Some new cleric and paladin orders would be great if that’s possible - always wanted to roll with a paladin/cleric of lathander
Currently IWD2EE doesn't add any new cleric or paladin orders, but it adds additional multiclass options for paladin and monk orders.
(Multiclassing to a sorcerer makes more sense for a paladin, since both paladins and sorcerers use Charisma).
This may be years late, but Paladins of Mystra should also have the benefits of the Mystic Fire Knight substitution levels and also the Sword of the Arcane Order feat.
Mystic Fire Knight
(Champions of Valor variant, p. 45)
The Knights of the Mystic Fire serve Mystra by guarding her temples and questing for lost magical troves. They develop increased ability to use magic, counter hostile magic, and defeat enemy spellcasters.
Hit Die: d8.
Requirements
To take a Mystic Fire Knight substitution level, a character must have Mystra as her patron deity, be a member of the Knights of the Mystic Fire, have 1 rank in Knowledge (religion), and be about to take her 4th, 5th, or 6th level of paladin.
Class Skills
Mystic Fire Knight substitution levels have the class skills of the standard paladin plus Knowledge (arcana) and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Table: Mystic Fire Knight Substitution Levels
Level ....... BAB ....... F R W ....... Special ....... Spellcasting
4th ....... +4 ....... +4 +1 +1 ....... Bonus spells, improved spellcasting ....... Same as paladin
5th ....... +5 ....... +4 +1 +1 ....... Smite evil 2/day, special mount ....... Same as paladin
6th ....... +6/+1 ....... +5 +2 +2 ....... Spellshatter 1/day ....... Same as paladin
Class Features
All of the following are features of the Mystic Fire Knight substitution levels.
Bonus Spells (Su): At 4th level, a Mystic Fire Knight gains a bonus 1st-level paladin spell slot as if from a high Wisdom score. At 8th level, she gains a bonus 2nd-level paladin spell slot, at 11th level she gains a bonus 3rd-level paladin spell slot, and at 14th level she gains a bonus 4th-level paladin spell slot.
This benefit replaces the turn undead class feature gained by a standard paladin at 4th level.
Improved Spellcasting (Ex): When casting paladin spells, a Mystic Fire Knight can treat her caster level as equal to one-half her paladin level +2. If she also has arcane spellcasting ability from another class, she can add her caster level from that class to this value to determine her paladin caster level.
Smite Evil (Su): In addition to the normal effect, when a Mystic Fire Knight of 5th level or higher hits a creature with her smite evil attack, that creature finds it temporarily difficult to cast spells or use spell completion or spell trigger items. For 1 round, any attempt to complete one of these actions requires a successful Concentration check (DC 10 + paladin's level + Cha modifier + spell level); failure means that the action fails. If a spell was being cast, the spell or spell slot is lost; if a magic item was being activated, the attempt merely fails. Multiple smite evil hits on the same creature don't have a cumulative effect.
This class feature augments, but does not replace, the standard paladin's smite evil class feature.
Spellshatter (Su): Once per day starting at 6th level, a Mystic Fire Knight can choose to deliver a targeted greater dispel magic effect with a melee attack. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted.
If the attack hits, treat this as if the Mystic Fire Knight had cast a targeted greater dispel magic on the creature struck, using her paladin level (plus any arcane caster level she might have from another class) as her caster level, up to a maximum of +20.
This benefit replaces the standard paladin's remove disease class feature. If the Mystic Fire Knight would later gain an extra weekly use of remove disease, she instead gains an extra daily use of spellshatter.
Sword of the Arcane Order
(Champions of Valor, p. 34)
[General]
Members of your military order have a special connection with arcane magic.
Prerequisite
Paladin 4th of Azuth or Mystra, or ranger 4th of Mystra; member of the Knights of the Mystic Fire (see page 102), the Order of the Shooting Star (see Knights of the Mystic Fire, page 102), or the Swords of the High One (see page 104),
Benefit
You can use your paladin and ranger spell slots to prepare wizard spells. You must have a minimum Intelligence score of 10 + the spell's level to prepare it, and the save DC of the spell is equal to 10 + your Int modifi er (as if you were a wizard). These wizard spells can be taken either from your spellbook (if you have one) or from another character's spellbook (though in the latter case you must decipher the writing in the book and succeed on a Spellcraft check to prepare the spell, just as a wizard using a borrowed spellbook; see Wizard Spells and Borrowed Spellbooks, page 178 of the Player's Handbook, for details). If you also have levels in wizard, your wizard caster level is treated as the sum of your wizard, paladin, and ranger class levels.
