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> IA:EE progress report, thoughts, general observations, etc.
critto
post Jun 16 2015, 09:59 AM
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The work is on-going, so I'll try to keep everybody updated on the progress in here. Also, people sometimes ask questions about how this or that functions, I can't answer these questions immediately and lose track of them. When I can I'll address these issues in this thread for the benefit of everybody.

This post has been edited by critto: May 18 2016, 03:51 PM
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critto
post Apr 30 2016, 03:56 PM
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Having observed all the fuss about the new patch 2.0 and its successor 2.1, I have decided to postpone compatibility with BG2:EE 2.1. I feel that it is too raw to be used as a platform to build a relatively bug-free and stable mod on. Hopefully, by the time the next major version of the mod is out, Beamdog will polish the 2.x release. For now, if you want to play Improved Anvil v6.2 on BG2EE, you'll have to use the 1.3 version of the game. And, of course, it will remain compatible with ToB, although I have to admit that limitations of the vanilla engine do not permit us to make more cool stuff.

Speaking of IAv62, I have a strong feeling that we are close to finishing up our last tests. If all goes well, the 6.2 will be out in a week or two.

IAv62 will feature a brand-new readme that should make it easier for players to navigate through numerous changes that the mod applies to the game. If time permits, I would like to add a completely new section filled with various tips, strategies, advices and explanations of how and why the mod is made and what to expect from it. IA has always been controversial in the past. One reason for that is because many players may find that the content of the mod does not agree with their concept of good playing experience, and the sheer amount of it requires them to realise it the hard way. I hope that the extra information will allow them to figure out if it's going to be fun and worth exploring.

Cheers,
critto
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