@Kilivitz Yeah, nothing conclusive unfortunately. TBH, I wouldn't blame you in the least for believing that link you gave. I am satisfied based on what I have been told, and some little kernels of logic I have pieced together, but I realize that is hardly enough for the general public to believe. I don't want to go too far off topic in such an important thread as this anyway.
Speaking of “Ask Beamdog”, when is the first batch of answers scheduled for? (I mean, besides those Julius has already provided.) This thread whetted my inquiring mind’s appetite quite a bit
I have a question regarding patch 2.6 @JuliusBorisov . I'm in the middle of a playthrough, and I played BG1 & SOD using patch 2.3 and am now playing BG2 using patch 2.5. I must say pathfinding is noticeably worse in patch 2.5 compared to 2.3. My companions keep getting stuck a lot, mostly with each other.
So my question is, are there any pathfinding improvements coming up with patch 2.6 ? To be honest, just reverting it to the way it is on 2.3 would be enough for me.
Isn’t it the case that Enhanced Path Finding is disabled by default and search nodes set to 32,000 by default? Enabling the former should improve stuff quite a bit, and search nodes can go up to 400,000.
Isn’t it the case that Enhanced Path Finding is disabled by default and search nodes set to 32,000 by default? Enabling the former should improve stuff quite a bit, and search nodes can go up to 400,000.
Neither of these are in the options screen, though?
Isn’t it the case that Enhanced Path Finding is disabled by default and search nodes set to 32,000 by default? Enabling the former should improve stuff quite a bit, and search nodes can go up to 400,000.
Neither of these are in the options screen, though?
Speaking of “Ask Beamdog”, when is the first batch of answers scheduled for? (I mean, besides those Julius has already provided.) This thread whetted my inquiring mind’s appetite quite a bit
Hmm well I'll write down a few question I've seen before and some stuff I've read in the feature request board. I'm aware some of these are available through modding.
Are there are any plans to make the new voice sets in BG/SoD available in BG2?
Is it possible you could implement an option to enable the classic videos/intros in BG through a setting in options. As you remember, response for the newly made intros was mixed and I believe that sentiment remains to this day.
Can you make some items from SoD available scattered throughout BG2/ToB?(new shopkeepers, monster, dungeon loot)
Any new kits planned for the IE engine going forward?
Can you rework the void weapons from SoD? I don't believe the penalties are worth it for the Hammer and the Sword.
The Circlet of Lost Souls and the Heart of the Mountain should always be there. The other items will only be there if you carried them with you when you transferred your party from SoD to BG2EE.
1. Are there any plans of adding proper 4K support to IE games? 2. This new merchant from Dice, camera, action... Will he be in SoD and ToB as well, or only in main BG/BG2? Will he sell only those 4 items mentioned in Wild Surge interview or something else as well? 3. Any chance for additional gameplay DLC of small to medium size? Like strongholds for classes which miss them, or 9 alignment-specific quests.
Question
for Beamdog: dehardcoding remaining GUI stuff, so we can fix bugs like this or implement features without need for engine level changes.
Yay or nay?
There are even straight up Lua code functions and tables hidden from us
for some reason (referenced like any other Lua code, showing up when printed
through command line console, but not present in any file). Just add them to
util.lua and let the modders do their magic.
Are there any insights on what kind of new items are you thinking about? Anything fun along the lines of unique abilities like the one on the Bard Hat.
Could you please address the question of DLC-characters and DLC-content from a purely financial point of view. Beamdog is company and as such I suppose your aim is to make money. If the buyers want new characters and are willing to pay for it, you should at least entertain the thought. If you spend X dollars you have to sell the product for Y dollars to Z buyers.
This can go one of two ways:
1) It's financially feasible.
2) Sorry guys, the cost of production is too high/there aren't enough buyers/each unit would have to be too expensive.
Make product, sell product.
Then there are two possibilities:
1) You make a profit so you can go on to the next unit
2) Sorry guys, we didn't make a profit so it's not financially viable.
If you were to go through these step and explain to the buyers/customers/players, we could understand.
Just saying "We don't want to" isn't a good enough answer, especially since the demand is there.
I have another question:
Is the console port the announcement Trent wanted to do that got postponed?
Or is there still something else waiting in the wings? =D
Was wondering this too. As much as I love the idea of Baldur's Gate & company coming to consoles, I hope it doesn't mean Beamdog won't be working on any new projects for a while.
I have another question:
Is the console port the announcement Trent wanted to do that got postponed?
Or is there still something else waiting in the wings? =D
@JuliusBorisov I must admit one thing - though I never watch the live streams I every Friday/Saturday checked http://blog.beamdog.com/ and carefully read every live stream recap. But not there is no point to check http://blog.beamdog.com/ because I cannot expect news there regularly. Is there possible that every week or every two weeks will there be Beamdog news recap + questions from this thread answered?
I have another question:
Is the console port the announcement Trent wanted to do that got postponed?
Or is there still something else waiting in the wings? =D
Don't see how this answers the question, which I also would like to see answered because I have previously argued that the big "announcement" would indeed end up being something akin to this.
It does answer the question clearly if you know gaming and business. If you read the blog it states Beamdog is partnering with another publisher. This mean, more money, profit, projects, and GAMES. Please look at the big picture and not at the intimidate here and no, Trent is looking at the company in long term not one project, you want a game now he wants stable marketing strategy production for the next 3-5 yrs. That survival Not one game, not next year. "end of rand"
I went and reread the announcement, but still can't see how that post answers the question.
