I bought the two BGEE games two years ago having never played them before. When I got around to starting it up in my backlog, I noticed comments that said BG2EE's improved path finding would make its way into BG1EE with a patch. It's been a long, long time, but I don't think I've seen that happen yet. I still don't see it in the 2.0 patch summary.
Is improved path finding coming to BG1EE so I can finally start my first play through? Thanks.
i'd see no reason it wouldn't make it this time (i think back then it was the word about implementing it the patch after 1.3, which was in fact held back by SoD, becoming 2.0 now).
(besides that, pathfinding in BG:EE 1.3 isn't so bad it's not playable – i'm noticing it's better when transiting over to BG2:EE, but it's not annoying in 1).
edit: elminster was faster than me, and more definitive
@Dee, is an absence of Priest of Tempus an oversight, or a design decision? If it's a design decision, why the Priest of Tempus is left out, while the Priest of Tyr is added? Both kits were a fun and interesting addtion to IWDEE.
so i'm wondering, as it is not totally clear to me: is this 2.0 road forum intended for the coming updates of BG:EE and BG2:EE only? Or is it also for SoD, which likely is 2.0 too? And anything about IWD:EE 2.0?
so i'm wondering, as it is not totally clear to me: is this 2.0 road forum intended for the coming updates of BG:EE and BG2:EE only? Or is it also for SoD, which likely is 2.0 too? And anything about IWD:EE 2.0?
SoD requires the base game (BG:EE), so the patch has to apply to both. 2.0 patch is also for BGII:EE (I briefly tried the beta myself yesterday) and will probably release around the same time I guess. Unsure about ID:EE, but the devs have always maintained that all the upgrades will go into all three games, so it should be the case there too.
I think I speak for @bengoshi and @Gotural too when I ask this question. This issue with 3+ multiplayer games... Just how bad is it? Is there an estimate as to when it will be fixed?
It's bad enough that I would recommend holding off on 3-person multiplayer until the issues are resolved. I'll post in the Change log thread when we know more.
It's been about 3 1/2 years since BG1EE was released. Is there a particular reason that multiplayer functionality still hasn't been polished to a decent state? That's a long time to wait for multiplayer to function the way it should.
@SpaceInvader I know the first post on SoD beta testing says something about an NDA, but it also says it is going to be a closed, and not an open beta. It was also referring to the beta for SoD itself, not the patches for BG1/2.
Right now you can get the codes for the steam versions and be playing them right now, without signing anything. Given how easy it is to access the 2.0 beta and the fact that nobody has signed anything, I can't see how an NDA could be enforced.
I wouldn't mind some clarification from a developer on that though...
@SpaceInvader I know the first post on SoD beta testing says something about an NDA, but it also says it is going to be a closed, and not an open beta. It was also referring to the beta for SoD itself, not the patches for BG1/2.
Right now you can get the codes for the steam versions and be playing them right now, without signing anything. Given how easy it is to access the 2.0 beta and the fact that nobody has signed anything, I can't see how an NDA could be enforced.
I wouldn't mind some clarification from a developer on that though...
I meant the SoD beta, of course.
If they never asked him to sign anything, then he's not bound to any NDA.
Is there any chance the Beta will be opened to GOG users? Amber said something in another thread about ongoing negotiations over the release of SoD, so I'm hoping there's still a chance.
hi there, i was wondering if you fixed the disease flag in scripting ai, i mean: currently the npc can't understand if someone is diseased or not, therefore they can't cast remove disease or give a potion of remove disease or drink themselves a remove disease potion... i am curious to know if you can find the time to fix it :P just that... i guess i could live without that ability, although if it would be fixed, it would be cool
Is this beta under any sort of NDA? I have access but I haven't received or signed anything yet.
Version 2.0 beta for Baldur's Gate and Baldur's Gate II are public and are not restricted by an NDA. Baldur's Gate: Siege of Dragonspear beta will be restricted by an NDA.
