Table of Contents

Major todos

While not a feature of the original engines, our mobile support also needs a lot of love. Plenty of chances to improve user experience and shorten installation. We're also looking for people to just run the build scripts for us! (a FIXME)

Right now there isn't even an idea if, when, or how multiplayer will be implemented.

Bugs/missing features

This is a list of problems which can be observed at various points throughout the games. If you want to get your hands dirty, the ones marked with FIXME are good starting points (easier tasks). If you want to help with testing, check the unresolved ones with RECHECK marks. The ones with RESEARCH require some data lookup in the originals. For details, talk to us on IRC/forums.

http://user.tninet.se/~jyg699a/infinity.txt is a list of original IE games (mostly data) bugs or quirks, for reference. Some are also noted here: not our bug. Apart from it, DSimpson guides for IE games are excellent.

Shared

Effects/states/projectiles

Actions/Triggers/Matching/Pathfinding

Messaging/strings/font

GUI/GUIScripts

Mobile

Docs

Unsorted

SDL2

Baldur's Gate 2

Baldur's Gate

Problematic BG1 saves

https://www.dropbox.com/sh/vp1h2atm08w42v8/C5T6GROoN3

Icewind Dale

Icewind Dale 2

Planescape: Torment

BG:EEx

Broken spells

A list of broken spells (bad effects, targeting, projectiles, …).

Personal todos

Some developers have their own todo page.

1)
this is how it works, but some games lack the data and even in bgs we're not as smooth as the original
2)
some research, EEs also use <animid>.ini files ala pst — move scale
3)
one of the rare cases where pst is a positive exception
4)
sets the speed to the same value, instead of using a % modifier like in bg2
5)
Chunking causes a permanent animation change (to one of the EXPLODING_ARM/FOOT/LEG/TORSO animations) and a (hair/skin/major/minor) color change (all to a red color). It has to reset the animation of the creature. Party members return to their proper animation(though still recolored), while others revert to the Human Cleric. Its controlled the same waya as CharGen. The creature gets an animation assigned based on its Race/Class/Gender, with Human/Cleric being the default.
6)
the originals had “Tiles Precache Percent”
7)
not needed for regeneration/poison/disease though
8)
not all manually-iconing opcodes are used in both engines
9)
one under shared and one identical for both iwd/how