Will Beamdog update ID:EE too with the 2.0 improvements from BG?
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2.0 update ETA?
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Compatibility between iPad and MacOS/Windows version
Hello,
Since 2.0 version have come out under Mac OS/WIN versions, I'm wondering if saves under those are compatibles with iPad... Since BG:EE on iPad is not yet under 2.0.
For instance, if I start a game on iPad, continue it under MacOS then bring it back to iPad... is it the road to disaster ?
Thanks for any inputs,
Since 2.0 version have come out under Mac OS/WIN versions, I'm wondering if saves under those are compatibles with iPad... Since BG:EE on iPad is not yet under 2.0.
For instance, if I start a game on iPad, continue it under MacOS then bring it back to iPad... is it the road to disaster ?
Thanks for any inputs,
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Forum Meet-Up West-Europe?
I already opened up the idea on the activity page, but all the answers I got there where either "lol nope too far away" or jokes about Trump, which is of course totally encouraging you guys.
Anywho, given that the post started as a half-joke I guess I can't blame anyone really for not taking it seriously.
So here we go, the serious thread about a hypothetical forum meet-up in West-Europe.
Let's go step by step.
- Cologne (I am of course totally biased, but there is a reason why all the big conventions are held there)
- London
- Paris
- Maybe Amsterdam or Brussels, but I don't know how stress free traveling there is via public transportation when coming from far away, compared to the first three.
I'd also be down for Munich, Bern, Prague, Berlin, Kopenhagen, Vienna and such, but from what I've seen on the forums so far I think the ones I mentioned above would make most sense. Though a more southern location would probably be more inviting for the folks from Italy.
Just to get this out of the way:
Locations that require you to own a car or take endless bus drives to get to are out of the question.
1. Collectively staying at a Hostel for a weekend tends to work rather well.
They tend to offer large rooms where the guests can hang out and be rather affordable when it comes to beds.
Everyone/ most people staying there over night also means not having to worry about wrapping things up late at night, because everyone is sleeping at the same place anyway.
2. Someone who attends happens to have access to a location that can be used to host bigger groups.
Some people can crash there over night in sleeping bags, everyone who wants more comfort can rent into a nearby hotel or hostel.
I think it would fun to run some small sessions of D&D depending on how many people would attend.
Please note that none of these count as actual commitment.
The meet-up is purely hypothetical at this point, there is no guarantee that this meet-up will actually happen.
Aight, that should sum things up for now.
Also, this should go without saying but I know you guys too well by now, for those of you who know for a fact that they can not attend because they live too far away/ can't afford the trip: Please don't flood this thread with complaining about how this meet-up should be happening at your place instead. I am not gonna go through the trouble of organising a meet-up that I myself can not attend to. If you wanna do a meet-up in your area please go make your own
All atendees have to be 18 or older or come with an adult who's liable for them.
Anywho, given that the post started as a half-joke I guess I can't blame anyone really for not taking it seriously.
So here we go, the serious thread about a hypothetical forum meet-up in West-Europe.
Let's go step by step.
Date
There is of course no date yet, but either way I'd suggest doing this over a (long) weekend, usually arrival on friday and going home on sunday. This way at least there is one full day people can attend.Location
I would suggest either one of these towns:- Cologne (I am of course totally biased, but there is a reason why all the big conventions are held there)
- London
- Paris
- Maybe Amsterdam or Brussels, but I don't know how stress free traveling there is via public transportation when coming from far away, compared to the first three.
I'd also be down for Munich, Bern, Prague, Berlin, Kopenhagen, Vienna and such, but from what I've seen on the forums so far I think the ones I mentioned above would make most sense. Though a more southern location would probably be more inviting for the folks from Italy.
Just to get this out of the way:
Locations that require you to own a car or take endless bus drives to get to are out of the question.
Lodging
Out of experience I can say that two options make sense:1. Collectively staying at a Hostel for a weekend tends to work rather well.
They tend to offer large rooms where the guests can hang out and be rather affordable when it comes to beds.
Everyone/ most people staying there over night also means not having to worry about wrapping things up late at night, because everyone is sleeping at the same place anyway.
2. Someone who attends happens to have access to a location that can be used to host bigger groups.
Some people can crash there over night in sleeping bags, everyone who wants more comfort can rent into a nearby hotel or hostel.