Is there any chance the Beta will be opened to GOG users? Amber said something in another thread about ongoing negotiations over the release of SoD, so I'm hoping there's still a chance.
Is there any chance the Beta will be opened to GOG users? Amber said something in another thread about ongoing negotiations over the release of SoD, so I'm hoping there's still a chance.
Apparently GOG users can request a Steam product key by contacting Beamdog (Unsure if the Steam key provided will remove their GOG purchase)? That would possibly be one way of providing them beta access.
Really? I thought that was only for Beamdog users.
We don't have a way to verify GOG purchases, nor do we have a pipeline set up for beta access through GOG; if you own the game through GOG you won't be able to participate in this beta event.
I'll do my best to post answers to the rest of the questions that have been asked by the end of the day tomorrow.
We're aiming to release the 2.0 update a little bit before SoD's official launch. No exact dates have been set, but the goal is to have the patch in everyone's hands in time for the SoD release.
Nothing's set in stone, but we do intend to hold beta testing on Android before releasing the update on that platform.
Have the issues with the Quick Loot bar been fixed? @Franpa
Yes. The Quick Loot bar should be working much better now. If you have the opportunity to test it out for yourself I highly recommend it; if there's something about the feature that still feels off to you, submit a bug report through Redmine.
Has the bug been fixed where a character's number of attacks don't get reset after a magical weapon is depleted or dispelled? @DregothofTyr
Yes.
Has the bug been fixed where the screen will shake in smaller areas when the zoom level is too far out? @DregothofTyr
Yes.
Has the bug been fixed where characters walk into each other during battle? @DregothofTyr
The pathfinding has been fixed, yes. I recommend testing it out for yourself, though, so you can report any lingering issues that you may find.
I also highly recommend taking a party into the Firewine Ruins or the Ulcaster School with this beta. I think you'll be pleasantly surprised.
The design of the various UI screens is set; there's no way to revert them in-game to what they were before. However, the new UI system makes it a much easier proposition to change the way screens are laid out and designed; if you liked the old Character Record, there's a good change you or someone from the modding community can recreate that layout here.
When it comes to screen functionality a lot of things can be turned on or off through the various Options menus. Do some exploring and if an option is missing that you wish were there, submit a ticket on Redmine for it!
Can we use Baldur.lua to perform more complicated Lua scripts to run in-game? @CrevsDaak
As far as I know, baldur.lua is just there to set user configuration settings. There is functionality there for you to set variables, which makes it possible to do some things with mods that you couldn't do before, but I don't think it allows you to write functions and have them be executed in-game. I could be mistaken, though; if you want to know more, ask again and I'll see about grabbing one of the programmers during the week.
Will the journal functionality be similar to that of original BGII? @Silverstar
The Journal screen has been completely redesigned from the ground up. I recommend taking a look at it in the beta, but the function of it is a lot more intuitive than it was before.
Does this update add ay opcodes or scripting actions and triggers, or any new externalizations that modders can make use of? @Grammarsalad
Yes! In fact, I tried to separate out all of these "modder-friendly features" in the Enhancement lists.
Since the App Store has increased the app size limit, will the iPad version now be rendered in retina? @iKrivetko
I think I understand what you mean, but I'm not certain and I don't want to risk misinterpreting. Could you be more specific about what you mean by "rendered in retina"?
Do fighter/mages still lose spell slots when they use Melf's Minute Meteors or another spell that creates a magic weapon? @iKrivetko
I believe they do, and from what I understand this isn't a bug. But I'll be happy to double-check for you; just ask again and I'll snag one of the programmers for a more complete answer.
Will this update feature any new enhancements specific to tablets? @Luke93
I don't know of any tablet-specific features in this update, but that doesn't mean tablet-specific enhancements aren't on their way.
