MAJOR FEATURES
Journal entries: BGT-WeiDU utilises a full quest journal system and ensures that all Baldur?s Gate and Tales of the Sword Coast journal entries are removed prior to the transition to Irenicus? dungeon. This is a great feature that prevents clogging up of the journal, which normally makes it hard to find important information in the journal.
Map Notes: The advent of map notes makes it useful for the player to pin their own special locations. However, BGT-WeiDU comes with a number of map notes already inserted to help the player find particular buildings quickly, instead of running around like crazed chickens into every single house on a particular map.
Baldur?s Gate to Tales of the Sword Coast (continuity): BGT-WeiDU makes it possible for the player to continue playing after they beat Sarevok and do the Tales of the Sword Coast quests. However, it will not be possible to start directly from Tales of the Sword Coast like in the original Baldur?s Gate.
Tales of the Sword Coast to Shadows of Amn (continuity): BGT-WeiDU uses a dynamic system to transfer players from the end of Tales of the Sword Coast to Irenicus? Dungeon. A cover story is used, which you can find out yourself, and NPCs are conditionally imported into Shadows of Amn depending on what fate you led them to experience in Baldur?s Gate and/or Tales of the Sword Coast.
Iron shortage causes weapons and armor to shatter: BGT-WeiDU adds a new system that puts the iron shortage in Baldur?s Gate into action. All normal weapons and armor made of iron have a chance to break when used, making the difficulty of the game harder, but does not happen too often to immensely annoy the player.
Compatibility with The Big Picture modifications: As stated as a major aim, BGT-WeiDU is compatible with the latest versions of The Big Picture modifications, allowing the player to expand the world of Baldur?s Gate to an enormously rich location to explore.
OTHER FEATURES
Angelo and Shar-teel know each other: Finally, the daughter of Angelo can speak out to no avail. But is that really true? Find out for yourself.
Charleston Nib?s excavation quest: Now you can really slaughter the diggers and get your large money reward for retrieving the artefact.
Entar Silvershield?s son quest: Kagain?s quest to find the son of Duke Entar Silvershield is now not a futile wander unless the player waits too long.
Fight with Sarevok: The fight with Sarevok is now much harder with new custom items on Sarevok and Semaj. Look out when you get there!
Joining the bandits: Actually works. What more is there to say?
Non-player character spells and statistics: All joinable non-player characters have had their spell memorisation and statistics corrected to D&D rules.
Raiding Tazok?s tent: The bandits know when you raid their tent and steal Tazok?s items. Better be careful when you leave.
Skie?s ransom: Eldoth periodically reminds the player when to collect the ransom money for Skie, to save you forgetting to collect your money.
CHANGELIST
Version 0.99 BETA
New installation features
- Full compatibility with Big Picture modifications and Check the Bodies
- More informative readme file
- OPTIONAL: new menu screens
- OPTIONAL: experience gain reduction for picking locks, disarming traps, and learning spells
- OPTIONAL: a more ?intelligent? EscapeArea() where NPCs will walk always off the screen instead of disappearing upon collision
- Quick compatibility for foreign language translations
- Smart journal entry system
- Work-in-progress version of Developer's Documentation added
Bug fixes
- Angelo now correctly interacts with Shar-Teel during death sentencing after being captured by the Flaming Fist
- Charleston Nib?s diggers now correctly attack the party when the player announces hostile intentions
- Corrected a number of inventory icons
- Corrected a number of NPC portraits in the Record screen that would show the top left hand corner of the portrait only
- Corrected Candlekeep map note
- Corrected certain Throne of Bhaal music references
- Corrected fights between non-player joinable characters
- Corrected statistics for a large number of NPCs
- Fixed a bug where the player would not get infected by Marek?s poison or Kaishas? lycanthropy
- Fixed a bug where joining the bandits via Raiken or Teven would result in Tazok having nothing to say
- Fixed a bug where Minsc?s dialogue breaks at the beginning of Chateau Irenicus because Imoen is unable to interject
- Fixed a bug with transparent doors
- Fixed a bug with some traps not working
- Fixed a bug where too many werewolves were to spawn on the island
- Fixed a bug where most weapons will never disintegrate in combat
- Fixed a bug where certain loading screens would show Baldur?s Gate loading screen pictures
- Fixed a bug where killing Sarevok can result in a hung cutscene because dialogue did not start correctly
- Fixed a bug where a random encounter area would trigger the Gnoll Stronghold movie
- Fixed a bug where a number of scrolls could be placed in the quick-item slot
- Fixed a bug where the Priest of Ilmater did not appear when Husam asks the player to kill Slythe and Krystin
- Fixed a critical Alora stutter bug
- Fixed a critical bug where areas containing basilisks will fail to load, generating a crash, due to missing basilisk animations
- Fixed a critical bug where Sarevok had an incorrect override script assignment, which would prevent finishing Baldur?s Gate
- Fixed a critical bug where defeating Sarevok would not trigger the completion of Baldur?s Gate
- Removed non-existant creature references from a number of areas, and corrected spawns in others
- White lines at the bottom of AR3709 have been fixed
- Various minor bug fixes
Gameplay changes
- Added the option of transitioning from Baldur?s Gate to Shadows of Amn without fully completing all of the Tales of the Sword Coast quests
- Bardez?s original credits added
- Eldoth now reminds the player when the correct amount of time has elapsed to collect Skie?s ransom money
- Baldur?s Gate and Tales of the Sword Coast journals are now removed before the player transitions to Shadows of Amn
- Guards now arrive when Faber of the Cloakwood mines calls out
- Installation now uses WeiDU 184 and relies on its own executable (_weidu.exe) instead to avoid incompatibility with old WeiDU versions
- Made the end of Baldur?s Gate to Tales of the Sword Coast transition less confusing
- Modified the cover story for the transition a little (thanks to Sir BillyBob)
- Overhaul of Baldur?s Gate music, with much music incorporated, area music references corrected, and Shadows of Amn title music changed
- Random treasure drops in Baldur?s Gate are now balanced
- Sarevok does not drop Sarevok?s Helm anymore (the end movie shows the disintegration of the helm)
- Semaj and Sarevok now have correct inventory items
- Switched the New Game and Baldur?s Gate I (renamed to New BG2 Game) buttons by request
- Tales of the Sword Coast can now be ?completed? with all the quests actually being completed
- The entire bandit camp now becomes hostile when the player retrieves the letters from Tazok?s tent
- The fight with Sarevok is now harder
- World map icons now utilise that from Yacomo?s World Map mod
- Various minor changes
Installation changes
- A number of code optimisations added
- Added further patching of Imoen to Imoen2 script name
- Added handling of Baldur?s Gate creatures in its override folder during creature extraction
- Added NPCAlive global variable checks for modding purposes
- Completed removal of all redundant files
- Corrected a number of scripts that were incorrectly patched
- Corrected a number of StrRefs that were incorrectly patched
- Corrected patching of a number of creatures
- Most MOS files are now decompressed using MOSUnpack utility
- Most dialogue is now imported from Baldur?s Gate
- Patched some more string references
- Renamed several Baldur?s Gate creatures to avoid conflict with Shadows of Amn
- SONGLIST.2DA and MUSCLIS(T).IDS is now overwritten to accommodate music overhaul
- Trimmed and optimised more NPC dialogs
- Various minor tweaks
Edited by Ascension64, 27 June 2005 - 11:13 PM.