A while back (forgot the exact date) Trent planend to make a big announcement, but circumstances forced him to postpone the announcement and he instead announced the IE DLC.
My question was if the announcement that got postponed was the console port or if those are two different announcements. (Something I still wonder)
@JuliusBorisov I must admit one thing - though I never watch the live streams I every Friday/Saturday checked http://blog.beamdog.com/ and carefully read every live stream recap. But not there is no point to check http://blog.beamdog.com/ because I cannot expect news there regularly. Is there possible that every week or every two weeks will there be Beamdog news recap + questions from this thread answered?
The plan was to post monthly updates on the blog, which would include answers to community questions along with all the studio news. I've passed the first group of questions to Luke, and answering 25 questions takes time.
As you are heading over to support consoles, and you already are available on android.
Can you please update android games to be allowed on android Tv, especially the Nvidia shield as a personal option?
Big screen and mobile controll (custom or via the mouse option nvidia remote app )
since you probably have to create a new and controller-friendly version of the UI for consoles, would it be possible to make it available for PC gamers as an option?
I'm already playing EE titles with a steam controller and laptop hooked up to my TV. It's fun and works okish but far from perfect... A proper controller UI would be awesome.
When are we getting the next dev./stable patch for NWN EE? It been some time.
Request:
Please include some more script functions like.
Return the spell school of the target.
int GetSpellSchool(object oTarget)
Function to return saving throw bonus / penalty by type of target nSave = SAVING_THROW_FORT, SAVING_THROW_WILL, SAVING_THROW_REFLEX
nSaveType = SAVING_THROW_TYPE_MIND_SPELLS, other sub-types etc...
int GetSavingThrowBonusPenalty(object oTarget, int nSave, int nSaveType)
@JuliusBorisov I must admit one thing - though I never watch the live streams I every Friday/Saturday checked http://blog.beamdog.com/ and carefully read every live stream recap. But not there is no point to check http://blog.beamdog.com/ because I cannot expect news there regularly. Is there possible that every week or every two weeks will there be Beamdog news recap + questions from this thread answered?
The plan was to post monthly updates on the blog, which would include answers to community questions along with all the studio news. I've passed the first group of questions to Luke, and answering 25 questions takes time.
Comments
So my question is, are there any pathfinding improvements coming up with patch 2.6 ? To be honest, just reverting it to the way it is on 2.3 would be enough for me.
I mean like ... please.
2. This new merchant from Dice, camera, action... Will he be in SoD and ToB as well, or only in main BG/BG2? Will he sell only those 4 items mentioned in Wild Surge interview or something else as well?
3. Any chance for additional gameplay DLC of small to medium size? Like strongholds for classes which miss them, or 9 alignment-specific quests.
Question for Beamdog: dehardcoding remaining GUI stuff, so we can fix bugs like this or implement features without need for engine level changes. Yay or nay?
There are even straight up Lua code functions and tables hidden from us for some reason (referenced like any other Lua code, showing up when printed through command line console, but not present in any file). Just add them to util.lua and let the modders do their magic.
Are there any insights on what kind of new items are you thinking about? Anything fun along the lines of unique abilities like the one on the Bard Hat.
This can go one of two ways:
Is the console port the announcement Trent wanted to do that got postponed?
Or is there still something else waiting in the wings? =D
http://blog.beamdog.com/2019/02/beamdog-partners-with-skybound-games.html
@JuliusBorisov I must admit one thing - though I never watch the live streams I every Friday/Saturday checked http://blog.beamdog.com/ and carefully read every live stream recap. But not there is no point to check http://blog.beamdog.com/ because I cannot expect news there regularly. Is there possible that every week or every two weeks will there be Beamdog news recap + questions from this thread answered?
I went and reread the announcement, but still can't see how that post answers the question.
A while back (forgot the exact date) Trent planend to make a big announcement, but circumstances forced him to postpone the announcement and he instead announced the IE DLC.
My question was if the announcement that got postponed was the console port or if those are two different announcements. (Something I still wonder)
The plan was to post monthly updates on the blog, which would include answers to community questions along with all the studio news. I've passed the first group of questions to Luke, and answering 25 questions takes time.
Can you please update android games to be allowed on android Tv, especially the Nvidia shield as a personal option?
Big screen and mobile controll (custom or via the mouse option nvidia remote app )
just wishfull thinking
since you probably have to create a new and controller-friendly version of the UI for consoles, would it be possible to make it available for PC gamers as an option?
I'm already playing EE titles with a steam controller and laptop hooked up to my TV. It's fun and works okish but far from perfect... A proper controller UI would be awesome.
Thanks!
When are we getting the next dev./stable patch for NWN EE? It been some time.
Request:
Please include some more script functions like.
Return the spell school of the target.
int GetSpellSchool(object oTarget)
Function to return saving throw bonus / penalty by type of target nSave = SAVING_THROW_FORT, SAVING_THROW_WILL, SAVING_THROW_REFLEX
nSaveType = SAVING_THROW_TYPE_MIND_SPELLS, other sub-types etc...
int GetSavingThrowBonusPenalty(object oTarget, int nSave, int nSaveType)
Any idea when we will get the answers?