Sikret
Oct 6 2006, 06:11 PM
I am working on the next version of Improved Anvil (IA v4.0). It will surely take some time before I release it, but I publish the progress report here in this thread for those who may be interested.
The additional features are mostly new adventures and more tactical challenges. Players who have interesting ideas may also send them to me and (if their suggestions are approved) they will be added to the next version of the mod with their own names (after applying some refinements to their suggestions, if needed). If they want their ideas to remain as surprises for players, they can send them to me via PMs to avoid publishing spoilers.
To see the content of the adventures and tactical challenges of the current version of the mod (V3.0), see the related text file attached to the readme topic in the forum. What you will read in this topic are new adventures which are not currently available in the mod, but they are already coded in my local version and will be available to public just when IA v4.0 is released:
1- Post-Firkraag adventures: After Firkraag is dead, new events will start to happen in Windspear Hills and consequently new adventures and quests will await you.
2- Tougher Borinall: The thief who has stolen Dawn Ring will be tougher and will have more allies to help him.
3- Expanded Mage Stronghold:
- Magical container
- Furnaces may malfunction
- The mystery of the Jewel Casket
- Treasure in the ice (Or 'Why is it so cold down here?')
- Does Marvella always say the truth?
- Danger at harbors! (Or 'Is it safe to go to Cromwell anymore?')
4- Improved Rakshasa encounter in sewers beneath Temple district.
5- Guarded Store Tower in Druid Grove area (i.e. Belm scimitar is no easy treasure). -- Suggested by Shaitan
6- Kangaxx is improved even further. He will be MUCH more cunning and hard-to-defeat in IA v4.0. I have limited the number of Imprisonments he casts, but have added other spells and a new (better) fighting tactic to him.
7- Improved Demilich crypt in watcher's Keep.
8- The Illithid Hideout in Sewers will be a bit improved further. First of all, the doors in that area will not be closeable once you open them. Second, upto IA v3.0, Alhoon would summon a Gem Golem once you defeat the improved human party and find your way into his hideout. Now, he will summon an Elemental golem, instead. (Scary, I know; but the treasure you find there is outstanding.)
9- Slightly tougher demons (in addition to those specific demons which have been improved individually).
10- More brand new monsters added.
11- A new scripting system is devised and used in Improved Anvil. I call it polygonal scripting system, because each creature in this system uses a number of additional shared scripts "interactively" in addition to its own specific ones. It's an artificially intelligent and brand new scripting method. As a result, creatures can behave very intelligently.
12- "Randomizing program" accomplished: Some powerful items which were too easily available in the stores are removed from the shops (but not from the game). Their locations in the game are randomized, which means that each time you start a new game they may be with different (randomly determined) tough enemies or in different (randomly determined and hard to access) chests or containers.
13- The ancient dragon in WK (5th level) will have new allies (= brand new monsters) at his side and also new lines of dialogue: He will have some interesting comments about Firkraag and Saladrex.
14- Expaned Ranger Stronghold:
- New friend at your cabin
- The mystery of the shimmering light (a long quest, exclusively for ranger protagonists)
15- Improved Troll Mound -- Suggested by Shaitan
16- Horde of Lords (new encounter in TOB)
17- New encounter (with someone who has something you may badly want) either in chapter 4 or in chapter 6 (randomly determined)
18- New conditional encounter in Ust Natha
19- Guarded Mithril Machine (a new feature added to Improved spellhold component of the mod)
20- The mystery of the third color (a new quest in Ust Natha).
21- Improved Sendai Enclave:
- Tougher Captain Egeissag and party (this one already existed in previous versions of the mod)
- Tougher Slavemaster
- Improved Spiders' lair
- Improved Thelynn'ss and party -- Suggested by thetruth
- Improved Odamaron
- Improved Sendai
22- Improved Zallanora and party -- Suggested by thetruth
23- Improved Abazigal
24- Chapter 2: Improved Random (city and wilderness) Encounters
25- Improved City Gates' lich (the lich is replaced with a brand new type of lich)
26- Epic divine encounter: A new encounter in TOB.
(Note: If your main PC is a mage/sorcerer and if you have made a particular decision during one of the new quests added to the mage stronghold in SOA portion of the game, this new encounter in TOB may be a bit different for you; otherwise, it's the same for all classes and alignments.)