Program
Forum meet-ups usually don't have any noteworthy program. Usually people just hang out, in the evening everyone goes out to dinner at a restaurant together and then there'll be partying back at the meeting room which usually involves consumation of large amounts of alcohol, but that is not a requirement of course
I think it would fun to run some small sessions of D&D depending on how many people would attend.
People who stated their interest in the meet-up so far:
@Buttercheese @Skatan @RelSundan @abacus @AnduinPlease note that none of these count as actual commitment.
The meet-up is purely hypothetical at this point, there is no guarantee that this meet-up will actually happen.
Aight, that should sum things up for now.
Also, this should go without saying but I know you guys too well by now, for those of you who know for a fact that they can not attend because they live too far away/ can't afford the trip: Please don't flood this thread with complaining about how this meet-up should be happening at your place instead. I am not gonna go through the trouble of organising a meet-up that I myself can not attend to. If you wanna do a meet-up in your area please go make your own

All atendees have to be 18 or older or come with an adult who's liable for them.
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The Familiar
Hello my friends,
Welcome to issue three of the Familiar. Well… sort of.
2016 was an interesting year, we released Siege of Dragonspear, the first new game in the Baldur’s Gate series in over a decade to critical acclaim. We also tried a social experiment to try and bring the magic we saw in our community to a broader audience called the Familiar magazine, a digital publication with industry interviews, fiction, contests and Beamdog exclusives.
The experiment was a success in that yes, we could bring together a mix of deep dive articles on technical topics, new fiction by staff and famous friends and interviews, but it was simply not economically practical to keep it going, so in 2016 we published our last official issue.
But time doesn’t stand still. The Baldur’s Gate community has always been one of the most caring, the most creative and the most responsive online communities. People there liked the Familiar magazine and wished the project would go on.
The community is very important for Beamdog. Everything we do, every game we create and develop, is for our customers. This is why dialogue with fans is very valuable to us. So we were happy to support the initiative to resummon the Familiar, this time as an ongoing blog series focusing on our community itself. Stay tuned, we’re excited to share all the amazing work you do.
I've included a link at the bottom of this post.
Best Regards,
Trent Oster
Beamdog
http://blog.beamdog.com/2017/01/the-familiar-fans-give-concept-art-new.html
Welcome to issue three of the Familiar. Well… sort of.
2016 was an interesting year, we released Siege of Dragonspear, the first new game in the Baldur’s Gate series in over a decade to critical acclaim. We also tried a social experiment to try and bring the magic we saw in our community to a broader audience called the Familiar magazine, a digital publication with industry interviews, fiction, contests and Beamdog exclusives.
The experiment was a success in that yes, we could bring together a mix of deep dive articles on technical topics, new fiction by staff and famous friends and interviews, but it was simply not economically practical to keep it going, so in 2016 we published our last official issue.
But time doesn’t stand still. The Baldur’s Gate community has always been one of the most caring, the most creative and the most responsive online communities. People there liked the Familiar magazine and wished the project would go on.
The community is very important for Beamdog. Everything we do, every game we create and develop, is for our customers. This is why dialogue with fans is very valuable to us. So we were happy to support the initiative to resummon the Familiar, this time as an ongoing blog series focusing on our community itself. Stay tuned, we’re excited to share all the amazing work you do.
I've included a link at the bottom of this post.
Best Regards,
Trent Oster
Beamdog
http://blog.beamdog.com/2017/01/the-familiar-fans-give-concept-art-new.html
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Mods for PST:EE
A list of all the mods available for PST:EE. I will try to keep it updated based on the topics in this subforum and some of the UI mods/General mods fora.
GUI
Items
Kits
NPC
Tweaks
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Planescape: Torment: Enhanced Edition FAQ
There's a very detailed list of Frequently Asked Questions on our site.
Check https://www.beamdog.com/planescape_faq for all the details of PST:EE.
