The BEAMBLOG

Friday, May 11, 2018

May 11 Livestream Recap


“I have negative free time” ~ Trent
During today’s livestream Beamdog CEO Trent Oster and Studio Director Phillip Daigle shared the latest on Neverwinter Nights: Enhanced Edition and Infinity Engine patches.

Missed the stream? It's on YouTube and Twitch! Here's a quick summary of the highlights:

  • Beamdog.com will be updated in the near future. Watch out for some exciting changes!
  • We love seeing kids being introduced to Dungeons & Dragons. An Edmonton teacher, Marc Schubert, is raising money to help found D&D clubs in schools. Trent helped them reach their second funding goal! Learn more and donate here: https://www.gofundme.com/dndforyegkids
  • Keep your eye out for the Stream of Many Eyes - a 3 day D&D event starting June 1 at 4PM PT on twitch.tv/dnd. You’ll spot a few familiar faces there!
  • We’re still hiring! People who are interested developing on Nintendo Switch, Xbox One, and PS4. Producers, Designers, Programmers, and  Technical Artists - apply!
  • Dragon+ is a official source for all-things Dungeons & Dragons! It’s free online, and on iOS and Android devices. Download the Dragon+ app and enter to win one of ten copies of Neverwinter Nights: Enhanced Edition!
  • Development build 8171 for Neverwinter Nights: Enhanced Edition is out in the Beamdog Client and on Steam. Material shader params (added in 8170) are now persisted to gff data (player character vaults, save games). The build also brings a number of bug fixes, including a fix for the infamous Whirlwind attack bug dating back to original Neverwinter Nights. See the full notes here.
  • We intend to ship the next stable release (1.75) for Neverwinter Nights: Enhanced Edition soon, stay tuned!
Congratulations to our Obsidian friends on the launch of Pillars of Eternity II: Deadfire.
  • The beta of the 2.5 patch for Baldur's Gate II: Enhanced Edition received a new build this week and is available in the Beamdog Client, Steam, and on Google Play. We’ve added a number of asked for language and V/O updates, as well as hundreds of fixes and features. Hamsters, rangers, German, Polish, Chinese, Korean, Russian and Italian players everywhere, rejoice!
  • 2.5 patches are not last updates for Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition and Icewind Dale: Enhanced Edition. However, any further patch will take time.
  • Achievements for our Infinity Engine games on GOG won’t be a part of the 2.5 patch series, but the team are working towards them.
  • Achievements and trading cards for Neverwinter Nights: Enhanced Edition will happen eventually. We have people busy with them in the studio.
The Roadmap Trello board is the place to track progress on Neverwinter Nights: Enhanced Edition.
  • We’re very interested in translating Siege of Dragonspear into as many languages as we can. To get a good quality translation is a pretty big challenge. We’re looking at all our available options.
  • We can’t release the unhardcoded open code of Infinity Engine games because it’s a joint property of BioWare, Electronic Arts and Beamdog.
  • One of our goals in Neverwinter Nights: Enhanced Edition is to open character classes up and allow multiple things. There’s a request to allow for more than 3 classes, which is currently blocked by UI.
  • The UI update for Neverwinter Nights: Enhanced Edition is coming together slowly, but it’s progressing. According to Phil, Neverwinter Nights players are in for a treat, with a “waterfall of features” coming their way in the future.
  • We’ll work on the resource limit of modules as a part of porting the Neverwinter Nights: Enhanced Edition codebase to 64bit. It’s a challenge, but it’s a challenge we’ve signed on, and we’ll do it.
  • We’re working on updating the original campaign of Neverwinter Nights based on suggestions from the community. Allowing henchmen inventory management in the original campaign is a part of this process.
  • According to Trent, our vision for adding new content is somewhere in the middle between focusing on the backend stuff and leaving most of the new models/textures/classes/races creation to the community.

Excited for what’s next? Come and join the next livestream next Friday!
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