Nowa naprawdę spora aktualizacja 22.07.2021
@Ventrue UWAGA! Z racji przejścia moda na UNION wymagane jest rozpoczęcie nowej gry!At the start of the game, you can now select the optional" Enchant and Enhancement "mod
Enchanting - the ability to insert stones for damage into a weapon, 1 stone = 12 damage, a maximum of 20 stones in 1 weapon, you cannot remove stones back. Stones fall from bosses, and are also found in chests.
The improvement makes it possible to improve weapons (by attack), armor (by defense), jewelry (by profile characteristics)Added a new "build" of the Shaman:
- Initial training will take place in chapter 1 with an orc shaman in the forest, any guild can be a shaman (except for the Dark Knight and the poisonous), but the hero's rune magic will be weakened by 75% (all runes, including healing, but there is not 75%, but less)
- The shaman can put totems that will strengthen him or help to deal damage
- Maximum 3 totems when fully pumped at the same time
- The weapon will have an "effect" of additional damage - "gust of wind", but only works with bludgeoning / axes / halberds / staves, requires mana per hit
- Most of the training is only available from another orc shaman in the orc city
- To join the shamans, you will need to complete a small quest of the Ur-Tarok orc (new orc), which is located in the eastern forest, near the Vino cave
- After becoming a shaman, the hero will not be attacked by orcs, however, the orc city will still need an Ulu-mulu
- The shaman will strike both in close combat and use the magic of totems, i.e. he needs both strength and mana and intellect
- Totems are used from the quick panel (hotbar)
- Total totems 8 pieces-
Ur-Shak now gives the hero Ulu-Mulu in Chapter 5, if the player has not done the task of finding Ulu-Mulu on his own-
Krayta can now be exchanged for a very valuable potion from Fregyal, provided that you have not pumped it above level 2-
The dark knight can now FOREVER refuse to summon a dark servant in exchange for +1 to the maximum of simultaneous runes, but this can only be done in chapter 1 (the dark Mentor will have a dialogue)-
The Dark Knight Runes are no longer discarded when using magic-
The system of displaying the characteristics of weapons and armor on the screen has been rewritten. The output now has a uniform display standard-
Dead npc people with empty inventory never disappear again (new option in "gameplay settings", disabled by default)-
Improved the reaction of monsters (animals, orcs, undead) to the hero. Now, if the hero runs behind the enemy, then the enemy will immediately notice the hero (hear). If the hero sneaks up, they won't hear him-
Now, if the hero made his way into someone's house, then the hero will no longer be able to run / jump / walk on him with impunity. Without sneaking up, the NPCs will immediately hear the hero and wake up-
Added a small bonus to swordsmen damage from stamina, now it is equal to the skill of wielding one-handed weapons (with 50% skill, the bonus will be 50 pure damage)-
Guardians returned health and stamina regeneration bonus (+1 per second)-
Added backstab mechanic. Monster or NPCs (including the player) that hit from behind deal increased damage (max + 40% if the ideal angle is between the attacker and the target). Summoned creatures do not deal increased damage. Only works with melee weapons or fistfights-
Reduced the total number of training points per level on Nightmare-
Added a new mission in Khorinis-
Changed the behavior of the wisp. Now he does not collect things in battle when opponents are running after the hero with the aim of killing. He also does not pick up items that are guarded by monsters or hostile NPCs-
Added a map to the plateau of the ancients (Ancient astronomer tile, changed the map picture)-
When starting on a Nightmare, you can now choose the option to save (as it was on the Gothic with complication, formally nothing has changed). The game will write "Nightmare with save"Changed the calculation of weapon damage. With equal characteristics of weapon damage, the mace always hits harder than the sword. Two-handed always hits harder than one-handed. On average, a two-handed weapon hits 20% harder than a one-handed counterpart. Additional damage is not counted-
Changed the characteristics of some weapons, some added penetration, mainly halberds-
Several weapons have changed their location:
One-handed sword "Black Heart" "moved to the abode of lost souls.
The two-handed sword "Arurat" "moved to the abode of lost souls.