Our team members are giving interviews to media, which you can read here:
https://www.pcgamesn.com//planescape-torment/planescape-torment-enhanced-edition-steam - Interview with Trent Oster
https://www.pcinvasion.com/planescape-torment-enhanced-edition-interview-qa - Interview with Alex Tomovic
http://blog.beamdog.com/2017/03/q-with-chris-avellone.html - Interview with Chris Avellone
https://www.gamingonlinux.com/articles/an-interview-with-beamdog-about-linux-gaming-they-say-its-worth-it.9483 - Interview with Alex Tomovic, Scott Brooks and Alexei Pepers
https://www.rpgwatch.com/show/article?articleid=407 - Interview with Phillip Daigle, Alex Tomovic, Scott Brooks
https://venturebeat.com/2017/04/17/beamdog-spells-out-its-biggest-hurdle-to-making-planescape-torment-enhanced-edition/ - Interview with Trent Oster
http://www.dragonmag.com/5.0/#!/article/114737/103426554 - Interview with Phillip Daigle
Check https://www.beamdog.com/planescape_faq for all the details of PST:EE.
Our team members are giving interviews to media, which you can read here:
https://www.pcgamesn.com//planescape-torment/planescape-torment-enhanced-edition-steam - Interview with Trent Oster
https://www.pcinvasion.com/planescape-torment-enhanced-edition-interview-qa - Interview with Alex Tomovic
http://blog.beamdog.com/2017/03/q-with-chris-avellone.html - Interview with Chris Avellone
https://www.gamingonlinux.com/articles/an-interview-with-beamdog-about-linux-gaming-they-say-its-worth-it.9483 - Interview with Alex Tomovic, Scott Brooks and Alexei Pepers
https://www.rpgwatch.com/show/article?articleid=407 - Interview with Phillip Daigle, Alex Tomovic, Scott Brooks
https://venturebeat.com/2017/04/17/beamdog-spells-out-its-biggest-hurdle-to-making-planescape-torment-enhanced-edition/ - Interview with Trent Oster
http://www.dragonmag.com/5.0/#!/article/114737/103426554 - Interview with Phillip Daigle
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Mods for Planescape: Torment: Enhanced Edition
The long lifespan of the Infinity Engine games can be attributed not only to the customization characters, amazing stories, and sheer amount of content, but also to the massive modding community that has grown alongside Baldur’s Gate and the other games using this engine.
Planescape: Torment: Enhanced Edition is built on a modified version of the v2.3 Enhanced Edition Infinity Engine code developed to handle the unique challenge of Planescape: Torment. This updated code base means modding the game has become easier than ever!
Not all popular mods for the original Planescape: Torment have received updates for PST:EE yet, like Unfinished Business, which is reportedly being reworked for PST:EE, but there are still plenty of mods available.
Check them out: http://blog.beamdog.com/2017/06/change-your-game-with-planescape.html
Planescape: Torment: Enhanced Edition is built on a modified version of the v2.3 Enhanced Edition Infinity Engine code developed to handle the unique challenge of Planescape: Torment. This updated code base means modding the game has become easier than ever!
Not all popular mods for the original Planescape: Torment have received updates for PST:EE yet, like Unfinished Business, which is reportedly being reworked for PST:EE, but there are still plenty of mods available.
Check them out: http://blog.beamdog.com/2017/06/change-your-game-with-planescape.html
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Idle Champions of the Forgotten Realms
Codename Entertaiment will bring Forgotten Realms into clicker/incremental games world! =D
As of now there is very little known about the game as it was just announced today. However, you can read this article that will give you a broad overview what to expect. -> link
There is also already page on Steam -> link.
Finally, you can subscribe to newsletter -> here
I am very excited for the game as I have been playing CNE's biggest hit - Crusaders of the Lost Idols - for almost two years now. In my quite long gamer career, there were couple titles I come back from time to time, even after years (BG, IWD, PT, ME), but CotLI is bit different, because I have been playing it EVERY day for past 694 days! Due to frequent updates the meta shifts almost all the time, so there strategies and best formations fluctuate all the time (on top of that, they are dependent on what player has at the moment). Thus discussions about optimizations, weird tactics and latest additions seem to never end! =] I really hope that Idle Champions will be at least as big success for CNE as CotLI was =D
P.S.
Apologies for plenty of exclamation marks =P But I am really excited XD
As of now there is very little known about the game as it was just announced today. However, you can read this article that will give you a broad overview what to expect. -> link
There is also already page on Steam -> link.