27- Improved Globe Machine (5th level of WK)
28- Encounter with Orcus (Prince of the Undead)
(If you have Daystar Sword, you can go to the old crypts beneath Graveyard district to meet Orcus in his corporeal form. The encounter is optional; however, Orcus has one of the required ingredients to upgrade Daystar.)
29- Halflings in planar sphere are improved even further.
30- Improved Mind Flayers' lair (underdark):
(1) Tougher Insane Dwarf Warrior
(2) Improved final battle vs. The Master Brain:
(2-1) Tougher Master Brain
(2-2) Improved Brain Golems
(2-3) Elemental Golem guardian of the brain (The Master Brain will not die as long as the main guardian is alive).
31- Twisted Rune is improved even further:
(1) Layene is now a 31st level mage with more spells than previous versions. She also uses her staff most efficiently and has new summons.
(2) Shangalar has changed to a Grave Lich (= a new type of lich).
(3) Shyressa has changed from a normal vampire to a Vampire Lord (= new type of vampire with additional powers and immunities). This is not new, however. It was the same in v3 as well.
(4) Revanek is also improved further (= a 25th level fighter with better equipment)
32- Slavers' ship building in the Slums is improved even further.
(Some players had reported that despite the improvements applied to the mentioned area in previous versions of the mod, the battle was still easy and not challenging enough. Now, with the new additions, I hope that it will be quite challenging (and satisfying) specially at early stages of the game. You may be a bit shocked during your first attemtps and before finding out how to win the battle.)
33- Improved Illasera (Suggested by thetruth, in details.)
34- Deeper than the Underdark
In the underdark, you may be lucky (or rather unlucky) enough to find a hidden passage which will lead you to lower catacombs below. You will find it easy to enter, but far from easy to exit. Even mighty drows and other inhabitants of underdark do not dare to enter the deep and fearsome maze. A wandering ghost (who doesn't know that he is dead) will tell you that finding "The Mighty One" (whoever he is) is your sole chance to get out of the deeper darkness (and it will be the new quest you will have to do unless you do not enter the lower areas at all).
35- New ranger kit added
VAGRANT: Vagrants do not stay in a place for long. They spend most of their time exploring new wilderness areas and enjoying the beauties of nature. Woodlands and lakes are the most favorite places for vagrants. They are very healthy characters with exceptional stamina. Vagrants can develop a special kind of friendship with swanmays. Swanmays are very rare and special kind of lycanthrope rangers living at lakesides in woodlands and in remote temperate wetlands. High level vagrants can call for swanmays' help.
Advantages:
1- +1 bonus to Constitution
2- Immunity to poison
3- +2 bonus to save vs. Death/poison
4- Gians the ability to summon Swanmay at levels 13, 18, 23, 28, 33 and 38. The swanmay will loyally fight at the vagrant's side for 20 rounds.
Disadvantages:
1- May not wear armor greater than studded leather.
2- Cannot dual class
Shaitan
Oct 28 2006, 08:01 PM
I would like to see an enhancement of the above mentioned map. More specific would I like the following to be "toughened up" a bit a la Tactics:
Troll Mound
Kyland Lind
Dalok & Co.
Faldorn and the Ritual
It has always annoyed me, that you find an excellent scimitar at the Druid Grove map, and then by ending the Doa Djinns quest you get a badder scimitar. Could that price be altered?
Thanks in advance
Sikret
Oct 28 2006, 08:18 PM
Yes, the easy-to-attain Belm scimitar had also occurred to me as being absurd and that's why I added a new monster in that tower, but perhaps the place needs to be more heavily guarded. Thanks for drawing my attention to this point. I will do something about it.
Shaitan
Oct 28 2006, 08:34 PM
Thanks.
You may add something about the end of the skindancer quest. I think the two skeletons are laughable at least.
Sikret
Oct 31 2006, 07:18 PM
It's done, Shaitan!
The initial post in this thread is also edited to include the new "Guarded Store Tower" feature. Thanks again for the good suggestion.
Sikret
Nov 1 2006, 10:23 AM
Initial post updated (more information about 'Expanded Mage Stronghold' added).
Sikret
Nov 7 2006, 04:16 PM
Initial post updated (a new feature added to 'Expanded Mage Stronghold'; other components added as well).
