English is not my native language. You are warned. As an old CO8 forum lurker, I am very thankful for the ongoing effort of mod authors. I finish the original TOEE game with CO8 installed and tried the KOTB demo soon after in 2008. I replayed the CO8 and KOTB mod at around 2014. Last weekend, I read about that Temple + mod was out and running, so I downloaded TOEE from GOG and gave it another try. Your work is not without appreciating followers. With that been said, I am about to give my personal suggestion about the IWD mod with Temple + installed. IWD has too many filler encounter for a turn based tactical game. The goblins horde in the Kuldahar Pass was especially troubling. It was not just that there were too many goblin encounters but also that I could hardly stop for a moment to save my game before another goblin far away started another fight. After I killed all goblins within my line of sight and the battle was ended, there was always another goblin in the fog of war who started another battle just a few seconds later. Another weird thing is that enemy in the fog of war did not join the battle together. For example, an enemy in fog of war took part in the battle and run toward me, but this enemy’s comrade who was standing right next to him did not join the battle immediately as if he was blind to what happened around him. I have no idea why enemy in fog of war came at me without seeing me. Due to this reason, I had to kill all goblins in the pass in two or three pro long battles. And it seems to me that the game has a limit of how many enemies who can participate in a battle, which can explain why some enemies within line of sight did not join battle. In this current state, the mod is too much a chore to play. The original IWD:EE has this problem too, that is, too many no brain filler encounters. Playing IWD in turn based just makes this problem prominent. My personal suggestion is reusing the maps and story of IWD, but redesigning the encounters placement. A sparser encounter placed over the map would be a great improvement, such as decreasing the number of goblins in Kuldahar Pass and placing them in clusters rather than the continuing line which players have to fight through. A more sophisticate way would be redesign battle encounters all together which would require a little more work and if it was done right, it would offer a better experience. Another thing I noticed is that IWD had many small room encounters which didn’t work well in TOEE engine, since the required distance between creatures were bigger in TOEE. A fight in a small room is too crammed and hard to navigate. My suggestion is to eliminate such battles if they are not essential, such as the fight in the tower of Kuldahar Pass. PS: I don’t activate the alert of enemy in Temple + Configure during my play.