Finally, you can subscribe to newsletter -> here
I am very excited for the game as I have been playing CNE's biggest hit - Crusaders of the Lost Idols - for almost two years now. In my quite long gamer career, there were couple titles I come back from time to time, even after years (BG, IWD, PT, ME), but CotLI is bit different, because I have been playing it EVERY day for past 694 days! Due to frequent updates the meta shifts almost all the time, so there strategies and best formations fluctuate all the time (on top of that, they are dependent on what player has at the moment). Thus discussions about optimizations, weird tactics and latest additions seem to never end! =] I really hope that Idle Champions will be at least as big success for CNE as CotLI was =D
P.S.
Apologies for plenty of exclamation marks =P But I am really excited XD
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why your party go to Easthaven ?
I always wonder, why the party of adventurers go to icewind dale, especially Easthaven ?
Why your parties go there ? Gold, the possibility for adventure, gain power ?
Why your parties go there ? Gold, the possibility for adventure, gain power ?
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Baldur's Gate Lore and Backstory (requesting BG scholars' help!)
[WARNING: Possible SPOILERS ahead for those who have not completed TOB]
Having just completed TOB, I was still left with several nagging queries that continue to puzzle me regarding the backstory of Baldur's Gate and the mainCHAR's(MC) history.
I have several questions that I hope BG scholars here are able to help me out!
1) If MC was saved by Gorion and his Harper gang from being murdered/sacrificed by MC's mother, a priestess of Bhaal, what about Imoen? Was she, like MC, one of the children that was also saved by Gorion during their infiltration into Bhaal's temple? If she is, why did Gorion only 'focus' on you - getting you out of Candlekeep and ensuring your safety, but NOT Imoen who is also a Bhaalspawn? Was she adopted from another place and at another time, and therefore her Bhaalspawn origins were kept in the dark from the Harpers?
2) Why is Bhaal or why does Bhaal, the Lord of Murder, adopt a Slayer form? Wasn't he an assassin back when he was a mortal? I always thought he should look more like the figure of MASK, the Lord of Shadows: agile, sinister, dark, death-like Voldemort-looking figure. Why does he look like a Pit Fiend - a devil?
These are the 2 most pressing questions I have amongst others. Looking forward to all your responses!
Having just completed TOB, I was still left with several nagging queries that continue to puzzle me regarding the backstory of Baldur's Gate and the mainCHAR's(MC) history.
I have several questions that I hope BG scholars here are able to help me out!
1) If MC was saved by Gorion and his Harper gang from being murdered/sacrificed by MC's mother, a priestess of Bhaal, what about Imoen? Was she, like MC, one of the children that was also saved by Gorion during their infiltration into Bhaal's temple? If she is, why did Gorion only 'focus' on you - getting you out of Candlekeep and ensuring your safety, but NOT Imoen who is also a Bhaalspawn? Was she adopted from another place and at another time, and therefore her Bhaalspawn origins were kept in the dark from the Harpers?
2) Why is Bhaal or why does Bhaal, the Lord of Murder, adopt a Slayer form? Wasn't he an assassin back when he was a mortal? I always thought he should look more like the figure of MASK, the Lord of Shadows: agile, sinister, dark, death-like Voldemort-looking figure. Why does he look like a Pit Fiend - a devil?
These are the 2 most pressing questions I have amongst others. Looking forward to all your responses!

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G3 Announces IWDification; Beta 3 Available
This is the original announcement for Beta 1. See below for Beta 2 info.
IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project. The mod adds various elements such as selectable bard songs, two-handed axes, and over 65 new spells into your BG2, Tutu, BGT, or BGEE game. Every component can be installed independently of one another.
IWDification is a mod to bring some of the elements of Icewind Dale into the Baldur's Gate series of games. A lot of this project is based upon the work of the IWD-in-BG2 conversion project. The mod adds various elements such as selectable bard songs, two-handed axes, and over 65 new spells into your BG2, Tutu, BGT, or BGEE game. Every component can be installed independently of one another.
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level up bug.
when i get to 3,000,000 exp and try to level up i'm stuck at the level up screen with no way to exit
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Charm person
Is it possible to initiate conversations with charmed enemies? I recall this being a thing in vanilla BG, leading to " hidden" dialogues, journal enties and whatnot. IIRC Tutu and BG2 engine had some difficulties with this.