Is it possible to use Azuredge, Dwarven Thrower and similar weapons for dual wield in 2.0? @vnkwerjau
Yes, if you equip them in your main-hand slot. I'm not certain, but I think that weapons with a Thrown ability are still restricted from being equipped to the off-hand slot.
Why was Sun Soulray changed to a single-target effect? @Flashburn
In conversations with the designer of the Sun Soul Monk kit, we discovered that the ability was always intended to be single-target. Somewhere between design and implementation it was shifted; all we've done is shifted it back.
If you think the shift makes the ability too weak, of course, please let us know by either submitting a Feature ticket on Redmine or starting a discussion thread in this forum. Fans of the Shadowdancer will know that we're willing to listen to players if there's significant feedback. Let your voice be heard!
Can we expect "marked circles" for Area of Effect spells as an optional thing to turn on/off? @O_Bruce
Not in this update. But if it's something you feel strongly about, I highly recommend submitting a Feature ticket on Redmine, or starting a discussion thread about it in this forum.
Is the OriginalClass() trigger just a trigger or can it be used to make changes to that bit as well? @subtledoctor
It's just a trigger. If there's something specific you want to be able to do, though, please submit a Feature ticket in Redmine. I can't promise it will be implemented, but we'll at least take a look.
I don't see a certain bug listed in the change log. Does that mean it wasn't fixed? @Doubledimas
Not necessarily. The change log that's currently posted is preliminary; it's a quick grab of everything that was ready to be documented. There's hundreds more listings that just need to be sorted, sifted, and rewritten for the purposes of documentation. That's a big part of what I'll be doing this week, is getting the final list of bug fixes posted.
Something was fixed in the code for BGII:EE or IWD:EE, but it's not mentioned in the change log here. Why is that? (Specific example: pathfinding) @joeblow
Anything that's been fixed in the code will be populated across all Infinity Engine games whenever they're updated, because they all use the same codebase.
(in layman's terms, the code is the Infinity Engine itself; the specific bits like items and spells are what we call data, and those are different for each game.)
So you probably won't see code changes from 1.3 listed in this change log, because strictly speaking they were already fixed before the work on 2.0 was started. Pathfinding is one such fix. If you have questions about other code changes that you're not sure if they made it into this update, feel free to ask!
Why isn't the Priest of Tempus in this update? @bengoshi
Time, mostly. It's a kit that we want to include, but it involves migrating resources over from IWD:EE (unlike the Priest of Tyr, whose special abilities were already in the files for BGII:EE). So, short answer: the kit is coming, just not in this update because there were other things that were more pressing to get in.
No, the Road to v2.0 event is not under NDA. Feel free to post screenshots on Twitter and Facebook, talk about the beta with your friends, post links to your tumblr account, blog about it on LiveJournal (people still use LiveJournal, right?)...
We have private beta testers who are under NDA, but they know what they're not allowed to talk about. Anything in this forum is fair game.
Is this Road event just for BG:EE and BGII:EE? What about SoD and IWD:EE? @BelegCuthalion
This event is for BG:EE and BGII:EE only. SoD is being handled through private beta testing, since it features story elements that need to remain a secret. IWD:EE didn't require an update for the release of SoD, since you can't import a game from SoD into IWD:EE.
That doesn't mean an update for Icewind Dale isn't coming, of course. Just that it's not being tackled as part of this event.
Why is the Multiplayer broken? Will it ever be fixed? @thelovebat
Short answer: multiplayer is hard.
Longer answer: The multiplayer experience in 1.3 is reasonably stable, and our goal for 2.0 is to meet or beat that same level of stability. Right now we're tackling a few issues that came up as a result of some other code changes in 2.0, but those should all be fixed by the time this release goes "live".
Do companion stats now carry from BG1 to BG2? Like if I give someone else the stat tomes in BG1 will that still affect their stats in BG2? @Messi
Not in this release, no. But it's something that we're looking at--whether or not we do it, of course, is a separate question (and one that I can't really answer at this point).
