IWD2 has tactics. It's really just IWD1 that's somehow left out. IWD2:ee development is still progressing, no idea what the overall timeframe is though.
https://forums.beamdog.com/discussi...-red-chimera-group-is-looking-for-playtestersDidn't bemdoggo said that the source code is lost?
https://forums.beamdog.com/discussi...-red-chimera-group-is-looking-for-playtestersDidn't bemdoggo said that the source code is lost?
Happy New Year.
the person creating it considers themself a "Director, Writer" and their username is "semiticgoddess"https://forums.beamdog.com/discussi...-red-chimera-group-is-looking-for-playtestersDidn't bemdoggo said that the source code is lost?
Happy New Year.
Other encounters have been rebuilt for ease of use. The final level of Dragon's Eye, Lord Pyros' Domain, is now a single boss fight rather than a series of dialog chores.
Many areas have received the same treatment, simplifying lengthy fetch quests and in some cases offering shortcuts for major plotlines. The Ice Temple and Dragon's Eye in particular are dramatically streamlined.
Didn't bemdoggo said that the source code is lost?
the person creating it considers themself a "Director, Writer" and their username is "semiticgoddess"
It's decided the first time you load an area. Same for IWD1.is the loot drop decided when you open the container or when you load the area (for 2)?
Maybe xe got the trans-op for Christmas?And just recently changed it to that name from "semiticgod"
I was thinking the same thing recently. IWD 2 could especially use its own SCS. The combat system is so fucking tight in that game. Makes you appreciate the 3rd edition. The only problem is that the game is bad and stupid and so are the enemies.
I wonder how the IWD2:EE mod is doing. With Beamdog forums being down for so long there was no way to follow the project's progress. Which is weird and not a good sign.
I was thinking the same thing recently. IWD 2 could especially use its own SCS. The combat system is so fucking tight in that game. Makes you appreciate the 3rd edition. The only problem is that the game is bad and stupid and so are the enemies.
I wonder how the IWD2:EE mod is doing. With Beamdog forums being down for so long there was no way to follow the project's progress. Which is weird and not a good sign.
There's a tactics mod for IWD2 that's really good.
the person creating it considers themself a "Director, Writer" and their username is "semiticgoddess"https://forums.beamdog.com/discussi...-red-chimera-group-is-looking-for-playtestersDidn't bemdoggo said that the source code is lost?
Happy New Year.
red flags are going off everywhere, this is going to be the IWD equivalent of Fallout The Frontier. Can't wait for the line about stinky feet.
Other encounters have been rebuilt for ease of use. The final level of Dragon's Eye, Lord Pyros' Domain, is now a single boss fight rather than a series of dialog chores.
Many areas have received the same treatment, simplifying lengthy fetch quests and in some cases offering shortcuts for major plotlines. The Ice Temple and Dragon's Eye in particular are dramatically streamlined.
Having seen this question several times already (see for e.g. here and here), I've decided to make a thread about this subject.
PORTRAIT FILES
Image file format
Portraits for IWDEE are 24-bit bitmaps (.BMP). You can save images in this format using practically any image editor such as MSPaint, Adobe Photoshop or GIMP.
Image file dimensions
You can use a single large portrait, which will be resized to fit the other screens. The optimal size is 420x660 pixels. Keep it at a minimum of 169x266, to prevent blurred images.
Images can be larger than that, but no wider than 1024 pixels. Also try to keep it proportional to the dimensions that have just been mentioned, otherwise, the image will be "squeezed" and may look distorted.
To use a custom portrait, you need 2 versions of an image (only 1 is required, though) with different dimensions (width x height, in pixels):
Large - 420x660 (character creation and character record screens)
Medium - 169x266 (for the right sidebar of the game screen)
Image file naming conventions
You can name your portraits however you want, as long as you follow these rules:
· NO spaces.
· Between 1 and 7 characters (not counting the size letter, see below)
· End with the letter L or M, according to size.
e.g.: AlveusL.bmp (large), AlveusM.bmp (medium).
THE "PORTRAITS" FOLDER
In order for your portraits to show up in IWDEE, you must place them in an specific folder, named "Portraits" (without quotes). This folder is not created when the game is installed, so you must create it yourself.
Where to create your "Portraits" folder
On Windows: go to your User(s) folder - the one that has My Music, My Pictures, and so on. Now follow this path: My Documents > Icewind Dale - Enhanced Edition. That's where you must create your Portraits folder.
Mac OSX: create a folder named "Portraits" on /Users//Documents/Icewind Dale - Enhanced Edition.
Linux: ~/.local/share/Icewind Dale - Enhanced Edition/ Create a folder called portraits (must be lower case) there.
USING CUSTOM PORTRAITS
On a new character
Once you have the right files on the right folder, all you have to do is select the portrait inside the game.
When creating a new character, once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.
This button will take you to the next screen, where you'll be able to select the Large and Medium portraits. They're not required to match - you can use different L and M portraits for one character if you so desire.
The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).
On a previously created character
If you're already playing a character and want to change it's portrait, go to his/her Record screen and hit the button labeled "CUSTOMIZE", then "APPEARANCE".
Once you're prompted to select his or her portrait, you will notice a button labeled "CUSTOM" now shows up on the screen.
This button will take you to the next screen, where you'll be able to select the Large and Medium portraits. They're not required to match - you can use different L and M portraits for one character if you so desire.
The Large portrait will be selected automatically according to the Medium one, or ignored (if there is no L version).
Great thanks goes to @Kilivitz , @AlexT and @Jalily
this is a good questionWhy would you want to play IWD
Why would you want to play IWD on a phone??
And how do you even control your party in hectic RTwP battles without a mouse???
Why would you want to play IWD on a phone??
Because it's an 11-inch tablet, with a detachable keyboard which has a touchpad. The standard CRT on which I played BG for the first time used to be 14". Now I can lay on my couch with what's indistinguishible from a laptop in this case, weighing under 500 g, and play the game pretty much the same as on a keyboard and mouse setup.Why would you want to play IWD on a phone??
And how do you even control your party in hectic RTwP battles without a mouse???
Good thing that the Garrett voice set for BG is still up: https://sorcerers.net/Games/BG/index_soundsets_portraits.phpI gave up hoping Beamshit were even capable of getting custom voicesets into BG1 & 2. It was part of my BG game experience to play with Vhailor's voice as my BG2 character. Don't know if they managed it in the latest versions. And by 'managed it' I mena make it easy like it used to be.