Can this be done in BG:EE?
Can this be done in BG:EE?
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Summon Weapons/Call Weaponry mod?
I had hoped the mods which introduce psionics would delve more into creating constructs with the mind (they are still great even so!) so here I am asking if there are mods that introduce a spell/power/ability that give the same effects as d20srd.org/srd/psionic/powers/callWeaponry.htm
Something that works like:
1. Cast spell
2. Get weapon in inventory/in weapon slots
3. Fades after combat or after a certain number of rounds
Cheers!
Something that works like:
1. Cast spell
2. Get weapon in inventory/in weapon slots
3. Fades after combat or after a certain number of rounds
Cheers!
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Planescape Torment: EE - Aktuální čeština
Jak jsem slíbil, tak jsem učinil
Zde máte prakticky kompletní češtinu do Planescape Torment.
Skoro ve všech ohledech je to naprosto regulérní čeština.
VELMI vyjímečně se stále může stát že narazíte na anglické slovo nebo větu, ale šance je zhruba okolo 1 procenta.
Nedodělky samozřejmě dodělám, ale teď si potřebuju na pár dnů odpočinout.
Verze češtiny - 1.0
https://uloz.to/!3h6AKH92Haow/pteecz-1-0-zip
Tímto souborem je potřeba přepsat anglický dialogový soubor ve složce s hrou.
Cesta je:
*složka se hrou* / lang /en_US

Zde máte prakticky kompletní češtinu do Planescape Torment.
Skoro ve všech ohledech je to naprosto regulérní čeština.
VELMI vyjímečně se stále může stát že narazíte na anglické slovo nebo větu, ale šance je zhruba okolo 1 procenta.
Nedodělky samozřejmě dodělám, ale teď si potřebuju na pár dnů odpočinout.
Verze češtiny - 1.0
https://uloz.to/!3h6AKH92Haow/pteecz-1-0-zip
Tímto souborem je potřeba přepsat anglický dialogový soubor ve složce s hrou.
Cesta je:
*složka se hrou* / lang /en_US
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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.
Announcing my new mod - er, or a new version of my old mod, with a new name... ah, whatever. Announcing Might and Guile!
Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases
Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md
Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.
These mod components now contain:
1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS
2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 5 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)
It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)
Download:
https://github.com/UnearthedArcana/Might_and_Guile/releases
Readme:
https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md
Review that read me for details, but in short, this mod contains various game tweaks and new kits, focusing on warriors and rogues. Thus, "Might and Guile." There is no "core" component; everything is optional, everything is independent. This is really more like a collection of several mods. So, my usual motto: install what you like, ignore what you don't.
These mod components now contain:
1) Revisions to warrior and rogue classes and kits:
- A feat system allowing warriors and rogues to learn all sorts of non-magical and semi-magical abilities
- A psionics system, and a fighter and thief kit who can use psionics
- A complete re-working of the way bard songs work, allowing bards to sing and fight simultaneously, and allowing kits in other classes to use these new bard songs
- Barbarian and Monk movement bonuses changed to a speed bonus that can be toggled on and off (and rangers get it too)
- Revised Berserker kit and Rage ability
- Revised Stalkers, and Beastmasters
- Revised Archers and an all-new set of called shots
- Revised Kensai, actually following the in-game lore of only being able to master a single weapon category (at a time)
- Revised monk fist weapons, toggling back-and-forth from non-magical to magical
- Revised Blade and Skald kit abilities
- Revised Shadowdancer with new "Shadow Pool" instead of HiPS
2) Warrior and rogue kits:
- 5 fighter kits (Corsair, Marksman, Soulblade, Gallant, Hexblade)
- 4 ranger kits (Elven Archer, Halfling Slinger, Mage Hunter, Barbarian Ranger)
- 6 thief kits (Sniper, Scout, Alchemist, Psypher, Herald, Jinxer)
- 4 bard kits (Jongleur, Gallant, Meistersinger, Loresinger)
- 5 multiclass kits (Bladesinger, Spellfilcher, Loremaster, Tomb Runner, Thug, Ranger/Mage, and Ranger/Thief)
It is compatible with all major current versions of the games: TOB, BGT, BG:EE, BG2:EE, IWDEE, and EET. (Some components only work with the newer game engine, however.)