Shaitan
Nov 7 2006, 09:25 PM
EEEExcellent my good Sikret muahhahaha. In other words I'm looking foreward to IA4
smr49
Nov 8 2006, 01:10 PM
DAMN IT!!
I'll never have time for my family at this rate!
Sikret
Nov 8 2006, 03:14 PM
Initial post updated (Polygonal scripting system added).
Shaitan
Nov 9 2006, 11:08 PM
QUOTE
12- A new scripting system is devised and used in Improved Anvil. I call it polygonal scripting system, because each creature in this system uses a number of additional shared scripts "interactively" in addition to its own specific ones. It's an artificially intelligent and brand new scripting method. As a result, creatures can behave very very intelligently as if you are playing against a human mind.
This sounds - to the least - VERY exciting
Sikret
Nov 10 2006, 12:48 AM
QUOTE(Shaitan @ Nov 10 2006, 03:38 AM)
QUOTE
12- A new scripting system is devised and used in Improved Anvil. I call it polygonal scripting system, because each creature in this system uses a number of additional shared scripts "interactively" in addition to its own specific ones. It's an artificially intelligent and brand new scripting method. As a result, creatures can behave very very intelligently as if you are playing against a human mind.
This sounds - to the least - VERY exciting
Thank you, Shaitan!
Polygonal scripting system (if developed to its full potentials) is capable of making creatures UNbelievably intelligent, but if I go for its full capacity, it may slow down older computers during the game. I have done my best to keep the balance (and not to go too far) so that even players with older computers can play the game with its normal and regular speed. However, I'm still sure that it will surprise you to see how some of the enemies can show strikingly smart and outstanding reactions to your actions during the game.
Of course, some creatures (= monsters with low intelligence, etc) are not so smart and it won't be realisitc to make them behave very intelligently. Hence, I have reserved polygonal scripting method only for significant and really intelligent creatures in the game (i.e. Major bosses, high level mages, special creatures with divine nature, etc...).
Sikret
Nov 10 2006, 08:07 PM
Initial post updated ("Randomizing program" accomplished).
smr49
Nov 10 2006, 09:14 PM
Randomizing is an
excellent addition to the mod -- a guaranteed new playthrough each time (to a certain extent). Way to go, Sikret!!
Sikret
Nov 15 2006, 08:57 PM
Initial post updated.
Sikret
Nov 18 2006, 02:59 PM
Initial post updated (news about expanded ranger stronghold).
Silverstar
Nov 20 2006, 01:56 PM
Sikret, these are the most exciting news I heard about BG2 modding world in my life! Can not wait to get IA v4, but will I have to start a new game to enjoy its benefits, aside from Randomisation program? That polygonal scripts...wow I want to test them, can you give a small example of its behaviour pattern? I am sooo curious!
Sikret
Nov 20 2006, 07:05 PM
Thanks for your kind words, Silverstar!
As you said, it is the "Randomizing Program" which strictly necessitates starting a new game. If you do not start a new game, the picked items will be removed from their original locations, but you will not find them in their new (randomly determined) locations in the game either.
However, even aside from the randomizing program, I would still strongly recommend starting a new game, because several minor and major refinements and modifications have been applied to different quests and encounters of the game. If you have already finished any of them in your current game, they are finished and and you won't see the new things added to them.
Therefore, my reply is: "Yes, do start a new game after installing IA v4.0".
As for the polygonal scripting system, it is an advanced system which opens the enemies' eyes and allows creatures to observe your decisions effectively and to react appropriately in a very intelligent way during the game. I suggest that you wait to see it for yourself during the game, but if your are badly curious, I can send you some concrete examples in a PM (to avoid publishing premature spoilers), if you wish.
Silverstar
Nov 21 2006, 02:40 PM
Uh no, I really do not want spoilers, thank you!
I guess I will first finish my current game though, with your V3. Then I can start a new game with V4. Hopefuly, V4 will be ready by the time I am able to finish the game. (which will have to take VERY long, I fear, I have so little chance to play nowadays.
)
Sikret
Nov 21 2006, 06:31 PM
Well, even if you don't intend to start a new game, I still recommend that you update the mod in your current game when IA v4.0 is released.
