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    [PUBLICATION] Yet Another Unofficial Patch (for Gothic II NotR/Gold)




    GAME:
    Gothic II NotR/Gold
    CURRENT MOD VERSION: v1.6
    MOD LANGUAGE: [Bild: dp7pspw83vdr9skdj.gif]
    COMPATIBILITY WITH: All game/language versions patched with the tools from the Installation section. (You will have English subtitles with the voice-over 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! Other unofficial, community or ultimate patches and mods usually add a shedload of new characters, quests, and items, which can effortlessly ruin the overall reception of an otherwise great project. YAUP supplements the original game with a collection of bug fixes and improved linguistic conveyance, while staying faithful to Gothic II's gameplay, and thus the player won't be showered with a plethora of new exciting lands, prepossessing characters, and inventive adventures... except the exasperatingly 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 or buffs (like fanatic, "lorethicians", lazy, rabid, casual, only-mega-and-community-approved-mods-oriented, and so on), who want something extra with a decisive value edge, will certainly find YAUP to their liking. And if they didn't find the playing experience satisfactory - they are more than welcome to tell why, as we always aim to please!

    FEATURES:

    - Ability to buy back any weapon (melee or ranged) that a trader has equipped, for wares-browsing impunity
    - Colored spell scrolls/runes for an easy (arcane) equipment awareness
    - Consistent pricing system for almost all items, merchandise and goods
    - Corrected all Quest Log entries, and added a couple of new ones for those quests that were lacking of them before
    - Cosmetic and aesthetic changes and fixes in abundance
    - Eliminated exploits for several characters and connected quests
    - Fixed problems with several dozen quests, especially where items being transferred are involved
    - Fresh names for several NPCs (they won't provide new quests, as discerned in the introduction)
    - Massive amount of corrected typos, spelling errors, and inaccuracies to the game's texts (in English)
    - More believable and logical changes to the damage system depending on slash, bludgeon, pierce, fire and magic damage types
    - More characters can now have their pockets checked with the pickpocketing course of action
    - New (minor) loot for felled monsters, beings, and enemies that didn't have any previously
    - No fancy "Alternative Balancing" or other exhaustive manipulations to LP system
    - Possibility of taking items of dead NPCs at several points of the game, where it wasn't a viable option earlier
    - Revamped names for the majority of potions, jewellery and stone tablets
    - Revised inventory and equipment for a lot of characters
    - The player's gait changing depending on the guild they belong to
    - Translated to English all dialogues of all cheat characters (plus their overall dialogue structure was improved as well)
    - Water Mages using their own spells in case of trouble
    - Zero cliche tropes like permanent Health bonus potions brewed from berries or cooking a plethora of cuisines at cauldron that are in every other mod
    - And much, much more!

    Spoiler:(zum lesen bitte Text markieren)
    For clarification purposes: in default, the newer versions of this mod are compatible with saved games created using older versions of this patch. If they would be not - it will be clearly expressed using big words. So far, this has to happen yet.

    Also this patch isn't compatible with other patches that modify the game's script files (like the old IronKeep Community Patch [no matter the version], also known as ICP) or mega modifications/total conversions (like L'Hiver ENG v1.1 or Oddysey for example). This is a collective work that successfully aims at superseding all "community" or "unofficial" (English) patches out there, so you only need this one. It will work with pure graphical modifications, though; also SPINE mod-manager (look for the link down below) has an option to determine further (in)compatibilities with other various mods/patches, so you can give it a try, if you want to mix this mod with your favorite other.

    Also, a lot of ideas from this patch are now circulating the fandom - even if that wasn't clearly stated anywhere - so it should tell you something about its quality.


    ***


    INSTALLATION (regular method; the archive in this link contains only the already parsed script files in a handy .MOD file):

    1. Install Gothic II NotR in v2.6 version (or the Gold version from GoG/Steam - it's patched to v2.7 already).
    2. Install Gothic II Report Version v2.6 Rev2.
    3. Install Gothic II PlayerKit v2.8 or Gothic II Starter v2.6a (both works with the required SystemPack v1.7 below).
    4. Install Gothic II NotR SystemPack v1.7.
    5. Download Yet Another Unofficial Patch v1.6, then unpack and move/copy its contents:
    - YetAnotherUnofficialPatch.MOD to X:\Your Gothic II NotR/Gold Installation\Data\ModVDF\ directory.
    - YetAnotherUnofficialPatch.INI to X:\Your Gothic II NotR/Gold Installation\System\ directory.
    - YetAnotherUnofficialPatch.RTF to X:\Your Gothic II NotR/Gold Installation\System\ directory.
    6. Launch GothicStarter.exe, select this mod from the list, and play.

    INSTALLATION (SPINE multi-mod manager method):

    There is also an installation method of this patch through SPINE multi-mod manager. You can find more about the stuff here (the post is in German, but in Spine itself you can change the tool's language to English; just download it and install).

    ***

    FULL CHANGELOG:

    Spoiler:(zum lesen bitte Text markieren)
    A) General fixes.