Special
Azuth has a paladin order called the Swords of the High One. Mystra has a paladin order called the Knights of the Mystic Fire and a closely allied group of rangers called the Order of the Shooting Star. Members of all three of these groups can select this feat as long as they are at least 4th level in their respective order's primary class.
That's an awesome project. Because of it I'm trying to finish the original Icewind Dale 2 the first time to appreciate this version more.
One thing I noticed with the original version is a small bug regarding arterial strike and possibly other sources of damage. I managed to kill an enemy with the ticking damage from arterial strike and noticed that I didn't get any XP for the kill. I assume it's because the damage type of the tick is not actually caused by my characters and therefore the game treated the situation like if the enemy is killed by a different source of damage like for example an enemy's fireball spell.
I'm not sure if there already exists a fix for this bug or if you could fix it with the enhanced edition. Just wanted to let you know.
That's an awesome project. Because of it I'm trying to finish the original Icewind Dale 2 the first time to appreciate this version more.
One thing I noticed with the original version is a small bug regarding arterial strike and possibly other sources of damage. I managed to kill an enemy with the ticking damage from arterial strike and noticed that I didn't get any XP for the kill. I assume it's because the damage type of the tick is not actually caused by my characters and therefore the game treated the situation like if the enemy is killed by a different source of damage like for example an enemy's fireball spell.
I'm not sure if there already exists a fix for this bug or if you could fix it with the enhanced edition. Just wanted to let you know.
That hasn't been fixed yet, but it's the kind of thing that I might be able to fix. I'll see what I can do.
HI! I'm really glad I found out about this project - IWD II holds a special place in my heart, especially with the beautiful czech localisation. I'd like to adapt it as best as possible to the EE project, could you please invite me to the testing? https://github.com/Regebuqwa
if there is any chance you guys still need more play testers, i would gladly love to help. stumbled upon this thread while looking around for modding IWD2 and was lead here. From what i have seen and heard this is some top shelf modding thanks for your hard work on this. https://github.com/Foxyshy
I've adored this game since my childhood, playing again and again even into college. If you are still looking for testers, getting a chance to play it like this would be a dream.
I thought to give some gameplay feedback on iwd2EE after a couple of playthroughs (one normal, one HoF):
Overall, great fun! It provides many more play-style options then the original. 90% of the spells do not quickly become obsolete as per vanilla.
Naturally, it is a beta and various bugs do appear. However, I'd venture to predict that the EE beta is 99% at the stage where nothing prevents finishing the game and most non-game-breaking small issues can be console-fixed, if one really wanted and asked about it in the forum.
I was impressed at the stability and progress ... as I had played an earlier and simpler version of this years ago.
__
Things that I really enjoyed:
enemy mobs/casters have similar quick-buffs like BG SCS. And they also use the new feats sometimes to attack
new spells to try and these can impact play-style on all difficulties
shapeshift is actually a viable option for a druid (it was a waste of time in vanilla)
Barbarian Rage is actually 3+con duration. Take that BG and IWD2vanilla (5 rounds)!
new feats ~3.5 compliant (knockdown/trip, grapple, feint, metamagic, DR, etc.)
many item revisions that make more items desirable. Vanilla was so bad for item balance. EE has a few balance issues too, but is beta.
depending on preferences, the faster sequence options are great. Worst memories that I had of vanilla were slogging through the full Ice Temple Battle Squares and the DE4 4x repeat time quest.
pick pocket changes eliminate the vanilla 99% need for PP quick-load on all difficulties
loot pick-up quickbar
graphics tweaks, both resolution and fixes
Like any beta, it needs plenty of testing to catch all the bugs. Hopefully any testers will keep that in mind and provide feedback towards perfecting this rough diamond.
Hi, I would love to beta-test if you guys are still taking on players. I've been playing around with the various mods for BGEE, BG2EE, and IWDEE for the past year... but I'm itching to get into some fun 3e-style play. (I've tried Holic's 3.5e mods, which are cool, but not quite hitting the spot for me.)