Can scripting now detect diseased creatures? @Nixos
Yes. @Tresset found the specific fix number for this one.
Are the new portraits only in the BGEE beta (to which I don't have an access)? I don't see them with DLTC in the BG2EE beta Portrait.bif? @bengoshi
It looks that way, yes. If you want to see them added to BGII:EE, I highly recommend submitting a Feature ticket on Redmine for it.
will we get the feature to rotate the formation while moving somewhere (just like right-click-hold + drag an angle on computers) on tablets with 2.0 (or ever later)? this is to me by far the biggest interface disadvantage for me on tablets compared to computers right now, and implementation at least in theory would not be too hard (tip one finger for target of movement, then add the second one to turn formations target orientation, then release and see the partymembers move to their assigned places).
(if i can state a preference: that feature on android is more interesting to me than ios ...)
Thanks for the answers @dee. Got another question is there a way to make the new quest update window stay up longer? I really like it but it disappears so fast I often have hard time reading all of it.
and another request for tablets: simulate crtl key when selecting more than one party member from the portrait column ... implementation could be with a new software button to push, and as long as active you can click several portraits that are selected together. alternative is to hold down this button while selecting (just like crtl key on pcs), which would save us a tip to de-activate the function again, but is a challenge to position the button in a spot where it can be held down while the other hand selects party members.
(i know this is not the right spot maybe to suggest this ... if you'd be so kind to direct me to the right place for this, i can put this in the right place / forum / bug tracker / feature request tracker instead)
"...Do fighter/mages still lose spell slots when they use Melf's Minute Meteors or another spell that creates a magic weapon?...
I believe they do, and from what I understand this isn't a bug. But I'll be happy to double-check for you; just ask again and I'll snag one of the programmers for a more complete answer..."
If I understand this correctly, that really seems like a bug. That isn't intended, is it?
@BelegCuthalion Good suggestions, I have trouble with those too when I play on tablet. I think you can add them to http://redmine.beamdog.com/projects/bg-ee-bugs as feature requests, and make sure to add [Android] or [iOS] to the beginning of the title of the post.
I have access to various Betas (for BGEE, BGIIEE, and IWDEE) through the BeamDog client, but all of these seem to be for older Beta versions (nor for V2). Does this mean I am not allowed to participate in the current round of Beta testing, or has something else gone wrong?
Since the App Store has increased the app size limit, will the iPad version now be rendered in retina?
I think I understand what you mean, but I'm not certain and I don't want to risk misinterpreting. Could you be more specific about what you mean by "rendered in retina"?
As far as I remember, the iPad version was effectively rendering the game in 1024*768 instead of 2048*1536 because it was impossible to fit in the buffer due to app size limitations.
One more bonus question: will sorcs ever be available for MC/DC?
Comments
(besides that, pathfinding in BG:EE 1.3 isn't so bad it's not playable – i'm noticing it's better when transiting over to BG2:EE, but it's not annoying in 1).
edit: elminster was faster than me, and more definitive
is this 2.0 road forum intended for the coming updates of BG:EE and BG2:EE only?
Or is it also for SoD, which likely is 2.0 too?
And anything about IWD:EE 2.0?
Right now you can get the codes for the steam versions and be playing them right now, without signing anything. Given how easy it is to access the 2.0 beta and the fact that nobody has signed anything, I can't see how an NDA could be enforced.
I wouldn't mind some clarification from a developer on that though...
If they never asked him to sign anything, then he's not bound to any NDA.
"Devas can now detect when a character is diseased (16272)"
It looks a lot like they fixed it...
I'll do my best to post answers to the rest of the questions that have been asked by the end of the day tomorrow.
