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Icewind Dale Beamdog's Icewind Dale: Enhanced Edition

Self-Ejected

IncendiaryDevice

Self-Ejected
Village Idiot
Joined
Nov 3, 2014
Messages
7,407
Moi? Pour que?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,862
Hey there aVENGER, 'scuse me being really lazy and not researching, but I just thought of an unpgrade that would have definitely improved the IWD experience - fast travel. The kind of fast travel where you get a choice of previously explored locations to go to when you exit a screen the way you came in. Was this implemented in the EE version?

Take him to the dogs
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,810
The v1.4 patch came out today. Highlights include the divorcing of difficulty levels and increased XP/enemy damage, fixing the Severed Soul bug wherein PCs receive permanent +HP, the frequency of rare selection sounds and lots of other stuff. The manuals have also been updated. There's also a few new languages added, including Korean and Russian.

New Features
  • Icewind Dale: Enhanced Edition is now available in Russian and Korean.
  • A "No Difficulty-Based XP Bonus" setting is available in the Gameplay Options menu.
  • A "No Difficulty-Based Damage Increase" setting is available in the Gameplay Options menu.
  • Trolls and revenants no longer save against effects while unconscious.
  • Effect damage that happens with 100% probability is now added to the base damage displayed in the Inventory and Record screens.

A Level Bugs Fixed
  • #10462 [All] The game should not crash when large numbers of items are taken out of the ammo belt
  • #10526 [Linux] The game should not become unresponsive after casting the Contingency spell
  • #10533 [All] Summoned creatures should not prevent the tarnished ring from teleporting the party out of the Luremaster's castle
  • #10643 [All] It should not be possible to detect or disarm traps on the staircase leading to the Ascension Cave
  • #10644 [iOS] The game should not crash when the party is exported
  • #10692 [All] It should not be possible to pick up the Vial of Mysterious Liquid without obtaining the relevant journal entry
  • #10706 [All] Ordering a Familiar to scout ahead should not stop the Temple of the Forgotten God quest from completing
  • #10832 [All] It should not be possible to kill Mebdinga before she talks to the party
  • #10891 [All] Hobart (rakshasa) should not be killable before his transformation cutscene ends.
  • #10899 [All] Using the Familiar() object in a script should not crash the game
  • #11539 [All] Entering Arundel's home after defeating Yxunomei shouldn't cause the game to freeze if the party leader is dead
  • #11612 [All] Blinding Icasaracht should not prevent the game from completing
  • #11629 [All] Playing solo should not cause the game to freeze during Poquelin's final cutscene

B Level Bugs Fixed
  • #10320 [All] The transition from Lonelywood to the Luremaster should not be interruptible with pause
  • #10420 [All] [Localization] The original Trials of the Luremaster strings should be present in the Polish translation.
  • #10429 [All] Dual classes should not be restricted to 8 million total xp between their two classes
  • #10449 [Linux] Voice overs should play for voiced [non-party] characters.
  • #10588 [All] Party members should not have their hit points permanently increased by the Severed Soul
  • #10693 [All] Crippling Strike modifier should be restored when thieving skills are regained after dual-classing