    1. The "Fear" spell no longer affects dragons.
    2. Lee sells the "Medium/Heavy Mercenary Armor" for the correct (and now recalculated) amount of gold.
    3. The BACK choice in Bennet's dialogue now functions correctly when Bennet is asked to teach the player forge weapons in the Chapter 6.
    4. The player now correctly receives 30 EXP per the "Old Stone Tablet" given to Vatras, regardless of how many tablets are given at the same time.
    5. Going with Lares to Onar's farm, before bringing Vatras' piece of ornament back to Water Mages, no longer prevents him from leading the player to other places.
    6. Fixed a bug that often prevented victims of the "Fear" spell to flee from the caster.
    7. Fixed a bug that prevented the "Fear" spell to affect other targets within range, if dragon was focused during the casting of the spell.
    8. The "Lightning" spell now applies double damage to swimming/diving targets.
    9. Now Esteban carries the key to the chest in the nearby shack on him (it contains a few interesting items).
    10. The One-handed bonus is now displayed on the "Alrik's Sword" in the inventory window.
    11. After upgrading "The Claw of Beliar", the player will no longer end with more Health than his maximum Health amount.
    12. "Boar Skins" are now automatically removed from the inventory of almost all traders during transition to a new Chapter.
    13. Various alchemical ingredients are now correctly removed when blending tobacco ("Honey/Dark Mushroom/Swamp Weed").
    14. The END dialogue option is available only at the first level of dialogue choices during interaction with an anvil.
    15. The quest "Joe" will automatically fail at the start of Chapter 6 instead of Chapter 4.
    16. All 4 diggers in the gold mine in Addon World will stop resting and proceed to mine gold now if the player freed the slaves.
    17. Praying at a Statue of Innos/Beliar on day 0 gives the correct result now.
    18. If the player dismiss Biff and later take him along again, he won't request a share of the gold the player collected while the Biff wasn't in the player's party.
    19. The player can no longer accuse Bodo of stealing Cipher's package and demand to return it before learning the fact that the package was stolen.
    20. Rosi and Till will no longer continue to follow the player after being successfully brought to Onar's farm.
    21. Hilda informs the player that he can get more stew tomorrow (and a corresponding note is written in the Quest Log, under the Specials topic) when giving the stew to the player for the first time, and not only on day 0.
    22. Juan has a correct trade inventory now.
    23. The player can no longer demand from Secor, the slave guard, to release slaves if he already released them. Also, added the missing player's reply phrase to one of the Secor's dialogue branches.
    24. It's now possible to successfully finish the quest "Wanted Notes and Bandits" if the player finds out Dexter's name from both Kip (near Lobart's farm) and another source (Skip or Cord).
    25. The player no longer needs to leave and re-enter Addon World to be able to tell Saturas that missing people have been freed.
    26. It is now possible to give Diego gold instead of his leather satchel if the player already opened it.
    26. Fixed gold exploit with the "Francis' Paybook".
    27. All Gate Guards now refuse to talk with the player standing without permission on the other side of a guarded passage, regardless if they can see the player or not.
    28. Henry will no longer refuse to talk to the player when facing away from them, after giving the player permission to enter the pirate camp.
    29. The Player will no longer receive 0 EXP when giving "Shadowbeast Horns" to Buster, when all shadow beasts were killed in New World.
    30. Corrected misbehavior of options in Cipher's pickpocketing dialogue.
    31. Corrected a bug that prevented Bullco from beating the player up (for not leaving Onar's farm) once a day, until the player defeats Bullco or threatens to tell Onar about Bullco not protecting Pepe's sheep.
    32. The player will no longer give 3 "Essences of Healing" to Pardos when a dialogue option to give him a "Elixir of Healing" was selected.
    33. When the player becomes an apprentice to Bosper, Constantino or Harad, a corresponding note (about them buying certain items for a special price) is written in the Quest Log under the Specials topic.
    34. Repeatedly asking Harad and Bosper about becoming apprentice with the other master produces the "New Quest Log Entry" notification only once.
    35. Corrected a situation when the dialogue option to give Baltram 10 "Hams/Wines", to reopen the trading with him again, wouldn't appear.
    36. Messages about giving Baltram 10 "Wines/Hams" no longer overlap on the screen.
    37. Bosper will be surprised when the player sells him any "Troll Fur" only the very first time.
    38. The appropriate map no longer remains in the player's inventory after returning it to Hanna.
    39. Fixed a bug with Laderic (Landlord) that prevented him from saying one more random phrase. As a result a chance of getting a free "Beer" from him has slightly decreased.
    40. If Alrik was injured, he now drinks a healing potion that completely restores his vitality, before starting next arena fight.
    41. Fixed a bug in Jesper's dialogue that allowed the player to learn Sneaking skill even if the player already knew it.
    42. Cassia no longer tries to kill the player who already became a member of the Thieves' Guild, if the player was given a time to consider his decision before joining it.
    43. When Myxir is back to Khorinis, he still can teach the Builders' language, even if the player never asked Myxir to teach them while Myxir was in the ruins in New World.
    44. All transformation spell scrolls use 5 Mana now (as shown on the scroll) instead of 10.
    45. It's no longer possible to tell Mika multiple times that bandits are attacking Akil's farm.
    46. During the Test of Fire Agon attacks the player to kill.
    47. Alchemy Bench's dialogue behaves similarly to Anvil's/Rune Table's dialogues (after reusing it, the dialogue always starts at the beginning).
    48. It's no longer possible to report to Garaz that mine crawlers have been dealt with and summon Bloodwyn prematurely, after killing only 9 out of 10 mine crawlers in the cave.
    49. Body of the dead Bloodwyn will no longer teleport by itself to the gold mine, if the player would kill the last (tenth) mine crawler in the mine after killing Bloodwyn first.
    50. The player will no longer receive 500 EXP for luring Bloodwyn out of the Raven's temple, after killing the last mine crawler in the mine. The EXP is received after speaking with Bloodwyn in the mine.
    51. Added the missing player phrases when saying: "I want to have a look around the farm!" to Raoul a second time, and when asking Jergan: "What do I need to know about this area?" for a second time.
    52. The dialogue option to pay Cornelius 2000 gold for the truth about Bennet is no longer available if the player already paid the gold once.
    53. The unnamed bandits in the bandit camp in Addon World will no longer consider Thorus to be dead, when he is alive, and vice versa, when asking them about the leader of the camp.
    54. When asking Ulthar about news he no longer considers the player to be a novice when the player is a mage and vice versa.
    55. Options of learning of taking trophies skills from Alligator Jack no longer appear in the dialog, if the player already knows the corresponding skills.
    56. It's no longer possible to kill the Fire Dragon before acquiring the Eye of Innos.
    57. Unequipping the "Ring of Mind" no longer decreases the current amount of Mana beyond the amount specified in the ring's description.
    58. The amount of meat that needs to be given to Engor is now calculated correctly in all situations. Also, the last batch (or first, if the whole amount was given in one move) of meat given doesn't appear in Engor's trading inventory (since he is supposed to distribute the meat among the people of the keep).
    59. Cassia and Ramirez no longer attack and kill Jesper if the player attacks Jesper first.
    60. Edda no longer keeps any "Fish" given to her by the player in the inventory, as she's supposed to use it to make a "Fish Soup" of.
    61. An extra "Lump of Magic Ore" is no longer given along with the bag, when the player returns Cavalorn's leather bag to the owner.
    62. Igaraz will now make an attempt to take away the "Blank Rune" from the player during the Test of Fire trial.
    63. Fixed logical inconsistencies in Igaraz dialog with regard to Babo's documents.
    64. An option to give 25 gold to Buster for his tip about Sentenza is available only when the player has enough money, and 25 gold coins are actually being transferred from the player to Buster now.
    65. In the Chapter 6 Milten can teach the player runes of lower circles, even if the player already learned those of the higher Circles of Magic.
    66. Dead body of Biff will no longer appear in Old World after the player would recruit him into his ship's crew, left and re-entered Old World.
    67. Bilgot no longer dies for no apparent reason after being escorted by the player to Old World's exit.
    68. Cord's teaching dialog behaves correctly now if the player's one- or two-handed combat skill is below 30%, and the player asked Cord to teach him on the behalf of Lares or Lee.
    69. After receiving Diego's Nostalgia Bonus EXP, the player can no longer end up with more EXP than needed for the next level without leveling up.
    70. Diego no longer thanks the player for escorting at the abandoned mine after already doing so at the main exit from Old World.
    71. The player can now eat "Turnips" for 2 Health.
    72. Lowered experience gain for slaying Immature Giant Rats to 20 EXP.
    73. "Pickaxes" are now stackable.
    74. The player can now learn reptiles skinning from Gaan in the Chapter 1.
    75. The player can sell "Reptile Leathers" to Bosper now (if he's his apprentice, as usually). Also, a short reply was added when he buys "Boar Skins", where there was a pause earlier.
    76. Absolutely all characters now give the appropriate EXP for a successful pickpocketing attempt.
    77. ---
    78. Stunt Bonus is 250 EXP and Exploit Penalty is -250 EXP now.
    79. Sneaking costs 3 LP now.
    80. The entire Harad's forgery path costs 20 LP in total now:
    - The "Sword": 2 LP
    - The "Excellent Sword": 3 LP
    - The "Fine Long Sword": 4 LP
    - The "Ruby Blade": 5 LP
    - The "El Bastardo": 6 LP
    81. All Will-o'-Wisp's searching abilities cost 1 LP each now.