The Greatsword of the Guardian "has moved into the nightmare of the raven," instead of "Aruratu"-
All golem hearts now give the same bonus to defense: 50 units-
The quest for escorting Cliff from the castle has been improved. Now, after the dialogue, he will be waiting for the hero downstairs near the ram-
Guru's spell Tornado (5th circle) now deals massive damage, also no longer needs a target for castingDemon "Keiron" is now a must-have enemy when traveling to the crow in Yarkendar. Without killing him, the player will not be able to go further-
Elixir of Spirit and Elixir of Life now cost 20 training points each. Crafting spirit elixirs give the player + 4 max. mana-
Added an additional 20 dragon roots and 20 goblin berries to merchants. The amount of royal sorrel / roots / berries is now equal in the game. In this regard, the bonus potions of Constantino have been slightly changed. Now he adds strength / dexterity potions to the sale not for 5 roots / berries handed over to him, but for 8 pcs-
Now, it is impossible to teleport from some small locations (such as the flooded tower of Xardas, orc graveyard)-
The damage of crossbows is now stable, the bonus damage is no longer triggered with a chance, but always works. Possession must be pumped, since the more the possession of the crossbow, the greater the bonus damage-
Rune "Beliar's Claw" now has a different appearance and now deals massive damage-
The world acceleration key setting has been moved to the [AST] section in the gothic.ini file, now the setting looks like this: (the option is also in the game menu)
bToggleWorldTimeAcceleration = 1
ActivationKey = Z
AccelerationRatio = 3-
In some locations, many items have been lifted from under the textures-
Fixed the fight with the Sleeper, he no longer freezes, he is also stronger now-
Added scaling damage to Stone Guards, trolls and all kinds of golems, including bosses. Previously, this scaling was not present, which is why, regardless of the chosen damage settings, opponents hit with the same damage-
Damage from fists now depends on strength, it does not penetrate armor as before. That is, if the hero has 500 strength, and the enemy has 100 defense against bludgeoning, then the hero will deal 400 damage (damage works on everyone, including monsters)-
Harad can now sell steel billets to the hero at a very high price (this is necessary if suddenly the player has already spent all the blanks, but he suddenly needed them, a maximum of 50 pieces)-
Learning magic scrolls from Gallahad no longer costs training points. Gold training prices increased significantly-
The spell Electric wave (5 circle) has a new appearance and fast animation, the mana cost has been reduced-
Changed the battle tactics of the Imarah boss. Works only if the" Improved AI bosses "option is enabled (On cs, enabled by default). If the option is disabled, the old tactics will be enabled. Boss stats are a little nerfed-
Now the damage of all skeletons in melee depends on the strength (before the strength gave nothing to the skeletons), therefore the summons of the necromancer did not receive the damage bonus, for example- Increased the limit for pumping characteristics for teachers from 1000 to 1500
- Bones and Garaz can no longer die until a certain point in the plot, so as not to break the main quest
- Gurus now have a +1 mana regen bonus since joining a guild
- Ramon no longer allows a hero without a bandit armor to enter the bandit camp, even if the hero killed Franco
- Zombie guards in the temple of adanos now do less damage
- Acolyte's Battle Staff no longer requires Strength
- Sneppers at the cave in Khorinis (where the hidden passage in the DR) has been slightly moved from the cave entrance
- Additional duffel bags have been added to some vendors
- The hero marker on the map is now red instead of white
- Gritta and Elvrich can no longer die before completing quests with them (Saving Elvrich from bandits, saving Gritta from bandits in Chapter 2)
- Baltram now also cannot die before he was told about the replacement for Lares
- Boss Crawler is no longer necessary to kill to summon Bloodwin, as it caused bugs
- The system of sharpening weapons with a whetstone has been rewritten. Now the sharpening will not fly off. The sharpener can also be applied to various weapons, and it will persist
- Sword of Ar'Urat returned 50% penetration
- Reaper of Souls (weapon of the Dark Knight) now has a different visual (now it is a sword), as well as an increased length by 10
- Several resurrection scrolls have been added to the sale for Constantino (by chapter)
- Added a save point in the old mine (near the smelter, below)
- The characteristics and damage of dragons have been slightly changed. Recommended gothic will be easier, nightmare will be more difficult
- Changed the orc arena cage, now the cage is round. Its size is slightly increased
- Moved Bone Crusher Hammer. He remained in the "Orc Graveyard" location, but is now available before killing the boss of the location
- Life regeneration skill (learned from Vatras) no longer gives a 10% bonus to any type of healing, as it caused bugs
- Now quicklut does not work if an aggressive enemy is running after the hero or if the hero is in someone else's house and his owner is nearby
- Small visual changes in locations
- Slightly reduced damage from burning firemage runes (by 10%)
- Slightly increased the number of valuable items in the houses of the upper quarter
- Fixed the mana consumption of the Army of Darkness, it is reduced
- Strengthened Spirit of the Forest (summoning tree, the rune of which is given by Netback)
- Friendly NPCs and NPCs in a group with a hero are no longer affected by Ice Wave
- The whetstone now increases weapon damage by 8%, the second level of improvement gives 12%
- Improved the function of interrupting the dialogue (use if the hero is frozen, ALT + F1)
- Slightly increased the damage of the Water Mage Lightning Runes
- Damage to Orc Shamans in Yarkandar has been fixed. Now they hit several times weaker than before. The boss hits a little harder than regular Orc Shamans
- Added the ability to reset the death counter inside the game using hotkeys. Details in the help menu
- Weakened the boss Malbar. However, players should expect that now it will not be possible to pick up the boss' treasures without a fight
- After the battle with ItuZeld, you can now save, before teleportation from his tower
- The Guru's maximum mana bonus for smoking is now 150 mana, however, the mana gain per day will be +3 instead of +2
- Orc Crossbowmen no longer fire point-blank crossbows
- Increased the damage of Masiaf Elite Shadows, significantly compared to previous damage values
- Fist of the Wind (Circle 2) no longer knocks back enemies
- Shield block stamina cost reduced
- Goblin Shaman Runestones can now be shattered into Runestone Chunks
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Fixed a bug when, after using the teleport, the hero freezes-
Fixed a bug when, after using the teleport, additional dialogs appeared in beds, bonfires and other interactive objects-
Fixed a bug where in Chapter 7 the game crashed when using the Energy Transfer Scroll-
Fixed problem with incorrect objects, fps in the port of Khorinis may increase from 3 to 10-
Fixed a bug where the hero somehow abruptly got out of the water and he still had the animation of walking knee-deep in the water. It also indirectly corrects a bug when the hero, after leaving the water, used a spell and hung in the pose of choosing a rune- Fixed a number of minor bugs
- Fixed a bug, when the hero reported to Garonda about killing the swamp dragon, for some players the camera moved to some points of the location. The camera has been fixed.