C Level Bugs Fixed
  • #10253 [All] Turkish font should not be missing the letter I
  • #10321 [All] The transition from the Luremaster to Lonelywood should not be interruptible with pause
  • #10347 [All] Melee attackers should gain +4 to damage against opponents wielding ranged weapons.
  • #10401 [All] Terikan's Phylactery should not be destroyed until it is brought to Jamoth's tomb.
  • #10430 [All] All thief skills should be shown on the screen while dual-classing.
  • #10431 [All] Beast Masters should gain Animal Summoning I at level 6.
  • #10442 [All] Generating a new character should not provide the starting gold amount twice
  • #10452 [All] [Localization] The fourth rare selection sound of each character should be spoken in Polish.
  • #10456 [All] Telanis and Murdaugh should not keep the Sword of Myrloch or Ballad of Daen Winterbrush
  • #10463 [All] Creatures summoned by spells and abilities that were ported over from BGII:EE should have bonus HP in Heart of Fury mode
  • #10470 [All] Summoned Nymphs should not disregard the player's commands
  • #10472 [All] Dual-classed Kensai/Mages should be able to wear robes
  • #10490 [All] Charmed orcs in the Easthaven cave should remain under the player's control unless attacked or dispelled
  • #10528 [All] Oil of second chances should cast Remove Curse, Bless, and Luck on the drinker rather than emulating their effects
  • #10532 [All] Orrick's store should upgrade even if it wasn't visited in chapters 2 or 3
  • #10535 [All] Lonelywood Werewolf should not chase party members inside buildings
  • #10536 [All] Icasaracht's wing buffet Whirlwind should not persist after she dies
  • #10537 [All] The djinni's Whirlwind in AR9708 should not persist after he dies
  • #10642 [All] Protection from Normal Missiles should protect against arrows fired by Shadowed Goblins
  • #10650 [All] Piercing Arrow +1 should reduce the target's piercing resistance by 15% for 1 round
  • #10726 [All] Elves should be able to become single-class druids during character creation, as in the original Icewind Dale
  • #10748 [All] Council letter should not be a castable scroll
  • #10756 [All] The Shield spell should block Magic Missile cast by traps or wands
  • #10767 [All] Racial thieving skill adjustments should be displayed correctly
  • #10892 [All] Chain Lightning should allow a save for half damage.
  • #11060 [All] Star Metal Cudgel should deal additional damage to golems
  • #11096 [All] Unconscious creatures should take damage from Wall of Moonlight
  • #11146 [All] Journal entry 5069 should say Mirek will meet the PCs outside the potter's house.
  • #11503 [All] Equipping the Shield Ring should not prevent the character from equipping a Ring of Protection
  • #11513 [All] Creatures affected by Power Word: Sleep should awaken when they suffer damage
  • #11534 [All] Free Action should not allow the caster to move while under the effects of Blade Barrier
  • #11537 [All] Criek should not be stuck in a loop of constantly casting Dispel Magic
  • #11540 [All] Larloch's Minor Drain and Vampiric Touch should not work on constructs or undead creatures
  • #11541 [All] Larloch's Minor Drain should not grant bonus hit points when cast on self
  • #11542 [All] Enemies should not follow the party into Kuldahar buildings
  • #11546 [All] Death Ward should protect the recipient against taking damage from Finger of Death on successful save
  • #11554 [All] Creatures immune to poison should not be affected by poison-based spells and abilities
  • #11555 [All] SPLPROT.2DA should contain values for creatures immune to poison, acid, electricity and magical damage
  • #11558 [All] Entangled creatures should not be able to move when affected by Grease
  • #11559 [All] Chaotic Commands should protect the recipient from spells and abilities that cause sleep
  • #11560 [All] It should be possible to counter Malavon's defensive spells
  • #11565 [All] The Suffocate effect of the Hand of the Gloomfrost should be limited to a single target
  • #11566 [All] The secondary effects of Suffocate should not be cumulative
  • #11568 [All] Impervious Sanctity of Mind should protect the recipient from spells and abilities that cause sleep
  • #11586 [All] Climbing the stairs in AR9700 should require gathering the entire party
  • #11592 [All] Elves and Half-Elves should resist the sleep effect of Darig's Rest
  • #11593 [All] Spells, items and abilities that cause Unconsciousness should not display the "Sleep" portrait icon on the target
  • #11594 [All] Creatures affected by a Beholder's Sleep ray should awaken when they suffer damage
  • #11596 [All] Spells and abilities that cause unconsciousness should not make the target awaken after suffering damage
  • #11598 [All] Color Spray should not display the "fatigue" icon on stunned targets
  • #11599 [All] Enemies should not follow the party into Hobart's shack
  • #11601 [All] Hammer Darts, Berserker Darts and Hammer Arrows should not be identified when found
  • #11602 [All] Minor Globe of Invulnerability should prevent area-effect spells used by the caster from affecting him
  • #11603 [All] Globe of Invulnerability should prevent area-effect spells used by the caster from affecting him
  • #11605 [All] The secondary effects of the Cloud of Pestilence should not be cumulative
  • #11606 [All] Casting Nature's Beauty should break the caster's invisibility
  • #11608 [All] Snilloc's Snowball Swarm should deal extra damage against fire-using or fire-dwelling creatures
  • #11617 [All] Water Kin Elementals should not move while blinded or panicked
  • #11628 [All] The Blackguard's Absorb Health ability should not bypass the magic resistance of the target
  • #11783 [All] Grisella's quest should not be completable without killing all the beetles.
  • #11791 [All] The attacks of Cold Wights should not be stopped by Protection from Normal Weapons

