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  • You can open more than one area at a time in tabs, and even copy between them
  • Script parameters built into conversations hugely lowering the amount of scripts needed for conversation scripts
  • Double clicking an object can open the properties of it, and undo/redo supports moving objects not just placing/deleting them
  • Visual transformations of object can be baked into placed objects in the game (and done dynamically with script commands)
  • Support for ambient/battle music not having TLK entry references, can be now done with strings (various 2da Files now have this)
  • Additional Ossian Studios content from Darkness over Daggerford (models, creatures, etc), Tyrants over Moonsea and new and revamped tilesets
  • ERF files (.HAK and .MOD usually) can now contain near unlimited items compared to ~16K in 1.69. A 2GB filesize per-ERF is still in place but it allows modules to keep all blueprints, area files and scripts in one module now.
  • Support for up to 8 creature classes added
  • Lots of minor quality of life improvements such as alphabetically ordered lists, panel UI changes and bugfixes

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  • Unhardcoded various hardcoded set values the engine uses for hardcoded class and abilities and options for some class abilities added as toggles; see new 2da ruleset.2da
  • Maximum classes allowed raised optionally to 8 (set in ruleset.2da)
  • Maximum 2da rows increased in several instances, see 2da Files for some details
  • Unhardcoded spellcasting classes - new spellcasters can be added to the game (by mirroring what base spell casters can do); see classes.2da and Custom Spellbooks using classes.2da and spells.2da
  • Unhardcoded (most) stat gains that Red Dragon Disciple and Pale Master have, see classes.2da
  • Unhardcoded weather - new weather can be added, see: Weather
  • Unhardcoded "Programmed FX" - ie you can now add new beams and magic missiles and other things, see new 2da: progfx.2da
  • Unhardcoded most of the racial type modifiers such as skill points multipliers, or bonus feats, as well as Favoured Enemy per-race, see: racialtypes.2da
  • Unhardcoded weapon feats, such as Improved Critical (ie new melee weapons can be added) and unhardcoded modifiers like "Is a monk weapon", see: baseitems.2da
  • New damage types can be added, see damagetypes.2da
  • New saving throw types (eg +5 vs. Cold modifiers) can be added and existing ones renamed, see savingthrowtypes.2da
  • Allowed the various default clothing available at character generation to be restricted to gender, alignments, races or classes.
  • Improvements to available model bones/quality so higher quality animations/models can be done, see: Models
  • Additional Custom Animation slots 21 through 70 for a huge number of custom animations on custom models, plus you can now swap animations using script commands allowing even more flexibility
  • Engine now uses OpenAL for sound and WebM for video files, meaning easier and higher quality Movies and Sounds and Music can be used.
  • Game console has a few more commands for:
    • Panoramic shots with MakePano
    • Aforementioned model compiling

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