Is the release date the same as SoD? @charlienail
We're aiming to release the 2.0 update a little bit before SoD's official launch. No exact dates have been set, but the goal is to have the patch in everyone's hands in time for the SoD release.When will Android beta testing begin? @Airman1991
Nothing's set in stone, but we do intend to hold beta testing on Android before releasing the update on that platform.Have the issues with the Quick Loot bar been fixed? @Franpa
Yes. The Quick Loot bar should be working much better now. If you have the opportunity to test it out for yourself I highly recommend it; if there's something about the feature that still feels off to you, submit a bug report through Redmine.Has the bug been fixed where a character's number of attacks don't get reset after a magical weapon is depleted or dispelled? @DregothofTyr
Yes.Has the bug been fixed where the screen will shake in smaller areas when the zoom level is too far out? @DregothofTyr
Yes.Has the bug been fixed where characters walk into each other during battle? @DregothofTyr
The pathfinding has been fixed, yes. I recommend testing it out for yourself, though, so you can report any lingering issues that you may find.I also highly recommend taking a party into the Firewine Ruins or the Ulcaster School with this beta. I think you'll be pleasantly surprised.
Can I disable the UI changes? @DregothofTyr
The design of the various UI screens is set; there's no way to revert them in-game to what they were before. However, the new UI system makes it a much easier proposition to change the way screens are laid out and designed; if you liked the old Character Record, there's a good change you or someone from the modding community can recreate that layout here.When it comes to screen functionality a lot of things can be turned on or off through the various Options menus. Do some exploring and if an option is missing that you wish were there, submit a ticket on Redmine for it!
Can we use Baldur.lua to perform more complicated Lua scripts to run in-game? @CrevsDaak
As far as I know, baldur.lua is just there to set user configuration settings. There is functionality there for you to set variables, which makes it possible to do some things with mods that you couldn't do before, but I don't think it allows you to write functions and have them be executed in-game. I could be mistaken, though; if you want to know more, ask again and I'll see about grabbing one of the programmers during the week.Will the journal functionality be similar to that of original BGII? @Silverstar
The Journal screen has been completely redesigned from the ground up. I recommend taking a look at it in the beta, but the function of it is a lot more intuitive than it was before.Does this update add ay opcodes or scripting actions and triggers, or any new externalizations that modders can make use of? @Grammarsalad
Yes! In fact, I tried to separate out all of these "modder-friendly features" in the Enhancement lists.Since the App Store has increased the app size limit, will the iPad version now be rendered in retina? @iKrivetko
I think I understand what you mean, but I'm not certain and I don't want to risk misinterpreting. Could you be more specific about what you mean by "rendered in retina"?Do fighter/mages still lose spell slots when they use Melf's Minute Meteors or another spell that creates a magic weapon? @iKrivetko
I believe they do, and from what I understand this isn't a bug. But I'll be happy to double-check for you; just ask again and I'll snag one of the programmers for a more complete answer.Will this update feature any new enhancements specific to tablets? @Luke93
I don't know of any tablet-specific features in this update, but that doesn't mean tablet-specific enhancements aren't on their way.Is it possible to use Azuredge, Dwarven Thrower and similar weapons for dual wield in 2.0? @vnkwerjau
Yes, if you equip them in your main-hand slot. I'm not certain, but I think that weapons with a Thrown ability are still restricted from being equipped to the off-hand slot.Why was Sun Soulray changed to a single-target effect? @Flashburn
In conversations with the designer of the Sun Soul Monk kit, we discovered that the ability was always intended to be single-target. Somewhere between design and implementation it was shifted; all we've done is shifted it back.If you think the shift makes the ability too weak, of course, please let us know by either submitting a Feature ticket on Redmine or starting a discussion thread in this forum. Fans of the Shadowdancer will know that we're willing to listen to players if there's significant feedback. Let your voice be heard!