    82. Regular wolves instead of young pups are spawned in the Pepe's canine quest now.
    83. Alwin gives 25 gold instead of 30 now, as agreed upon stopping Fellan from hammering.
    84. Raised the Bog Golem's protection against the [BLUDGEON] type of damage (by 50) to make blades/swords the weapon of choice in a fight against them, as this construct is supposed to be a polar opposition of the Stone Golem in the armor department.
    85. Corrected value of all comestibles with the formula: 1 Health = 2 gold, 1 Mana = 3 gold for a consistent pricing.
    86. Orlan no longer pops up a weird comment when buying the leather armor from him.
    87. Adjusted prices of spell scrolls and runes, especially the overpriced Beliar's runes, and randomly priced Paladin spell scrolls.
    88. Corrected all cases where spell scrolls'/runes' descriptions showed type of damage as just "(Min./Max.) Damage" instead of "(Min./Max.) Damage (Magic)". It was especially true with Water spell scrolls and runes. Also corrected the Fire Rain's "Damage (Fire)" to "Damage (Magic)" description, as it should be.
    89. Now all bonus gear from Tandor (after being sent to him by Garond) is of the almost same value (approx. 750 gold).
    90. All close combat weapons are now having their respective melee reach written in the descriptions.
    91. Fixed Thorben's Quest Log entry, about him selling lockpicks, being triggered repeatedly by the corresponding dialogue option.
    92. Fixed Mortis' Quest Log entry, about him being a Strength trainer, being triggered persistently by the corresponding dialogue option.
    93. The resistance against the [SLASH] type of damage of Goblin Skeletons, Created Goblin Skeletons, Lesser Skeletons, Created Skeletons, Skeletons, Crypt Guards, Skeleton Mages, Skeletal Shadow Beasts, Shadow Warriors, plus the Shadow Lord and King was raised by 30, while their resistance to the [BLUDGEON] type of damage was lowered by 15, to reflect them being collections of fossilized bones (even if in armor).
    94. The resistance against the [BLUDGEON] type of damage of all Zombies (created too) was increased by 30, while the resistance against the [SLASH] type of damage was lowered by 15, to reflect them being bags of clumsy meat (even if in armor). Their other resistances weren't altered.
    95. The player now gets exactly the same statuette of Innos he previously gave to Edda, after a successful pickpocketing attempt on her.
    97. Corrected displayed names of various NPCs, be it in the world, Quest Log and/or dialogues. Those were Malcom, Attila, Will-o'-Wisp and a few others.
    98. Fixed all pickpocketing tiers to match their descriptions and/or other way around; some were calculated as "risky", while they were "simple" and vice versa, for example.
    99. Almost all characters have some kind of a weapon on them now (quite a bit of citizenesses of Khornisis had only fists for defense).
    100. Rupert, Kardiff and Lucia are no longer going to have their trusty brooms in their trade inventories now.
    101. Fixed Cronos' Quest Log entry, about him being a trader, being triggered repeatedly by the corresponding dialogue option.
    102. Added info on duration to all creation/summoning spell scrolls and runes (it's still one minute as it was).
    103. All characters that were producing "Leather Satchels" of varying fatness now give regular gold coins when successfully pickpocketed.
    104. All Fire spell scrolls/runes have a red aura in the world, while Water have blue, of Beliar's have purple, and Paladin possess the white one, while transformation will sport the gray aura now.
    105. The "Elixir of Mental Restoration" always gives 1000 EXP, regardless of the currently given chapter now.
    106. The reward for destroying "The Claw of Beliar" is 5000 EXP now. It's an important milestone of the Nameless Hero's career - rendering harmless the weapon of "Beliar himself".
    107. The player can now learn how to take fire lizard tongues from Alligator Jack in the Chapter 2.
    108. Removed the botched line from an initial dialogue with Owen for a better flow.
    109. Corrected the exit dialogue option with Logan.
    110. The player's gait (walk) will now change to match the one of the guild he belongs to (after joining one).
    111. Edgor no longer yawns after being successfully pickpocketed from.
    112. Changed the graphic for the "Meat Stew" comestible from the generic fish soup to that of the stew.
    113. The player can smoke as many Green Novices as they would like to, in order to get the experience again and again. A Green Novice also gives 10 EXP now.
    114. The player can steal from a lot of characters now that weren't pickpocketable before (some for gold, some for various items).
    115. Fixed the initial greeting dialogue with Pardos.
    116. Corrected the color names for the five stone tablets (relics) of the Builders.
    117. The player will always get 150 EXP for digging up treasure spots, regardless of the given chapter now.
    118. The player can sell "Swamp Shark Leathers" to Bosper now (if he's his apprentice, as usually).
    119. The "Fire Strips" and the "Meat Stew" now normally replenish the player's Health by the stated amount as well.
    120. The player will always get more gold than the Dexterity that is required to successfully pickpocket a given character in all cases now.
    121. Progression of One-handed bonus with the steel forged melee weapons was made consistent over the collection and is +5%/+6%/+7%/+8%/+9% now.
    122. Completely removed the slight possibility of Knights/Paladins spawning "Goblin Berries" in their inventories at the beginning of the new game.
    123. The Dexterity requirement for pickpocketing Dexter was set to 51 now, so the player should be able to actually pickpocket him in the Chapter 1 (it was definitely too high even for a pure Dexterity build, plus the brigand almost always ends dead).
    124. The Dexterity requirements for pickpocketing Skinner, Esteban and Bloodwyn were set to up to 64 now (they will be marked as "difficult", though, not "risky", by the respective pickpocketing options), so the player should be able to actually check their pockets in the Chapter 2 (as they almost always end in pieces, and even for a pure Dexterity build their tiers were too high).
    125. Lowered the EXP yield from eradicating a Weak Green Goblin to 20.
    126. Restored and/or added several alternative SFX instances for several sounds in the world (like women crying when struck dead, crossbow shoots, ambient eagle-soaring sounds, and so on).
    127. Gorax now truly supplies the player with a healing spell scroll after the successful wine delivery.
    128. Now Niclas gives the "Marinated Molerat Meat" when asked for it, that replenishes Health three times better than a regular chunk of the "Roasted Meat", to make a lasting impression of this unique event. And it's still of his own recipe.
    129. Optimized two layouts in the "Options" menu of the game. This includes controls and extended configuration screens.
    130. It's possible now to bind keys for quick drinking of Health/Mana potions right from the controls configuration menu. This would require editing Gothic.ini and changing usePotionKeys=0 to usePotionKeys=1 if it wasn't done before. Naturally, this will lower the difficulty of the game in a quite significant way, so use the option at one's educated discretion.
    131. Restored a couple of options to be set directly from the "Options" sub-menus ("Animated Windows" and amount of "Blood effects"). This is the same as doing it in the Gothic.ini.
    132. Skeleton Mages use the "Ice Lance" spell instead of the "Cold Arrow" one now, while the Dracolich uses the "Death Ball" spell. All of that in a case of the long-range combat scenario, of course.
    133. Removed the Black Troll from the "evil" NPCs/monsters list, so the paladin combat spells will no longer work on that creature.
    134. Now all characters that are not trade-viable or immortal, and are not from cheats will have some minor inventory items (a so-called "Ambient Inventory") created with them when starting a new game.
    135. The "Nostalgia Bonus" event now displays the 500 EXP message only once.
    136. Sagitta will no longer have the "Sun Aloe" in her trading inventory if the player fetched it for her.
    137. Removed the cluster ("Ambient") inventory from all merchants and now they will have only their proper trade goods initially.
    138. Gave a scripting instruction to always use spells when attacked to all Fire Mages (like it was done with the Water ones). They will still use Sleep if they consider the attacker a friend, like it was before. Otherwise, the attacker should expect a painful retaliation.
    139. The player will no longer be able to obtain an infinite torrent of steel from Bennet (all 15 "Raw Steels" were moved to Khaled, three pieces per chapter [without the Chapter 6, where Khaled is unavailable and Bennet doesn't sell steel bars at all]).
    140. Restored the sounds of turned pages when reading at a bookstand (that includes NPCs as well).
    141. All Water Mages will now use their own spells when attacked/attacking (three of them, to be exact: the "Water Fist", "Geyser" and "Ice Lance") instead of spamming with the cliche "Fireball" only.
    142. The special fish all have a value now, so no freebies from Halvor anymore.
    143. Now all merchants (except Juan) in the game will unequip their wielded weapons when asked for a trade. One would have to exit the conversation and ask for a trade again, for said weapons to appear in the inventory, though. This way the player can look at the goods with impunity and will be always able to buy anything they saw or buy back what they once sold, if the merchant equipped it. Also made sure that all merchants start equipped with a rather generic weaponry. That feat might be dangerous in a couple of cases... both for the player and the merchant, depending on the situation. But ultimately, it should depend on the player what they would do with this possibility, aye?
    144. Added the line to Constantino's positive reply when the man gives his approval to the player for seeking the apprenticeship with the other master (and when not accused of any crime in the city). This way the dialogue matches the corresponding Quest Log entry now.
    145. The "Feros' Sword" now has the regular +10% One-handed bonus for being a blade evidently made of magic ore.
    146. Revised the "Ambient Inventory" for all guilds and removed any weapons from them (to avoid any illogical situations like where an NPC would be wielding a worse weapon that the one that has just spawned in their inventory, thanks to this "Ambient" script function). The same goes for the "Bag of Peppers" with Pirates because of their great value for the player. Replaced both possibilities with a "measly" amount of gold.