D Level Bugs Fixed
  • #10139 [Multiplayer] Return to Lonelywood from the Luremaster should not have a mis-timed animation
  • #10160 [All] Rare selection sounds should only play when a character is repeatedly selected
  • #10308 [All] Joining selected session message should not be cut off at the largest font size
  • #10314 [All] The font for the "Export Filename" text should not be yellow.
  • #10412 [All] Evil clerics should have an appropriate biography.
  • #10415 [All] Cure Moderate Wounds should have the correct description in temples.
  • #10418 [Tablets] The open and closed door icon hilights should not overlap
  • #10421 [All] Flawless waterstar gem's description should not say it has flaws.
  • #10434 [All] Wailing Virgins should not show text feedback of stunned or unconscious if they are unaffected
  • #10448 [All] Button click sound should have the same quality as in the original Icewind Dale
  • #10457 [All] Righteous Wrath of the Faithful should state it cancels Improved Haste
  • #10458 [All] Interface sound effects should have the same quality as in the original Icewind Dale
  • #10460 [All] Specialist mage kit descriptions should contain accurate information
  • #10465 [All] Next Level text should say "Godhood" after reaching level 30
  • #10476 [All] A special combat music track should play when the Orogs attack Kuldahar
  • #10549 [iOS] Encumbered weight numbers should not be blurred
  • #10556 [All] Scimitars should not have the appearance of longswords on the character's avatar and paperdoll
  • #10557 [All] Bastard Swords should not have the appearance of longswords on the character's avatar and paperdoll
  • #10893 [All] Gareth and slaves should leave after being given their freedom
  • #11073 [All] Seven Eyes should give appropriate feedback when an attack is absorbed.
  • #11533 [All] The Glyph of Warding projectile should use the proper transparency effects
  • #11535 [All] Blade Barrier and Circle of Bones should use the proper transparency and sound effects
  • #11536 [All] Greater Shield of Lathander and Seven Eyes visual effects should not be distorted
  • #11567 [All] The description of Chaotic Commands should not state that it protects the recipient against Fear
  • #11569 [All] The description of Free Action should state that it protects the recipient against Stun
  • #11587 [All] The Potion of Mind Focusing should play the correct sound effect when consumed
  • #11588 [All] Spells, items and abilities that cause Sleep should not display the "Unconscious" string on the target
  • #11591 [All] Shapeshifters in werewolf form should not howl while moving
 

Melcar

Arcane
Joined
Oct 20, 2008
Messages
35,388
Location
Merida, again
Been trying the new difficulty settings. Have only gotten to Kresselack's, but so far I'm liking it. Gonna try contingency spells now, but now I'm going to have to re-think my sorcerer spell picks.
 

pippin

Guest
What content which was originally cut from the game is actually restored in EE?

I'd take it they used the Unfinished Business mod?
If so, IWD had considerably less cut content when compared to BG or PST, and iirc, it was quite marginal stuff.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,966
Location
Russia
moOZSPP.jpg


It does what? I assume it's -1 from dice for enemies since it would be bad for allies?

...where did they even find a d5 dice in AD&D?
 

aVENGER

Arcane
Developer
Joined
Jan 26, 2007
Messages
218
We didn't change how that spell works, the description was merely updated to clarify its actual effects. Chant and Luck have always behaved like that, it just wasn't documented.

Since IWD:EE is a combat focused game, we wanted to make sure that spell descriptions are as accurate as possible.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
So the enemies get improved dice rolls for those miscellaneous effects? That's really interesting/weird. Never used Chant much in IWD, but...
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,442
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Does anybody want to pop open an AD&D sourcebook and see if that's how the spell is actually supposed to work? From a cursory look at the Internet I don't see anything about changing dice rolls at all, just the +1 to hit, damage and saving throws (and -1 for enemies)

EDIT: I'll ask Josh Sawyer about it :smug:
 
Last edited:
Joined
Nov 19, 2009
Messages
3,144
We didn't change how that spell works, the description was merely updated to clarify its actual effects. Chant and Luck have always behaved like that, it just wasn't documented.

Since IWD:EE is a combat focused game, we wanted to make sure that spell descriptions are as accurate as possible.
Beamdog: incomprehensible but accurate.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
We didn't change how that spell works, the description was merely updated to clarify its actual effects. Chant and Luck have always behaved like that, it just wasn't documented.

Since IWD:EE is a combat focused game, we wanted to make sure that spell descriptions are as accurate as possible.
But read it again, by the description your team gets lowered dice damage and enemy gets opposite (increased damage dice). I doubt the spell debuffs your own team and buffs enemy.

You probably meant that received damage will have its dice reduced by 1, but the descriptions makes it sound like a party mage casting a fireball will have its fireball do less damage to enemy.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,966
Location
Russia
We didn't change how that spell works, the description was merely updated to clarify its actual effects. Chant and Luck have always behaved like that, it just wasn't documented.

