I’ve just posted this over on the Beamdog Forums and on the Neverwinter Vault, and wanted to share it on my blog as well. There are screenshots on the Beamdog thread for those who may be interested.
Sanctum of the Archmage: Enhanced Edition
I’ve been working in recent weeks on developing an EE compatible edition of the Sanctum of the Archmage modules. That work’s mostly done now. I should be able to release SotA:EE Edition v1.0 after another playtesting run, probably in a few weeks at most.
I took advantage of the opportunity to add a couple of new features that I had cut for the remake that I released in September. Aside from minor typo fixes and the like, I also did a complete re-write to both the XP and the crafting systems. Players should now be able to advance to level 11 by the end of Chapter 2, and the penalties for using companions and summons have been flattened. Players should also be able to craft many more (and better) items from both mundane and magical materials alike.
I’m not planning to do much more to revise Chapter 1 and 2 for EE, though. The reason is that I’ve decided that any new modding efforts on my part are probably better devoted to resuming development of Chapter 3, which I suspended several years ago to begin writing my Sanctum of the Archmage novels. I’ve opened up the third module again in the EE editor, cleaned it up, and finally finished the extensive scripting needed for the elaborate “flying system” that it will feature. That will likely take a while, given my other commitments (writing, work and life in general). But all of it will be done in and for EE. And I’ll be looking to take advantage of every opportunity I can to include new content and features made possible by the extended edition.