    147. Added Quest Log entries on the swell boy Valentino, plus Edda's statuette (the first ends with the player beating the lad up and reporting that to Regis, the second with returning a viable statuette to Edda).
    148. The bug with Greg taking the player's half/whole gold, in the aftermath of showdown with the bandits in Khorinis, should be eliminated now.
    149. Obliterating the bandits in the Jarkhendar's tower will now properly deduct 200 gold from Henry's admission fee.
    150. The player can now pickpocket all the Water Mages. And twice, to boot (and Myxir - even thrice, if one knows what they are doing). For the first time - in Khorinis (easier to steal) and for the second - in Jarkhendar (more difficult to steal). Some have gold and some have items for their snatch-eligible possessions.
    151. There is only 10% chance of not finding anything in "Gaper/Spiny Clams" now.
    152. The player can now release the key to Thorus' chest from his clutches also by stealing it (Dexterity 99). It's a way to avoid bloodshed if the player wants to have access to the chest. Note that the animation of opening for that chest is botched at the moment, but the loot from inside can still be fetched.
    153. Fixed Sentenza's Quest Log entry, about him approving the player to join ranks of the mercenaries, being triggered repeatedly by the corresponding dialogue option.
    154. Thorben will no longer have "Saws" and/or "Mallets" in his trade inventory.
    155. The player now gives exactly 20 turnips to Hilda, not all they have got in their inventory.
    156. Patched Rod's Quest Log entry, of his approval to the player's introduction into the mercs, being triggered again and again by the corresponding dialogue option.
    157. Fixed problem with the certain Citizen/Citizeness pair using the same bed in their house in the Harbor District.
    158. The player will be now granted all of the bonuses (+10 Strength, +10 Dexterity, and +20 Mana; 40 points in total) when praying at a Statue of Innos, regardless of their guild, before receiving the Health boon. The required period between receiving respective blessings stayed one day, as it was, and can be done across the chapters, as usual. The player is the favorite of Innos, after all... so get everything their god can give them!
    159. Now Coragon won't have the "Valentino's Ring" in his trade inventory if the player passed it to him.
    160. Dead William, Den, Hank, Angus, Lance, Engrom and all escaped/dead people in Old World will have their weapons in the inventory instead of having them equipped, so the player will be able to fetch them now.
    161. The notifications when receiving two stone tablets from Hezak (Hermit) no longer collide and overlap with each other on the screen.
    162. Added Quest Log entry, under the Specials topic, on Edda being able to cook a "Fish Soup" per day for the player, if they would convey a fish to her.
    163. Restored the Quest Log entry about Coragon and his silverware. It ends when the player returns the required items.
    164. The player can also provide his party members with the ultimate healing potion ("Medicine of Pure Life") now, if they have it in their inventory.
    165. Riordian's Quest Log entry, on the mansions of the Builders, will show only once from now on, even if asked many a time.
    166. Samuel will no longer be sporting any recipe for Lou's Hammer(s) in his trading inventory, if the player brought any to him.
    167. The player will no longer be able to obtain a river of "Raw Steel" from Huno. All 15 pieces Huno would have to sell in total (3 per chapter, without the sixth), were moved to Fisk.
    168. Huno will no longer have the "Steel Package" among his trading items, if the player delivered it to him, but five pieces of "Raw Steel" will materialize at Fisk.
    169. Fisk will no longer have the "Lockpick Parcel" among the merchandise, if the player returned it to him, but his trade stuff will get 12 new "Lockpicks" then (as with the other option of delivering them to him when the player opened the package).
    170. Added a sub-menu to the New Game selection, so the player would need to confirm/negate that they indeed want to start a new game. No more randomly started new games!
    171. No longer time advances to exactly midnight of the next day, upon the player's entry to the Valley of Mines in the Chapter 2, but to 6:00 instead. One can safely assume that the dragon attack happened a few hours ago, during the night, as the movie shows. Wandering around the place with blackness as one's companion is a very bad idea; everyone would wait for the daylight before venturing forth.
    172. The "Whirlwind", "Insect Swarm", "Fear", and "Geyser" spells will no longer work against Bog Golems, like with the other constructs of that type.
    173. Cornelius can be pickpocketed only with the beginning of the Chapter 3 and up, to avoid a possible interruption (by misplacement of the diary) in the main quest's advancement.
    174. Now Samuel provides the player with a "Grog" (once) after Greg's return to the pirate camp (or Francis' demise). That drink is on him!
    175. Now Jarvis will say the additional dialogue line, if the player kicked butts of all five men from Sylvio's band to get his vote (those are Sentenza, Raoul, Fester, Rod and Bullco).
    176. Tonak, Telbor, Monty and Pardos will now no longer look like total beggars upon their return from Jarkhendar.
    177. The player can now thieve (Dexterity 61) the recipe for "Hasty Herring" from Samuel, and create his own "speed potion for the poor" at an alchemy table (via the Distill Booze option).
    178. Now both "Mine Crawler Mandibles" and "Blood Fly Stingers" can be used 10 times each for the full effect (it was nine times for the mandible before). The knowledge on handling the poison in the stinger, in order to receive the healing, is required as usual.
    179. The key to the storage room, in the Valley of Mines' castle, can be stolen from Tandor now (Dexterity 47).
    180. Lutero is no longer going to have those special snapper claws in his trading inventory, if the player delivered them to the trader.
    181. The killed Sengrath (by the plot in Chapter 4) will now have his trading inventory completely cleared. No more exploiting, and the player should better plan for that.
    182. The notifications for learning recipes (when read more than once), for both of the final Health/Mana potions, will no longer repeat ad infinitum.
    183. All bordello's girls, Borka, Nagur, Attila, Gritta, and Laderic (Landlord) now won't immediately end dialogue with the player. Thanks to this these characters can be pickpocketed at any given time, if the player has the required skill and Dexterity to do that.
    184. Fenia won't have any "Mashers" in her merchant stuff any more.
    185. Now Gerbrandt dashes to the docks after learning that Diego is coming. That rogue won't catch him alive!
    186. The message when the player receives the plot-important stuff from Lord Hagen (in Chapter 3) is no longer mangled.
    187. The notifications when the player receives the key to the monastery and the authorization letter back (from Milten) will be no longer messed up.
    188. Cleaned the garbled messages when giving ingredients and gold to Neoras (so he could brew a potion for the player).
    189. Now Rangar and Hokurn both guzzle the given alcohol down, instead of taking the road of slow imbibement.
    190. Serpentes no longer babbles about circles of magic when the player rejects his job, involving Salandril, when not a Fire Mage.
    191. The liquid equipment from Oric, for acknowledging the assassination mission, is now of the same value (more or less).
    192. Readded the Quest Log entry on Rethon selling weapons at the castle in the Valley of Mines.
    193. When asking Garond about the dragons in Chapter 4, the respective Quest Log entry notification won't be repeated infinitely.
    194. Those extra weapons in the inventory of slain goblins are no more now.
    195. Fixed the rescued Talbin's (Chapter 4) wrong dialogue options.
    196. The player can report that they killed the dragons to Hokurn only once now (like with the other dragon hunters).
    197. Removed the issue with Rethon spawning sword blades in his trading inventory.
    198. The player can convey the fact of swamp dragon's demise to Cipher only once now. The corresponding Quest Log entry is created only once too.
    199. The player can now pickpocket all ship crewmember-viable characters, once they dock in the Halls of Irdorath (though, Dexterity up to 120 on some characters is required). Ever a thief!
    200. Now Bennet won't have any dragon scales among his merchandise (if the player sold any to him earlier).
    201. Assigned minor items to defeated monsters:
    - Bog Golems = "Weeds" (3) or "Swamp Weeds" (2) or a "Blue Elder" (1)
    - Harpies = a silver/gold ring (1) or an aquamarine (1) or a white pearl (1)
    - Lizard Men will have loot similar to that of Orcs (a bit of food and some gold)
    - Marsh Drones = "Blood Fly Wings" x 2 (if the player has the required gutting skill)
    - Skeleton Mages = a "Lump of Coal" (focus for their animation)
    - Spectres = a piece of "Sulfur" plus a piece of "Glacier Quartz" (their hook/focus for the material plane)
    - Stone Sentinels = "Old Coins" (1-3) (the same as above)
    - Will-O'-Wisps = a single "Rock Crystal" (the same as above)
    - Zombies = a couple of gold coins (focus for their animation)
    202. Gave Skeletal Shadow Beasts their horns to be salvaged (as their animation focus, like bones for skeletons), plus their claws and teeth, if the player have the correct trophy-gathering skills.
    203. All Juvenile Field Raiders have exactly the same stats now.
    204. The player can also give a "Double Apple Tobacco" to Abuyin now (plus the player can create it on an alchemy bench now too).
    205. Added minor EXP for "visiting" Nadja for the first time and for each victory with Alrik in the arena.
    206. Added minor, permanent, and one-time bonus to the player's {FIRE PROTECTION} from drinking the "Lou's Double Hammer".
    207. Removed the "War Hammer" from the game altogether (there are enough bludgeoning weapons in its former tier), and re-added it as the "Diamond Crusher" to Sarah's and Canthar's merchandise in Chapter 4, so the player would have access to an ultimate bludgeoning weapon (the game was lacking that), even if of a quite short reach.
    208. ---