Can we expect "marked circles" for Area of Effect spells as an optional thing to turn on/off? @O_Bruce
Not in this update. But if it's something you feel strongly about, I highly recommend submitting a Feature ticket on Redmine, or starting a discussion thread about it in this forum.Is the OriginalClass() trigger just a trigger or can it be used to make changes to that bit as well? @subtledoctor
It's just a trigger. If there's something specific you want to be able to do, though, please submit a Feature ticket in Redmine. I can't promise it will be implemented, but we'll at least take a look.I don't see a certain bug listed in the change log. Does that mean it wasn't fixed? @Doubledimas
Not necessarily. The change log that's currently posted is preliminary; it's a quick grab of everything that was ready to be documented. There's hundreds more listings that just need to be sorted, sifted, and rewritten for the purposes of documentation. That's a big part of what I'll be doing this week, is getting the final list of bug fixes posted.Something was fixed in the code for BGII:EE or IWD:EE, but it's not mentioned in the change log here. Why is that? (Specific example: pathfinding) @joeblow
Anything that's been fixed in the code will be populated across all Infinity Engine games whenever they're updated, because they all use the same codebase.(in layman's terms, the code is the Infinity Engine itself; the specific bits like items and spells are what we call data, and those are different for each game.)
So you probably won't see code changes from 1.3 listed in this change log, because strictly speaking they were already fixed before the work on 2.0 was started. Pathfinding is one such fix. If you have questions about other code changes that you're not sure if they made it into this update, feel free to ask!
Why isn't the Priest of Tempus in this update? @bengoshi
Time, mostly. It's a kit that we want to include, but it involves migrating resources over from IWD:EE (unlike the Priest of Tyr, whose special abilities were already in the files for BGII:EE). So, short answer: the kit is coming, just not in this update because there were other things that were more pressing to get in.Is this beta event under NDA? @Adul
No, the Road to v2.0 event is not under NDA. Feel free to post screenshots on Twitter and Facebook, talk about the beta with your friends, post links to your tumblr account, blog about it on LiveJournal (people still use LiveJournal, right?)...We have private beta testers who are under NDA, but they know what they're not allowed to talk about. Anything in this forum is fair game.
Is this Road event just for BG:EE and BGII:EE? What about SoD and IWD:EE? @BelegCuthalion
This event is for BG:EE and BGII:EE only. SoD is being handled through private beta testing, since it features story elements that need to remain a secret. IWD:EE didn't require an update for the release of SoD, since you can't import a game from SoD into IWD:EE.That doesn't mean an update for Icewind Dale isn't coming, of course. Just that it's not being tackled as part of this event.
Why is the Multiplayer broken? Will it ever be fixed? @thelovebat
Short answer: multiplayer is hard.Longer answer: The multiplayer experience in 1.3 is reasonably stable, and our goal for 2.0 is to meet or beat that same level of stability. Right now we're tackling a few issues that came up as a result of some other code changes in 2.0, but those should all be fixed by the time this release goes "live".
Do companion stats now carry from BG1 to BG2? Like if I give someone else the stat tomes in BG1 will that still affect their stats in BG2? @Messi
Not in this release, no. But it's something that we're looking at--whether or not we do it, of course, is a separate question (and one that I can't really answer at this point).Can scripting now detect diseased creatures? @Nixos
Yes. @Tresset found the specific fix number for this one.Are the new portraits only in the BGEE beta (to which I don't have an access)? I don't see them with DLTC in the BG2EE beta Portrait.bif? @bengoshi
It looks that way, yes. If you want to see them added to BGII:EE, I highly recommend submitting a Feature ticket on Redmine for it.(if i can state a preference: that feature on android is more interesting to me than ios ...)
(i know this is not the right spot maybe to suggest this ... if you'd be so kind to direct me to the right place for this, i can put this in the right place / forum / bug tracker / feature request tracker instead)
I believe they do, and from what I understand this isn't a bug. But I'll be happy to double-check for you; just ask again and I'll snag one of the programmers for a more complete answer..."
If I understand this correctly, that really seems like a bug. That isn't intended, is it?
One more bonus question: will sorcs ever be available for MC/DC?