Hello! I played this game while I was a student in the university and even played it several times through out my career. I love this game and I would be delighted to get an opportunity to contribute to the development of the game as a play tester. I would be thankful if you allow me that opportunity. Thanks.
Edit: played this for 1h after getting access. Really impressed by patch. It feels and looks like an enhanced editions. Many tweaks are available at install time.
It would be nice to have a [D]efault choice where you just press enter and let the installer choose for you (for people not familiar with the game rules).
Widescreen works well, I tried 720p and 1080p. 720 is about right on my 27'' screen because sprites scale with resolution (would be nice to get a zoom feature like in the beamdog enhanced editions but I can understand it's most likely impossible without the source code ). I've noticed a bit of flicker with the desktop background at this res (nothing game breaking, I have to test more).
I don't have github--or know anything about how to work it--so I don't know about becoming a playtester, but I am anxiously awaiting this as of like ten minutes ago when I found it. IWD2 is one of my favorite IE games--it might be my favorite if it had come with romances and party interaction a la BG2--
because of Isair and Madae. Reading their story and their reasons for kicking off the events of the game make me want to work for them rather than the Ten Towns.
(not sure if anyone cares about spoiler warnings for a 20 year old game or if that's too vague to be one, but there it is. Just in case.)
Comments
No, latest beta version is from 2 days ago
It has so much bugfixes, new content and QoL improvements it's almost a new game.
How can I make sure that I have to most recent beta version?
https://github.com/BackEasy
This may be years late, but Paladins of Mystra should also have the benefits of the Mystic Fire Knight substitution levels and also the Sword of the Arcane Order feat.
Mystic Fire Knight
The Knights of the Mystic Fire serve Mystra by guarding her temples and questing for lost magical troves. They develop increased ability to use magic, counter hostile magic, and defeat enemy spellcasters.
Hit Die: d8.
Requirements
To take a Mystic Fire Knight substitution level, a character must have Mystra as her patron deity, be a member of the Knights of the Mystic Fire, have 1 rank in Knowledge (religion), and be about to take her 4th, 5th, or 6th level of paladin.
Class Skills
Mystic Fire Knight substitution levels have the class skills of the standard paladin plus Knowledge (arcana) and Spellcraft.
Skill Points at Each Level: 2 + Int modifier.
Table: Mystic Fire Knight Substitution Levels
Level ....... BAB ....... F R W ....... Special ....... Spellcasting
4th ....... +4 ....... +4 +1 +1 ....... Bonus spells, improved spellcasting ....... Same as paladin
5th ....... +5 ....... +4 +1 +1 ....... Smite evil 2/day, special mount ....... Same as paladin
6th ....... +6/+1 ....... +5 +2 +2 ....... Spellshatter 1/day ....... Same as paladin
Class Features
All of the following are features of the Mystic Fire Knight substitution levels.
Bonus Spells (Su): At 4th level, a Mystic Fire Knight gains a bonus 1st-level paladin spell slot as if from a high Wisdom score. At 8th level, she gains a bonus 2nd-level paladin spell slot, at 11th level she gains a bonus 3rd-level paladin spell slot, and at 14th level she gains a bonus 4th-level paladin spell slot.
This benefit replaces the turn undead class feature gained by a standard paladin at 4th level.
Improved Spellcasting (Ex): When casting paladin spells, a Mystic Fire Knight can treat her caster level as equal to one-half her paladin level +2. If she also has arcane spellcasting ability from another class, she can add her caster level from that class to this value to determine her paladin caster level.
Smite Evil (Su): In addition to the normal effect, when a Mystic Fire Knight of 5th level or higher hits a creature with her smite evil attack, that creature finds it temporarily difficult to cast spells or use spell completion or spell trigger items. For 1 round, any attempt to complete one of these actions requires a successful Concentration check (DC 10 + paladin's level + Cha modifier + spell level); failure means that the action fails. If a spell was being cast, the spell or spell slot is lost; if a magic item was being activated, the attempt merely fails. Multiple smite evil hits on the same creature don't have a cumulative effect.
This class feature augments, but does not replace, the standard paladin's smite evil class feature.
Spellshatter (Su): Once per day starting at 6th level, a Mystic Fire Knight can choose to deliver a targeted greater dispel magic effect with a melee attack. The decision to use this ability must be made before the attack is rolled; if the attack misses, the effect is wasted.