    209. Creatures trapped by the "Ice Block/Wave" spell get +25 bonus to all their protections (except {BLUDGEON} plus {FIRE}; the "Fireball" and similar, fire-named spells won't help as they inflict [MAGIC] type of damage), to reflect the fact that it's rather hard to damage someone/something encased in ice without certain means.
    210. If the player spared Brago's lookout bandit (Kip), and he moved down the path to hide in the trees, then told him that farmers noticed the sheep gone, he won't move to the campfire next to Cavalorn, where he would most certainly get toasted by said dude, but to a spot somewhat close to the hideout's entrance, to observe things once more out of harm's way.
    211. Boltan will no longer say that all cells are empty if Fernando was put behind the bars by Martin.
    212. Added a book to Cronos' merchandise (when in Jarkhendar) on swamp creatures, titled "The Swamp Wildlife" (for some extra combat information on the bog-residing monsters; Bog Golem's susceptibility to slashing weapons is among the details).
    213. Almost all monsters that attack mainly by cutting or slashing at an enemy now deal [SLASH] type of damage:
    - Blood Hounds
    - Demons (all)
    - Field Raiders
    - Gray Goblins (because of their slashing weapons)
    - Harpies
    - Lurkers
    - Mantises
    - Mine Crawlers (all)
    - Orcs/Lizard Men (all; their weaponry)
    - Shadow Beasts (the bony version too)
    - Shadow Warriors (all; on account of their cutting combat implements)
    - Skeletons (all but the Goblin type; vide their arms)
    - Spectres (50% damage of their attacks is inflicted by the [FIRE] type damage to reflect that they are indeed creatures made of flames)
    Almost all monsters that attack mainly by slamming, whacking or charging at an opponent now cause [BLUDGEON] type of damage:
    - Black/Green Goblins (because of their clubs)
    - Boars
    - Goblin Skeletons (thanks to their bashers)
    - Ice Golems
    - Mole Rats
    - Scavengers (all)
    - Skeleton Mages (if they would ever run out of Mana)
    - Stone Sentinels
    - Zombies (all)
    Almost all monsters that attack mainly by biting or stabbing at a foe now inflict [PIERCE] type of damage:
    - Blood Flies
    - Chompers
    - Lizards
    - Marsh Drones (25% damage of their attacks is caused by the [FIRE] damage type to reflect they also inject/spit acid into/at their victims with their proboscis [they also explode with it when killed]; acid and fire are both non-magical energy attacks, so it's logical to counter acid with {FIRE} protection... plus both burns, hehe)
    - Rats (all)
    - Razors
    - Snappers (all)
    - Swamp Sharks
    - Wargs
    - Wolves (all)
    All other creatures (that weren't mentioned above) didn't change in the department of type of damage dealt. These changes might make the creatures creation/summoning/transformation spells and items increasing protections more/less useful (depending on the situation), but as always, it should depend on the player what they're going to do with that.
    214. Restored the "Blitz Ore Axe" to the game. The forging instructions can be pickpocketed from Huno (Dex 59) and require any forging weapon skill to be comprehended and used (and to create a Quest Log entry under the Specials [not Forging Weapons] topic). The option to forge it is under the "Forge magic ore weapons" selection while using an anvil.
    215. Reinstated the "Double-Bladed Axe" to be a two-handed weapon as intended, so it won't break the pattern for axes, and will fill the adequate place in their hierarchy now.
    216. Both top level paladin runes (the "Innos' Surge" and the "Eradicate Evil" spells) are definitely obtainable now (but only for the paladin players). The healing one is with the Orc Colonel in Khorinis (he's connected to the mission from Ingmar), while the combat one is with the Shadow King Archol in the Halls of Irdorath. The "Eradicate Evil" effectiveness will be lessened against the Dracolich to that of the "Holy Bolt", though, but his minions will be taking full damage (minus their {MAGIC} protection as always), so the player can have a blast! Nonetheless, against every possible target, the "Holy Bolt" will be more efficient still, so the "Eradicate Evil" won't completely eclipse that mage spell.
    217. All golems' {PIERCE} protection is now consistent in the gang and is of 40 more than each construct's respective {MAGIC} protection.
    218. Vatras won't have any "Almanacs of the Possessed" among his merchandise no more, if the player passed any to him (in the Chapter 6).
    219. Normalized EXP rewards for destroying golems to 250/300/350/400 (for a Stone/Bog/Fire/Ice Golem).
    220. All Crypt Guards (in the crypt behind Onar's farm) will now attack the player upon seeing them, instead of staying there, waiting for things to happen.
    221. Donating to Adanos with Vatras now actually means something (even if the player lied/backtalked to the mage before). Donation of 50 gold replenishes the player's whole Mana reserves, the one of 100 gold gives permanent minor bonus to {MAGIC} protection, and one can have both. Both occurrences will eventuate only once.
    222. Xardas now provides with a ring of more significant statistics than before (if he talked to Lester). Nothing too powerful, of course.
    223. Now the "Blood Fly Stinger" has two different descriptions depending on the player's knowing (or not) how to handle the poison gland inside it.
    224. Any "Shadow Best Horns" supplied to Buster will evaporate from his inventory after the handing them over is done.
    225. Restored all drinking routines for the characters and diversified them among the game's population (for example, people at Kardiff's inn will be drinking beer now (instead of gin), while people at the monastery will be imbibing wine, pirates will be consuming grog, and so on).
    226. Asking Lobart on the togs' price will produce the notification about it being at its lowest only once now (if the player managed to achieve that, naturally).
    227. Redistributed those five Weak Green Goblins attacking Cavalorn. They are now more or less scattered around the starting area. Cavalorn is powerful enough. He doesn't need more experience, while the player does.
    228. Moved the Sheep in front of Xardas' new tower to the bandits' hideout, as it's supposed to be kidnapped.
    229. Moved the Immature Giant Rat from the spot close to Lester in the hidden valley (next to Xardas' tower) to the entrance spot of said valley. It was too often eaten by the Young Wolves in the vicinity.
    230. Moved the two Young Wolves from the spot next to Cap'N Greg to the entrance stairs leading to the city's forested valley. Greg has enough experience under his belt already.
    231. Rod's weapon quest will be now handled correctly in absolutely all cases.
    232. The player's original clothing (that he started with at Xardas' new tower) won't change to the bare-chested outfit when unequipping armor now.
    233. Removed the wrongly named entry for the addon's intro in the startup script file, that could result in it being played twice with the corresponding dialogue option of Xardas.
    234. Both reward weapons from Fisk, for lockpicks packet delivery, are now of the same damage tier (but which one the player will get still depends on which of their melee weapon skill is higher). The blank rune stone is additionally received by the mages as usually.
    235. The issue with Sekob being immortal, when he shouldn't be, is now fixed once and for all.
    236. If Vasili got any "Old Coins" from the player, they will be removed from his inventory after the deed.
    237. Crushing Skeletons created by Skeleton Mages will now result in zero EXP gain.
    238. All skeletal beings' {PIERCE} protection was systematized in their group (Created Goblin Skeletons, Goblin Skeletons, Lesser Skeletons, Created Skeletons, Skeletons, Crypt Guards, Skeleton Mages, Skeletal Shadow Beasts, Shadow Warriors, plus the Shadow Lord and King) and is of 50 more than each's individual {FIRE} protection.
    239. All "Vials of Dragon Blood" or "Dragon Scales" given to Jan will disappear from his inventory altogether now, right after the action.
    240. Moved that Giant Rat from the position close to the bandits, hiding in the cave next to the city, to the left side of said cavern. The player will be able to obliterate this rodent now without anyone interfering.
    241. Corrected Thorben's and Elvrich's daily algorithms, so they wouldn't collide with each other anymore upon Elvrich's return to the city.
    242. Edda will be no longer attached to her cooking spot all the time.
    243. The prices for training with the thieves at the Thieves' Guild's base are now definitely consistent.
    244. Moved the two Scavengers from the closeness to the bandits' hideout (Elvrich) to the top of the nearby stairs. They sometimes could initate a chain sequence of hostilities that could result in Elvirch being killed.
    245. The three Green Goblins in the Chapter 2 won't spawn next to Buster's position, but on the edge of the nearby lake, so they player will be able to dispatch the band without complications.
    246. Reallocated the two Blood Flies from the spot close to Bengar's farm to the spot a little further away, as they sometimes attack the farmers.
    247. Any special tobacco given to Abuyin, Dar and Gosford (the gardener) will now disappear from their inventories altogether.
    248. Giving food to Grom no longer produces a mangled message.
    249. When Maria asks the player how much Onar pays them, the actual amount will be spoken by her now.
    250. Relocated the Goblin Skeleton from the woods behind Sekob's farm who always ended in pieces because of the nearby Shadow Beast. It's now behind Onar's house, lost, alone and lonely.
    251. The Field Raider who always was dispatched by the nearby Goblin Skeletons, in the cemetery behind Sekob's, is now strolling around closer to its brothers (or sisters) in the area behind the abandoned hunters' camp.
    252. Asking Lares about missing people will produce new Quest Log entry only once now.
    253. All supposed "wands" are now treated as magical two-handed staves; they were renamed to fit the mentioned prospect and they all have the same melee reach. Three of those are available with Gorax as usual (but the third, best model, is available with him only with the beginning of the Chapter 2), while two of them are available with Cronos (but only when he's at Jarkhendar in the Chapter 2).
    254. Moved the "Smoked Herring" to the food category; also, the player can buy it from Halvor now, as he sells it across the chapters (if he's not in the slammer, that is).
    255. Restored/added icons for the teleport runes to Xardas' old tower (in the Valley of the Mines) and Orlan's Tavern.