Sikret
Nov 22 2006, 07:11 AM
QUOTE(Shaitan @ Oct 29 2006, 12:31 AM)
I would like to see an enhancement of the above mentioned map. More specific would I like the following to be "toughened up" a bit a la Tactics:
Troll Mound
It's done, Shaitan!
Initial post updated.
Silverstar
Nov 22 2006, 07:38 AM
OK if you say so I will listen to your advice!
Shaitan
Nov 22 2006, 08:32 AM
Very nice, I just can't wait for IA 4 now, almost arriving as a cristmaspresent?? Will IA 4 be downloadable from BWL?
Sikret
Nov 22 2006, 09:10 AM
QUOTE(Shaitan @ Nov 22 2006, 01:02 PM)
Will IA 4 be downloadable from BWL?
Improved Anvil is a BWL mod and will remain so (unless the site says that it doesn't want to host the mod anymore).
For now, the download center of the site has some technical problems. I don't know if you have already checked
this page. I think all of us should do our bests to help the site perform its required "server upgrade" in order to maintain the download center and to make it active again as soon as possible.
Improved Anvil v4.0 will be ready in the near futrue. I hope that the download center will be working again by that time.
I ask Improved Anvil fans to help the site as much as they can.
Shaitan
Nov 22 2006, 11:05 AM
So I did my small contribution
Sikret
Nov 23 2006, 06:38 PM
Thank you, Shaitan!
Sikret
Nov 28 2006, 03:47 PM
The site's download center is still closed. This incident delays the public release of IA v4.0. However, this delay also gives us an opportunity to proof-test all of the mod's new quests again. We have some time before the download center opens, so why not to use the time?
I have already tested everything as far as my time would allow, but it's a good idea to have more testers. I may still add more new content to IA v4.0, but the main big quests are already implemented.
I need at least two play-testers: One who wishes to play the mod with a non-evil mage protagonist and one who wishes to play the mod with a ranger protagonist (the new quest added to the ranger stronghold is a very big one and it may need more thorough and careful testing. I may ask the ranger player to play the quest more than once to choose different options during the quest. The quests do not have linear structures.).
The testers' names will be added to the mod's readme and they will be thanked for their precious help. Moreover, those who are waiting for IA v4.0 can have the chance to play it in this way (as testers) sooner than the public release of the mod.
Volunteers to test the mod should read the following conditions carefully and contact with me only if they agree with all of them:
1- Testers should have adequate free time to play the mod very quickly. (Of course, only the new quests need to be tested; so, I don't actually expect the testers to play every feature of the mod.)
2- Testers should not distribute the mod with any other player or person before the mod's public release.
3- Testers should not send any spoilers about the content of the mod to any public forum.
4- Testers should send me regular daily reports.
5- Testers should have installed the game in the following order:
I)Clean installation of the game (BG2 + TOB)
II)TOB official patch
III)Baldurdash TOB fixpack v112
IV)Selected components of Ease of use (I will tell you which components to install)
V)Auramaster Druid Kit v4.0 (optional)
VI)Improved Anvil v4.0
No other mod is allowed at this stage. It's a test and we don't want any other mod to interfere.
Those who are interested can send me PMs. Thanks!
Sikret
Dec 1 2006, 10:13 PM
Initial post updated (features no. 16-18 added).
Sikret
Dec 2 2006, 10:26 AM
Initial post updated (feature no. 19 added).
QUOTE(Sikret @ Oct 28 2006, 08:18 PM)
Yes, the easy-to-attain Belm scimitar had also occurred to me as being absurd and that's why I added a new monster in that tower, but perhaps the place needs to be more heavily guarded. Thanks for drawing my attention to this point. I will do something about it.
The monster that was added managed to poison (and kill) 2 of my party before I got through the dialog with the ogre mage... can the area script be tweaked so either the dialog pauses the action or the dialog isn't started at the same time the monster attacks?
Edit: The dialog (and perhaps the ogre mage) is spawned by the Limited Wish adventure, I don't know if Belm's in that location before doing the Limited Wish adventure, I usually make sure I've started that before going to the Druid Grove area!
Sikret
Dec 3 2006, 10:10 AM
Yes, the ogre-mage is spawned by the limited wish quest. And yes, the scimitar is always there independent of the limited wish plot.
