Hi slowdive. Both engines have their strengths. It is a pleasure to write conversations in IceBlink. While, in the KotC example below, you can key dialogue responses to certain conditionals, it is not the same as selecting characters like the party chat system. But it is close to the general idea.If, while making the conversion, you think of any ideas on how to improve the IB toolset and engine, please share them.

What KotC has going for it is the incredible depth of systems and smart AI behavior. This is what Knights of the Chalice was famous for, tough encounters due to the enemy making intelligent tactical choices. But beyond that, I would say the advantage the KotC toolset has is that all these spells and feats and special abilities are already present, ready to be applied to player characters and monsters alike. I think a lot of what is here could be replicated in IceBlink. But different builders like to focus on different things. I enjoy world building. But others like to focus on systems and mechanics. I recall Pongo had made a bunch of new spells available in the Eldarin Stone, I haven't gotten around to see if I could import them over. I think a big boost to IceBlink would be to include as many options for creature blueprints as possible. Creatures should also be able to access the same traits as player characters, if possible, like going stealth and performing sneak attacks. Again, there exists right now the ability for a builder to adjust the AI in IceBlink in a limited capacity. But it is not programmed to have a monster break away in a fight or switch targets mid battle to neutralize a threat. This is all combat related, of course, and not really fair to compare with Knights of the Chalice which was hailed for its tactical combat engine.
Ultimately, I think both toolsets are great and compliment each other well.