    B) Aesthetic fixes and improvements.

    1. Absolutely zero German language leftovers now.
    2. Many typos, spelling errors and translation inaccuracies were fixed.
    3. Almost all items list their attribute/protection bonuses in the inventory in the same order as in the character screen.
    4. Added description to "Keroloth's Leather Satchel" to distinguish between full and empty versions of it.
    5. The player has to mention to Coragon that he's in possession of Lehmar's ledger before he can give it to Coragon. This change has no impact on gameplay and improves the logical structure of the dialog.
    6. The "Learning" topic has been removed from the Quest Log and its contents were moved to the "Learning in the outer world" topic.
    7. Moved all effects' descriptions of almost all items to the first line available, for a greater readability in the inventory. Weapons and armors weren't changed in that aspect to make them clearly discernible.
    8. There are four versions of "youngins" now. Juvenile (Field Raider)/Immature (Giant Rat)/Young (Wolf)/Small (Blood Fly).
    9. Renamed Lower Skeleton to Lesser Skeleton as it should be.
    10. Almost all feasible instances where the player gives something to someone, buys/pays for something are distinguished as now.
    11. Corrected the total gold sums in "Francis' Paybook" as they didn't add up before.
    12. Corrected Rukhar's dialogue path regarding the bets in the "Bottoms Up" quest. Now all stakes are correct in all cases.
    13. Corrected the names of potions crafted by Master Neoras for gold, when the eligible ingredients were brought to him by the player; those were both "Extracts of Healing/Mana", not "Extract of Healing" and "Elixir of Mana".
    14. Changed some prefixes naming of stone tablets of attributes/weapon skills to:
    - "Stone Tablet of X I" to "Common Stone Tablet of X"
    - "Stone Tablet of X II" to "Uncommon Stone Tablet of X"
    - "Stone Tablet of X III" to "Rare Stone Tablet of X"
    15. Renamed some stone tablets suffixes to:
    - "Of Crossbow" to "of Crossbowery"
    - "Of Life" to "of Constitution"
    - "Of Magic" to "of Spirituality"
    - "Of One-Handed" to "of Fencing"
    - "Of Two-Handed" to "of Brawling"
    16. Alchemy Table's menu shows (all) ingredients needed to craft any given item in most cases now; that of distilling booze, blending tobacco, rolling cigs, brewing all kinds of potions, and so on.
    17. Renamed several regular items:
    - "Hammer" (tool) to "Mallet", to distinguish it from the "Hammer" (weapon)
    - "Lab Water Bottle" to "Lab Bottle"
    - "Mandible" (tool) to "Pincers"
    - "Pick" (tool) to "Rake"
    - "Runestone" to "Blank Rune"
    - "Swampweed Stalk" to "Swamp Weed Reefer"
    - "Weed Masher" to just "Masher"
    18. Renamed several alchemical potions:
    - "Elixir of Dexterity" to "Elixir of Agility"
    - "Elixir of Strength" to "Elixir of Brawn"
    - "Essence of Spirit" (perm. +3 Mana bonus) to "Elixir of Spirituality"
    - "Mana Elixir" to "Elixir of Mana"
    - "Mana Essence" to "Essence of Mana"
    - "Mana Extract" to "Extract of Mana"
    - "Speed Potion" to "Speed Tonic"
    19. Changed "Hitpoints/Life Energy" to just "Health" everywhere in the game's texts; the same goes for the character stats screen.
    20. Corrected all cases where an item's name had a full stop at the end.
    21. Differentiated all names for the weapon skills' ranks for twelve in total. Now they are:
    - Bows: Rookie/Archer/Deadshot
    - Crossbows: Tyro/Shooter/Sniper
    - One-handed: Initiate/Fighter/Fencer
    - Two-handed: Novice/Warrior/Brawler
    22. All cases where dialogue lines start with a bracket are now capitalized, and end with a period before the closing bracket.
    23. Jack Alligator's dialogue option of him teaching how to "Skin Animals" is now distinguished as "Skin Reptiles", as it should be.
    24. Added more names for the skinning trophies. There are skins, pelts, furs, leathers, hides, and fleeces now. Also corrected the formatting of various heart trophies.
    25. Renamed several abilities in the character stats screen for consistency (and in some cases - at the teachers too). They are now:
    - "Alchemy" to "Brew Potions"
    - "Pick Locks" to "Lockpicking"
    - "Pickpocket" to "Pickpocketing"
    - "Sneak" to "Sneaking"
    26. All entries regarding crafting items are consistent now. Took sweet time with the runes entry in the Quest Log, in order to fix all of the wrongly stated ingredients.
    27. Renamed "Animal processing" Quest Log entry to "Taking trophies" to match the other crafting-related entries (of "Brewing potions", "Creating runes", and "Forging weapons").
    28. Added more names for taking animal trophies: pull teeth, dislodge claws, take skins/fleeces/hides/pelts/furs/leathers (skin animals/reptiles), remove hearts, saw off horns, sever tongues, cut off wings, remove stingers, cut off mandibles, detach plates, separate scales, and collect blood. Also corrected those silly "bloodflys" (to blood flies) in the "Taking trophies" entry in the Quest Log. These are only cosmetic name changes and not any alterations to game mechanics, heed my word.
    29. No more of "cut-throat", "riffraff" or "passer-by" weird, hyphenated misspellings (and some other words) in the game's texts anywhere.
    30. All runebooks are now consistent in their reading. Removed the invalid entry for the regular "Fireball" in the third circle's bookstand/runebook, too, because it didn't belong there.
    31. Retouched all bookstands'/lecterns' texts.
    32. Added extra text when paying with permanent drain of Health at Statue of Beliar, when upgrading his Claw or paying for his spells; it's similar in appearance to the Innos' boons now.
    33. Unified the armor protections naming by:
    - Altering "Weapons Protection" to "Slash/Bludgeon Protection" in the character stats screen, and swapping the "Weapons Protection" in an item's description to "Slash/Bludgeon Protection" as well.
    - Changing "Projectiles Protection" to "Pierce Protection" in the character stats screen, and changing the "Arrows Protection" in an item's description to "Pierce Protection" too.
    - Renaming "Dragon Fire Protection" to "Fire Protection" in the character stats screen, to match the "Fire Protection" naming in a protective item's description.
    34. Matched the names for all spells in the inventory and the quick-keyed selection menu. No more the rune is named "Wave of Death" in the inventory, but "Mass Destruction" when selecting it from the player's quick-keyed spells, for example.
    35. Revised all of the tombstones' inscriptions.
    36. Inspected the names of all amulets/rings.
    37. Names of several damaging spells were changed for a greater naming versatility.
    38. Standardized the names of several creation and summoning spells (of creatures/undeads), and corrected names of such creatures accordingly.
    39. Added space after "Gold:" in the inventory window for an aesthetic impression.
    40. Food and healing/mana potions are now marked with "Health/Mana replenishment" description, which restores Health/Mana score up to the maximum value. All jewellery and elixirs (permanent potions) are now marked with "(Attribute) (Maximum) (Permanent) Bonus" description, which (permanently) adds to the (current and/or maximum) value of the given attribute; in the case of jewellery it only applies as long as the player is wearing it, of course.
    41. Reviewed the plants and added the following changes by renaming:
    - "Dragonroot" to "Dragon Root"
    - "Fireweed" to "Fire Weed"
    - "Goblin Berries" to "Goblin Berry"
    - "Meadow Berry" to "Rosehip Berry"
    - "Snapperweed" to "Snapper Weed"
    - "Wood Berry" to "Sloe Berry"
    42. All shops' names were checked twice.
    43. Translated (and improved the overall structure a lot) from German everything in all cheat characters (Character/Face/Joly/Story Helper, Rockefeller/Mr Item and Item Hoshi) from the Marvin mode. Still wouldn't recommend using cheats, tho.
    44. All items have the same name in the world as they have in the inventory (except for the enhancing Stone Tablets).
    45. Clarified all instances where a teacher can teach the player forging the basic steel sword (just named "Sword" in the inventory), and one where they can teach the player how to forge the "Ore Long Sword".
    46. The Quest Log clarifies that the player will also need to spend 1 "Raw Steel" per armament when forging magic ore weapons now.
    47. All thieving skills are now marked with "Proficient" word when learned, all crafting skills with the "Adept" one when learned, and the taking trophies skills with "Skilled" description when learned, in the character sheet.
