[Mod jest w niedźwiedziej części mój, z uwzględnieniem pomocy od innych moderów w sekcji "CREDITS", którzy wyrazili zgodę na przerabianie swoich danych osobowych i repostowanie swoich własności intelektualnych na forach. Ta alteracja jest po angielsku, ale w tej wersji jest w pełni sprawna również na polskim, rumuńskim, i radzieckim wydaniu Nocy Kruka. Tłumaczenie na nasze nigdy nie nastąpi z mojej ręki. Sugestie, rekomendacje, uwagi, wskazówki, dygresje, i ogólny feedback mile widziane. Link do tego tematu na forum World of Gothic jest
tutaj.]
GAME: Gothic II NotR/Gold (any CD/DVD or GOG/Steam in 2.6/2.7 version)
CURRENT MOD VERSION: v2.5
MOD LANGUAGE: English only
COMPATIBILITY WITH: All language versions. (You will have English subtitles/captions/descriptions with the dubbing in the language of the originally installed game.)
Yet Another Unofficial Patch is, you guessed it right, a patch modification for Gothic II NotR/Gold! YAUP supplements the original game with a collection of bug fixes, improvements in several areas, updated execution of certain innate mechanics, and improved linguistic conveyance, while staying mostly faithful to Gothic's gameplay. That means the player won't be showered with a plethora of new exciting lands, prepossessing characters, and inventive adventures... except the familiar Gothic II journey, but smoother than ever. Most vanilla inconsistencies were squished, resulting in the same good old Gothic, from the Chapter 1 to the Chapter 6. It's recommended for all "purist" players out there, but other types of fans, including the fanatic ones, who want something extra with a decisive value edge, should find YAUP to their liking.
THE FEATURES:- Ability to buy back any weapon, melee or ranged, that a trader has equipped, for wares browsing impunity
- Acrobatics is now a regular skill the player can absorb from the certain three teachers
- Almost all textures were doubled in size and augmented with inbuilt responsive grain, in order to make them sharper and less resistant to brightness/contrast/gamma controls manipulations, while mostly preserving their classic look, all without significantly increased demand for hardware resources
- Colored or recolored spell scrolls/runes and many other items for an easy equipment awareness
- Consistent pricing system for almost all items and goods
- Corrected all Quest Log entries, and added a couple of new ones for those "hidden" quests that were lacking them before
- Cosmetic and aesthetic changes and fixes of all variety in abundance
- Crafting of certain items in greater quantities than one for less tedium; currently only for the things created at pans/stoves and alchemy benches; mass steel heating and mass forging are coming soon
- Eliminated exploits for the several dozen characters and their connected quests
- Enabled cheats, part 1: cheat as much as you want, because there is no point in disabling something that is an essential section of the game
- Enabled cheats, part 2: translated and streamlined all dialogues of all cheat characters to English
- Enhanced options menus, including a lot more options that were hidden inside the config files so far; some will require to restart the game
- Fixed problems with several dozen quests, especially where items being transferred are involved
- Fresh names for several NPCs to differentiate them from the common folk; they won't provide new quests, only just new names
- Frying all kinds of raw meats and mushrooms at pans/stoves is now a thing
- Keys have their own category in the inventory, so they won't mix with the other items anymore
- Massive amount of corrected typos, spelling errors, and inaccuracies to the game's texts; English only
- More believable and logical changes to the damage system depending on slashing, bludgeoning, piercing, fire, and magic damage types
- More characters can now have their pockets checked with the pickpocketing course of action; also, implemented a special Log Entry to track pickpocketing successes/failures
- New fonts for both big and small texts
- New minor loot for felled entities that didn't have any previously
- No achievements or cloud saves or centered dialogue options or onscreen counter of defeated enemies/inflicted damage or XP bar or "trialogs" or gods karma system or auto key removal
- No additional equipment requirements for usual crafting spots; like hammers for anvils, pans for pans/stoves, pincers for rune tables, etc.
- No exhaustive manipulations to LP system
- No hunger, thirst, encumbrance, sleep deprivation, or stamina systems in place
- No multiple artificial difficulty settings to select from
- No options for the guildless playthrough or with the addon disabled or as a water mage
- No ultra HD texture, DX11 renderer, hyper dense grass, or free aiming mods included in the package
- Possibility of taking items from dead NPCs at several points of the game, where it wasn't a feasible option earlier
- Revamped names and/or meshes and/or textures for the majority of potions, jewelry, stone tablets, and other equipment for a greater diversification
- Revised inventory and equipment for a lot of NPCs
- Simple backstab/sneak attack mechanic that scales with the player's value of Dexterity
- Summoning system that depends on the summoner's level of experience to prevent summon spamming and encourage conscious spellcasting
- The Valley of Mines is a bit harder and this includes the difficulty of the dragons
- The issue of not leveling properly while transformed was eliminated
- The issue with randomly changing values of weapon skills caused by transformations was put to sleep; includes weapons, accessories, and other items that might interfere with the erroneous outcome
- The player's gait will change depending on the guild they belong to
- Visiting the missing locations from the first Gothic installment, in the Valley of Mines, like Free Mine, inside of Xardas' sunken tower, orcish graveyard, orcish village, fog tower, and several others, is possible now
- Water mages use their own spells in case of trouble
- When training, only the actual value of training in the given attribute/weapon skill is taken into account; bonuses from stone tablets/elixirs/blessings/foods are considered "magical" and not recognized in the training formula, hence these items can be consumed right away; overall, that means having a much better "LP liquidity" in the long run; this change also terminated the infamous "+5 investment jump" exploit as well, because all values are now calculated in absolutes
- Zero cliche tropes like permanent Health bonus potions brewed from berries, cooking yourself a plethora of cuisines at cauldron, or all armors from Gothic Sequel that are in every other mod
- And much, much more!
In default, the newer versions of this mod are compatible with the saved games created using the older versions of this patch. If they would be not, it will be clearly expressed using
BIG words.
This mod is
NOT compatible with other patches that modify the game's script files, like the ancient
IronKeep Community Patch, no matter its version, or mega modifications and total conversions, like any
L'Hiver,
Returning, or
Odyssey. This is a collective work that successfully aims at superseding all "community" or "unofficial" English patches out there, so you only need this one.
THE INSTALLATION GUIDE WITH DOWNLOAD LINKS:Spoiler
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WoG, because there's a characters limit on here.
THE FULL CHANGELOG:Spoiler
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THE FAQ:Spoiler
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THE CREDITS:Spoiler
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