The solution is not to start the limited wish plot before having dealt with the new guardian(s) of the tower. The new guardian(s) added by IA v4.0 is/are way more powerful than the monster you have seen there while playing IA v3.0. It's better to have done the battle while the ogre mage is not there yet at all. So, the problem is not merely the dialogue, it's better not to make the ogre mage stuck in a fearsome battleground. In short, Postpone the limited wish quest for when the tower is safe.
Sikret
Dec 5 2006, 11:09 AM
Initial post updated (new quest in Ust Natha)
When you enter the drow city for the first time and before talking to solaufein, a girl is escaping in panic. A few moments later two drows appear and ask you about her. You can either tell them the truth or lie to them. Remember?
In the original game, we never learn what the girl was doing there and never see her again. Now, if you lie to the drows who are hunting her, she will appear again and will talk to you about her reason to be there and will ask for your help, which will lead you into a new quest: The mystery of the third color.
Magnus_025
Dec 6 2006, 03:12 PM
Hi! I haven't played IA yet so I don't know if the things I'm going to say have been said before but as IA v4 is going to implement some quest and resolve some dead ends, I have a few questions/suggestions:
-What can be done with the Zentharim spy that is in the Five Flagons Inn? Jaheira has a comment about him but nothing more happens. Maybe an army of Zhents can come after you if you have betrayed Xzar?
-The fence in Bryinnlaw (the one you buy the passages for the two brothers) seems to know you. Maybe he is from Baldur's Gate? If it's not the fence I'm talking about, it can be one of the sailors in the vulgar monkey inn.
-Lady Galvena's quest is annoying. Not only you have to fight in a very narrow place, they are very easy to kill.
-Irenicus Chateau, not that I want it more difficult, but is it any way to change those annoying mephits for another more-difficult-less-annoying monsters?
If these suggestions aren't so bad, I can think of more. Keep your good work Sikret!
Sikret
Dec 6 2006, 04:14 PM
Thank you very much, Magnus!
QUOTE
What can be done with the Zentharim spy that is in the Five Flagons Inn? Jaheira has a comment about him but nothing more happens. Maybe an army of Zhents can come after you if you have betrayed Xzar?
I don't recall Jaheira's comment. What is that? Perhaps it can give me some ideas. (To be honest, I don't like Jaheira's personality and don't usually have her in the party.)
QUOTE
-Lady Galvena's quest is annoying. Not only you have to fight in a very narrow place, they are very easy to kill.
This one has been already implemented since IA v2.0.
QUOTE
If these suggestions aren't so bad, I can think of more.
Sure! I'll be grateful.
Magnus_025
Dec 6 2006, 06:44 PM
Hi! Since I haven't played IA yet I didn't know about Galvena's quest. Jaheira is one of my favourite NPCs so I rememeber almost everything she says. She recognizes the spy as one of the Zentharims and tell you to ignore him because he is of no importance, or something like that.
If I can remember anymore of these things I'll tell you. Bye!
Shaitan
Dec 7 2006, 12:12 AM
Hi!
Will there be a IA 4 to download when BWL soon is up again?
Regards Shaitan
Sikret
Dec 9 2006, 11:04 PM
Initial post updated. (Improved Sendai Enclave)
Shaitan
Dec 10 2006, 09:30 AM
This is really going to kick some christmas-ar**! Glad my newborn daughter is a good sleeper and just plain happy.
...hopefully IA4 will be out before christmas
Romulas
Dec 10 2006, 08:35 PM
A suggestion. For the umpteenth time I have played bg2 which has the expanded planar sphere mod and I just figured out how to enchant items after getting the book from one of the students. Unfortuneately many of the items that you can create are corrupted and just don't work, the choices given for each item have issues.
So, suggestion here. Can you put in the planar sphere part of ia4 a section that you can make some pretty nice items?
Since I don't have time to find the other forum for this I will just add it here. Last time I played ia3 I made either 2 of the noble staffs of air or fire, can't remember. Basically, I had one of them and when I went to cromwell to make the other one he gave me the same, a small inconvenience.
Anyway, thanks for the hard work.
Romulas
Sikret
Dec 11 2006, 12:57 AM
QUOTE
Last time I played ia3 I made either 2 of the noble staffs of air or fire, can't remember. Basically, I had one of them and when I went to cromwell to make the other one he gave me the same, a small inconvenience.
Thank you very much for reporting the bug, Romulas! I fixed it.