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O_Bruce's digital drawings and other stuff
Once @RelSundan spoke to me
At times like this, only one thing comes to mind: careful what you wish for!
I was initially (and for quite some time) reluctant to shere my digital drawing on this forum. Not so much because of their quality, but rather because I have made only 1 100% finished fanart in which Baldur's Gate character appears, so... You understand. However, I have recieved some encouragement from some people before @RelSundan sealed my fate here, so here it is. My art thread.
I'll start with uploading two of cover arts I've made for the Wild Surge magazine. The first one, unfortunately, wasn't used due to circumstances.
Artwork for issue #1
![]()
Artwork for issue #2
![]()
This post will be followed by 1-3 posts with other works of mine. After that, I'll see how updates will go. If you feel like giving me some feedback, I'll be grateful regardless if you like my works or not.
Figured. Looks very cool indeed. Make sure you post some really cool artworks here! (Preferably Baldur's Gate themed
)

I meant of course that it would be Nice if you would share the things you create, Whatever that may be!
At times like this, only one thing comes to mind: careful what you wish for!
I was initially (and for quite some time) reluctant to shere my digital drawing on this forum. Not so much because of their quality, but rather because I have made only 1 100% finished fanart in which Baldur's Gate character appears, so... You understand. However, I have recieved some encouragement from some people before @RelSundan sealed my fate here, so here it is. My art thread.
I'll start with uploading two of cover arts I've made for the Wild Surge magazine. The first one, unfortunately, wasn't used due to circumstances.
Artwork for issue #1

Artwork for issue #2

This post will be followed by 1-3 posts with other works of mine. After that, I'll see how updates will go. If you feel like giving me some feedback, I'll be grateful regardless if you like my works or not.
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Rogue Rebalancing v4.80 now available for IWD:EE
Thanks largely to @Wisp's tireless efforts Rogue Rebalancing v4.80 is now available and brings improved compatibility with IWD:EE.
Notable features:
- Items granted by the "Additional equipment for Thieves and Bards" component are now available on IWD:EE (in stores, chests and on certain creatures)
- True Bard and Blade songs are not altered on IWD:EE
- The RR version of the Skald and Jester songs now break invisibility, do not stack with themselves and fail to affect deafened creatures on IWD:EE
- RR bucklers now use the round paperdoll icon and character animation on IWD:EE
- RR items no longer have description icons on IWD:EE
- Fixed many string errors on BG:EE and IWD:EE
- The French, Spanish and Italian translations have been updated
Obligatory disclaimer:
Although I am a Project Manager at Beamdog and in charge of IWD:EE development, this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog does not provide technical support for it.
Notable features:
- Items granted by the "Additional equipment for Thieves and Bards" component are now available on IWD:EE (in stores, chests and on certain creatures)
- True Bard and Blade songs are not altered on IWD:EE
- The RR version of the Skald and Jester songs now break invisibility, do not stack with themselves and fail to affect deafened creatures on IWD:EE
- RR bucklers now use the round paperdoll icon and character animation on IWD:EE
- RR items no longer have description icons on IWD:EE
- Fixed many string errors on BG:EE and IWD:EE
- The French, Spanish and Italian translations have been updated
Obligatory disclaimer:
Although I am a Project Manager at Beamdog and in charge of IWD:EE development, this mod is completely unrelated to my work there. Please do not mistake this for an officially supported product. I have made this mod in my own free time and Beamdog does not provide technical support for it.
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Saerileth not romancing ?
Hi.
Do you know when romance with Saerileth start ? I rescued her from devils, but i have friend option only. I have charsima 19 (raised by created tomes in clua console in BG 1 EE) , but generally she dont talk to me.
Thanks
Do you know when romance with Saerileth start ? I rescued her from devils, but i have friend option only. I have charsima 19 (raised by created tomes in clua console in BG 1 EE) , but generally she dont talk to me.
Thanks
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Does SoD spoil BG2?
I read somewhere that Dragonspear spoils some of BG2's story because it connects the two games. Would you forumites recommend playing Baldur's Gate 2 first? I never got the chance to back in the day, so I don't want to ruin it.
If the spoilers are minor, I'm not too worried about it.
If the spoilers are minor, I'm not too worried about it.
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