If the attack hits, treat this as if the Mystic Fire Knight had cast a targeted greater dispel magic on the creature struck, using her paladin level (plus any arcane caster level she might have from another class) as her caster level, up to a maximum of +20.
This benefit replaces the standard paladin's remove disease class feature. If the Mystic Fire Knight would later gain an extra weekly use of remove disease, she instead gains an extra daily use of spellshatter.
Sword of the Arcane Order
[General]
Members of your military order have a special connection with arcane magic.
Prerequisite
Paladin 4th of Azuth or Mystra, or ranger 4th of Mystra; member of the Knights of the Mystic Fire (see page 102), the Order of the Shooting Star (see Knights of the Mystic Fire, page 102), or the Swords of the High One (see page 104),
Benefit
You can use your paladin and ranger spell slots to prepare wizard spells. You must have a minimum Intelligence score of 10 + the spell's level to prepare it, and the save DC of the spell is equal to 10 + your Int modifi er (as if you were a wizard). These wizard spells can be taken either from your spellbook (if you have one) or from another character's spellbook (though in the latter case you must decipher the writing in the book and succeed on a Spellcraft check to prepare the spell, just as a wizard using a borrowed spellbook; see Wizard Spells and Borrowed Spellbooks, page 178 of the Player's Handbook, for details). If you also have levels in wizard, your wizard caster level is treated as the sum of your wizard, paladin, and ranger class levels.
Special
Azuth has a paladin order called the Swords of the High One. Mystra has a paladin order called the Knights of the Mystic Fire and a closely allied group of rangers called the Order of the Shooting Star. Members of all three of these groups can select this feat as long as they are at least 4th level in their respective order's primary class.
https://github.com/miemmeiem
https://github.com/Hubi000
One thing I noticed with the original version is a small bug regarding arterial strike and possibly other sources of damage. I managed to kill an enemy with the ticking damage from arterial strike and noticed that I didn't get any XP for the kill. I assume it's because the damage type of the tick is not actually caused by my characters and therefore the game treated the situation like if the enemy is killed by a different source of damage like for example an enemy's fireball spell.
I'm not sure if there already exists a fix for this bug or if you could fix it with the enhanced edition. Just wanted to let you know.
That hasn't been fixed yet, but it's the kind of thing that I might be able to fix. I'll see what I can do.
https://github.com/Regebuqwa
https://github.com/Mandallaz
https://github.com/LankyBastid
Overall, great fun! It provides many more play-style options then the original. 90% of the spells do not quickly become obsolete as per vanilla.
Naturally, it is a beta and various bugs do appear. However, I'd venture to predict that the EE beta is 99% at the stage where nothing prevents finishing the game and most non-game-breaking small issues can be console-fixed, if one really wanted and asked about it in the forum.
I was impressed at the stability and progress ... as I had played an earlier and simpler version of this years ago.
__
Things that I really enjoyed:
Like any beta, it needs plenty of testing to catch all the bugs. Hopefully any testers will keep that in mind and provide feedback towards perfecting this rough diamond.
My github is: https://github.com/inkyuryu
My github: https://github.com/trenerKasim
Anyway, my Github account is https://github.com/whodisseus. If you need anything else, just let me know. Thanks!
My github account is: https://github.com/vavehl
Hi! I would like to try the EE mod. May I do so?
https://github.com/skyshadow17
I would like to join as play-tester.
My gibhub account is : https://github.com/luggypr
I would like to join as play-tester.
My gibhub account is : https://github.com/NickoLopez
Edit: played this for 1h after getting access. Really impressed by patch. It feels and looks like an enhanced editions. Many tweaks are available at install time.
It would be nice to have a [D]efault choice where you just press enter and let the installer choose for you (for people not familiar with the game rules).
Widescreen works well, I tried 720p and 1080p. 720 is about right on my 27'' screen because sprites scale with resolution (would be nice to get a zoom feature like in the beamdog enhanced editions but I can understand it's most likely impossible without the source code ). I've noticed a bit of flicker with the desktop background at this res (nothing game breaking, I have to test more).
Implementing that would require an enormous amount of work. It's probably not going to happen, unfortunately.
I stick with the NPC project, then XD
Unless you mean working for Isair & Madae. In which case I understand. It's basically a whole different game.