    48. Renamed Mine Crawler Warrior to Greater Mine Crawler and Grassland Scavenger to Dire Scavenger.
    49. Changed Fire Devil's name to Spectre.
    50. The orc horde's leader (the orc shaman in Jarkhendar in front of the Builders' library) is a named monster now (Kish-Urk). That doesn't mean he will talk to the player - quite the opposite, hehe.
    51. The swamp shark that ate Lou is a named monster now (Stuffed Swamp Shark).
    52. Made some monsters' naming consistent by:
    - altering Shadowbeast(s) to Shadow Beast(s)
    - changing Swampshark(s) to Swamp Shark(s)
    - fixing Molerat(s) to Mole Rat(s)
    - renaming Minecrawler(s) to Mine Crawler(s)
    - standardizing Goblin names and categorizing them in Green, Black and Gray (from the weakest to the strongest) tiers
    - swapping Bloodfly (Bloodflies) to Blood Fly (Blood Flies)
    - transforming Meatbug(s) to Meat Bug(s)
    - transmuting Bloodhound(s) into Blood Hound(s)
    53. Revamped all non-elixir items that give permanent attribute bonus, like "Fire Strips", Coragon's "Special Beer", "Thekla's Stew" and "Meat Stew", to play the same sound and display their boni properly in the orderly fashion on the screen when consumed.
    54. Consolidated the "Quest" wording in the Quest Log screen.
    55. The message on lacking of required Circle(s) of Magic is now more logical when displayed.
    56. Removed the "x Damage" message when hit with the unholy energy when praying at Beliar's Statue and offering nothing, or when equipping The Claw of Beliar without the Dark God's permission to do so, and replaced those with the other, more fitting message.
    57. Removed all flavor messages from eating "Apples". The attribute raise (and its message) after eating 25 of those stayed as it was before.
    58. The message of receiving 5 stone relics of the Builders from Saturas, before entering the Halls of Adanos, is no longer garbled now.
    59. The message of giving "The Claw of Beliar" to Saturas is correctly displayed now.
    60. Corrected all spots where GothicSourcer/Spacer shouted that locations' names are not in the uppercase, as that sounded important.
    61. Added the four missing Quest Log entries on the relics of the Builders given to Saturas.
    62. Corrected the Quest Log entry about the Quarhodron's questions.
    63. The Quest Log entry that treats about the Dragon Hunt in Chapter 4 (and how the Eye of Innos works; plus how to recharge it) was revamped.
    64. Most of cases where a given dialogue option ends a conversation are distinguished as such now.
    65. The weaker type of Green Goblin is now discerned as that with the addition of the "Weak" prefix.
    66. All spots referring to "The Claw of Beliar" are now clearly named as that, if the full name could have been used.
    67. New message when a given gold deposit has no more nuggets left to mine with it.
    68. Added a suffix (letter in the brackets) to distinguish a category of the armor:
    - (C) for clothing armor category (0-15 of a basic, non-fire/magic protection)
    - (L) for light armor category (16-49 of a basic, non-fire/magic protection)
    - (M) for medium armor category (50-99 of a basic, non-fire/magic protection)
    - (H) for heavy armor category (100+ of a basic, non-fire/magic protection)
    69. Diversified names of the background criminal element of the game (there are now more names for them than a Bandit/Loafer/Tramp only, like a Brigand/Outlaw/Crook and so on). And no, they won't give the player quests.
    70. The Dexterity requirements for successful pickpocketing attempts are now of clearly set tiers. The tiers are:
    - Child's Play (up to 20)
    - Simple (21-40)
    - Risky (41-60)
    - Difficult (61-80)
    - Damn Difficult (81-100)
    - Nearly Impossible (101+)
    71. The leader of the Maleth's bandits is a named entity now (Hectar). He doesn't have any quests for the player either. You can't pickpocket him either, for obvious reasons.
    72. Changed the name of the Landlord (Khorinis) to Laderic. Still no quests for the player with him, but he's got stuff to be freed of from (Dex 53).
    73. The Nameless' starting "guild" is now named Wanderer not Guildless.
    74. The bandit serving "Meat Stew" in the bandit camp gained a name (Breen). He has no quests, naturally, but the player can check his pockets (Dex 55).
    75. The message when receiving that special, "morning" training with Wulfgar now displays correctly in all cases.
    76. Ulf now correctly mentions Coragon instead Caragon.
    77. Bronco is Bronko no longer; his name is Bronco as it supposed to be (in English).
    78. Revised Greg's Quest Log entry on his buried Khorinis' possessions.
    79. The gardener gained a name (Gosford). Nothing was changed in the quests department with him, still. He's pickpocketable as he always has been.
    80. Changed the entry of "Learning from the Thieves' Guild" to just "Thieves' Guild" in the Quest Log, as it never contained any useful information about learning anything from those characters anyway.
    81. Hermit is Hezak now. But besides that, he's still the same guy as before.
    82. The recipe for "Embarla Firgasto" now reads the requirements of 10 dragon eggs instead of 11, as it should be.
    83. Both Esteban's muscles gained names: Ryfar and Mufar. No quests, as always. They were viable targets for pickpocketing attempts before and that didn't change.
    84. Changed the appearance of "Franco's Amulet" to distinguish it from the other "set" amulets of Jarkhendar's origin.
    85. The guard keeping an eye on the slaves, in Raven's gold mine, is now a named entity: Secor. Forget about quests from him, still. He's got some gold on him, though, and the player can help the man with that burden (Dex 47).
    86. The main gate guard in the Valley of Mines' castle is called Migorn now. People surely know that thing about the quests in this patch by now, right? He still got the key to the main gate for the pickpocket loot.
    87. Skeletons created by the player, with the respective spell, will now have the correct appearance.
    89. Restored Diego's Quest Log entry about him being a Dexterity trainer, after his return to the city of Khorinis in Chapter 3.
    90. Renamed Brago's lookout bandit to Kip. Quests? No. Pickpocketing? Yes (Dex 33).
    91. Moved the "Embarla Firgasto" to "Special Potions" option of an alchemy table.
    92. The militiaman guarding Matteo's goods is now a named lad, Temil. No quests, but the player can still pickpocket him (Dex 20).
    93. All Goblins won't have clubs in their hands when (re)loading a saved game now.
    94. The Halls of Irdorath is referred to as that in all cases where it was possible.
    95. Renamed Wasili to Vasili, as it should be in English language.
    96. Added some extra alchemical goods to Miguel's purchasable wares in the later chapters (from the Chapter 2 and up). No permanent herbs/potions, tho.
    97. Removed the rune of "Holy Radiance" from the dead paladin at the Valley of Mines' Pass in the Chapter 4. Become a knight and get one, or forget about it.
    98. Giving any amount of dragon blood to Jan will display a proper message now.
    99. Renamed male sheep to rams.
    100. Limited the amount of "Beers" gained from Laderic (Landlord) to 22 in total. It should be enough of farming him even for the greediest players out there.
    101. Removed "Paladin scroll/rune." and "Single-use scroll." from scrolls and runes, along with the other pointless info (like "The spell doesn't kill." or "The spell uses up entire Mana when cast." and so on). The vast majority of players already know the various spell details; and if not - they can read the file on arsenal in the FAQ section.
    102. Restored the "Damage (Magic) per second" description to the "Steal Vitality/Insect Swarm" spells as it should be.
    103. Added colors to all runes and spell scrolls in order to discern their categories. The visual codes are:
    - Red for Fire spell scrolls/runes
    - Blue for Water spell scrolls/runes
    - Purple for Beliar's runes
    - White for paladin runes/spell scrolls
    - Gray for transformation spell scrolls
    The spell icons on the spell scrolls were left in their original white/creamy color, only the writings below them were changed in the tint/hue. The "Oblivion" spell scroll is classified as a Fire spell for this patch's purposes, and thus its writing was saturated with redness. Additionally, the colors on the runes/spell scrolls match their auras in the world now.
    104. The icons for the "Holy Radiance" enchantment are now the same for both the rune and the spell scroll.
    105. Added the information on the LP cost of the Circles of Magic to all instances where it was applicable.
    106. If the "Sleep" incantation's target is immune, a notification will be promptly displayed now.


