Beamdog is hard at work on another huge all-encompassing patch for BGII:EE. Before looking forward we want to make sure everything that we've done until this point is absolutely at the stage we're happy with!
SO MANY NEW DETAILS! @elminster can add them to the "what's known" post.
The whole interview is here: http://www.rpgwatch.com/show/article?articleid=268
So:
No HLAs (I actually think I agree with this)
No new areas (wasn't expecting any, but would have been nice)
New spells created from the original design documents. This implies that IWD:EE has spells that have never been in an IE game.
IWD2 and PST are still being looked into - nothing confirmed.
IWD:EE has improved pathfinding, which will find its way into BG:EE and BG2:EE in their next patches. BG2:EE 1.3?
EDIT: This is taken from the interview. Notice the highlighted part. As much as I would love to see IWD2:EE, I think it is more likely that they are working on PST:EE, simply because it is way, way more popular than IWD2:EE.
EDIT: After reading up on Adventure Y, I don't think that is what they are working on. They have not mentioned anything about it in ages. It sounds like it was supposed to ship with or shortly after BG2:EE, and it is now months later.
no HLA's got me really bummed out
going to be forced to use dual wield with Improved Haste just to get APR up, to bad i can't GWW with Pale Justice
no mention of the XP cap would like to start planning out characters
Examples include Whirlwind, Use Any Item, and Improved Alactity.