Since IWD:EE is a combat focused game, we wanted to make sure that spell descriptions are as accurate as possible.
What about Dispel Magic spell? Does it have 100% chance to remove any effect from anyone in the game? Since Inquisitor still has bonus to it (twice level), but there is no actual description in spell books how Dispel Magic works (50% + % for caster levels/substract % enemy caster's level). Remove Magic has that description however.

Protection from Evil: Says it completely protects from Charm/Domination, supposed to only protect from fiends using these spells?

Melf's Minute Meteors: Doesn't say if they are magical weapons or not (originally were +4).

What about summons? Why don't you add their stats to descriptions?

Btw, Totemic Druid's totem animal doesn't summon for me.

Does anybody want to pop open an AD&D sourcebook and see if that's how the spell is actually supposed to work? From a cursory look at the Internet I don't see anything about changing dice rolls at all, just the +1 to hit, damage and saving throws (and -1 for enemies)

EDIT: I'll ask Josh Sawyer about it :smug:
You do not roll a d5 or d7 dices in D&D, you can add/substract (just writing "d5" would trigger any DM). That may be how they tried to script substracting damage from every roll enemy makes (otherwise you could do 0 damage with d6-1 unlike with just d5).
But then if it works in a positive way for party (your fireball does 6d7) it would make Chant quite an outstanding spell since it would turn fireball's damage from 6-36 to 7-43.

Btw IWD EE Bless also raises your Damage rolls by 1, how does that work? d9 swords or d8+1 swords? And I assume it's just for melee.
 
Last edited:

Naveen

Arcane
Patron
Joined
Aug 23, 2015
Messages
1,115
Steve gets a Kidney but I don't even get a tag.
As far as I understand it, the "The priest's enemies suffer from the opposite effects" should go after "+1 to attacks rolls, minimum damage rolls and saving throws." Then, "furthermore" the enemies suffer from that -1 to their damage rolls. That "furthermore", by the way, is the wrong word since it's not an extra or new effect, it was already implied when the description said you got a +1 to your minimum damage rolls (therefore, your enemies a -1, hence the 6d5 fireball, I guess)

Does anybody want to pop open an AD&D sourcebook and see if that's how the spell is actually supposed to work?

Chant Lvl2/priest (conjuration/summoning)

Sphere: Combat
Range:0
Duration: Time of chanting:
AoE: 30-ft radius
Components: V,S
Casting Time: 2 rds.
Saving Throws: None

By means of the chant spell, the priest brings special favor upon himself and his party, and causes harm to his enemies. When the chant spell is completed, all attack and damage rolls and saving throws made by those in the are of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1. This bonus/penalty continues as long as the caster continues to chant the mystic syllables and is stationary. However, an interruption (such as an attack that succeeds and causes damage, grappling with the chanter, or a silence spell) breaks the spell. Multiple chants are not cumulative; however, if the 3rd-level prayer spell is spoken while a priest of the same religious persuasion (not merely alignment) is chanting, the effects is increased to +2 and -2
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
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Location
Russia
http://www.dragonsfoot.org/forums/viewtopic.php?f=1&t=55748

as per this dragon magazine sage advice (issue 229, page 90)
Quote:
Does the +1 bonus to damage from the chant and prayer spells apply to damage that spells inflict? If so, does
the bonus apply to each die of damage or to the whole total?
The damage bonuses or penalties apply to any attacks the spell recipients make, including spell attacks. The bonus
or penalty applies to the damage roll, not to each die used in the roll.
 

Quatlo

Arcane
Joined
Nov 15, 2013
Messages
942
Does anybody want to pop open an AD&D sourcebook and see if that's how the spell is actually supposed to work? From a cursory look at the Internet I don't see anything about changing dice rolls at all, just the +1 to hit, damage and saving throws (and -1 for enemies)

EDIT: I'll ask Josh Sawyer about it :smug:
XzWpJQa.png

Its from Ad&d 2e


Edit: Dang, didnt notice someone already posted it.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,656
Yeah, what the hell does "minimum damage roll" mean anyway

Not a D&D player myself, but read a lot about Baldur's Gate. Let's say you have a sword that hits by 1-8, with Chant it will now do 2-8.

I THINK that's what it means.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
That description doesn't make much sense, though, and the d5 and d7 shit makes it look like an amateur hack.
I have doubts that's how it worked except it wasn't documented.
 

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