QUOTE
So, suggestion here. Can you put in the planar sphere part of ia4 a section that you can make some pretty nice items?
Thanks for the suggestion, but to be honest, I don't like this idea. All new items of the mod require hard-to-attain components and lots of money and will be forged only by Cromwell or Cespenar.
Romulas
Dec 11 2006, 02:48 PM
Well, probably with all the powerful items that are in the game for magic-users it would be unreasonable to think you could make something better, thats not necessarily what I had in mind, after all the adventuring mage is not real proficient in making items.
Perhaps making something that would help with the mundane things, or maybe making an item that you would later need as a component for a greater item to be made by cromwell. The possibilities are endless and would explore another facet of the character class.
Lets see, it took 3 times to make a ring of energy with the planar sphere mod installed, the first time I caught on fire doing 40 hit points of damage, the second time I changed into a rabbit for 5 minutes, and the 3rd time was the charm.
This brings up another question. I am playing through ia 3.0 for the second time, the first time I was a good sorcerer and my apprentices made the robe of the apprenti. The 3 items they tried to make was the dagger, the abi horred wilting scroll and the robe, the robe was successfull. The second time through I am an evil sorcerer and made the same items in the same order, this time the robe failed thereby ruining a very powerfull item. In both cases larz died. So whats the key to making that robe, is it chance or some other variable?
Thanks,
Romulas
OTG
Dec 11 2006, 08:11 PM
What a let down Lassal was... after fighting through Bodhi's lair in Chapter 3, Lassel went down all to quickly to my fighter/mage (level 12/12) armed only with a martial staff +3 (5* in QStaff, 2* in 2H weapons). Give Lassal some combat training please.
@Romulas: The only way to keep all three apprentices alive in the last round of making stuff is to not have them make anything. So... pesky apprentice's life (and the xp reward for keeping them all alive) or Robe of the Apprenti? The choice is yours.
Sikret
Dec 12 2006, 04:36 PM
Initial post updated (feature no.22 added).
Sikret
Dec 16 2006, 07:40 AM
Initial post updated (Improved Abazigal).
kilolima2
Dec 18 2006, 02:16 AM
Is there someway to add new monsters and randomize their locations? I'm remembering that two-headed giant (an ettin?) at the end of Irenicus' dungeon in TDD... would there be someway through scripts to add mini-boss monsters at random locations?
I also really like the random ecounters components of Weimar's tactics mod. Is there anything similar planned for IA v.4?
Sikret
Dec 18 2006, 03:24 AM
QUOTE(kilolima2 @ Dec 18 2006, 06:46 AM)
Is there someway to add new monsters and randomize their locations? I'm remembering that two-headed giant (an ettin?) at the end of Irenicus' dungeon in TDD... would there be someway through scripts to add mini-boss monsters at random locations?
Yes, it's possible and is a good suggestion. If you can prepare a list of appropriate
locations for such random monsters send it to me via PM (private message).
QUOTE
I also really like the random ecounters components of Weimar's tactics mod.
That component of Tactics is compatible with IA. You can install it.
Shaitan
Dec 26 2006, 08:51 PM
Any perspectives? I'm curoius of when IA 4 will hit the "market" since I have some hours playingtime tomorrow.
Regards
Sikret
Dec 27 2006, 12:24 AM
The tests are 80% done. It will take some time before the release, though.
Silverstar
Jan 5 2007, 03:51 PM
Whoa! IA V 4 is going painfully slowly BUT from the new beauties you add, I can say it will be all worth it! Hurray! Can not wait though!
I am now tied up with playing BG1 for the very first time, and another modder (Tal Rasha, from SP)'s wonderful tactics mod for IWD2 (a beautiful game, sadly ignored by modders for so long) so I did not have much chance to play BG2 and IA V 3. (which is shameful, but I had to play BG1! For the very first time! Sorry!
)
Now I want to continue playing BG2 with my protagonist from BG1 game, (once I finish it, ofcourse!) to get the truly original feeling, so I am waiting impatiently for the IA V 4! Will start the new game with it, hopefully!
Can you give us an estiamted release date, Sikret! I am sure tons of players are all drooling over IA V4 right now, waiting for a link to download!
smr49
Jan 5 2007, 08:55 PM
Make sure you have the golden pantaloons in your inventory when you bring your character over to BG2....
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