    ***

    FAQ:


    Spoiler:(zum lesen bitte Text markieren)
    - Do I need to start a new game?

    It is required. Applying this patch to an ongoing session (even of a clean installation of Gothic II) will result in errors, be sure of it. [Not really. If you know what are you doing and/or you're a modding veteran - you will know it's not that bad as I said.]

    - My game crashes to desktop after selecting a new game!

    Holy shit! This cun't be. This is, most likely, Windows D.E.P. doing its thing. Add exceptions for all your .EXEs from X:\Your Gothic II NotR/Gold Installation\System\ to it and it should work now.

    - Does it requires more juice/powerful rig to run?

    No. Your Gothic with SystemPack runs fine? So it will the same with this unofficial patch.

    - I'm using DX11 renderer and something went really wrong! I have graphical glitches everywhere and it's your stupid patch's fault!

    Don't use DX11 renderer, if that happens, as it uses undocumented procedures that are not exactly compatible with Gothic and can easily mess up things with mods (and patches, like this one). But it needs to be said: DX11 renderer works with this patch. It's just not generally recommended to use it, as it's still alpha.

    - While we are at improved graphics... what about them?


    As discerned in the introduction, you can install various texture packs. It's strongly not recommended to use improved textures AND D3D11 renderer both at the same time (or do that if you want a multiplied chance for graphical hiccups and gameplay issues). One will be enough. A whole selection of enhanced textures pack can be found in this thread. Just drop any .VDF file into X:\Your Gothic II Gold\DATA\ to install; yes, it is that easy.

    Also, one could disable, if it was enabled, antialiasing and anisotropic filtering in Gothic.ini (zVidEnableAntiAliasing and zTexAnisotropicFiltering should be set to 0), and enable those in their graphic card's drivers software, as those are today definitely better optimized for looks and performance (Gothic II's AA and AF methods are seriously outdated). Additionally, enabling the supersampling method of antialiasing will result in even better visuals. And all of that can be done very easy with game profiles (just add Gothic2.exe and modify the graphic options within your graphic card's driver software as explained above).

    - I want that promised, detailed list of changes in the arsenal, both conventional and magickal!

    Here, but it's very long:
    Spoiler:(zum lesen bitte Text markieren)
    1) Standard melee weapons (Strength is the main wielding requirement; Strength also adds to the total damage output):
    - Club (B 10/10) [1H] {70 reach} <10 gold>
    - Dagger (S 10/10) [1H] {50 reach} <10 gold>
    - Poker (B 11/10) [1H] {50 reach} <10 gold>
    - Sickle (S 12/10) [1H] {50 reach} <10 gold>
    - Cudgel (B 13/10) [1H] {70 reach} <10 gold>
    - Walking Stick (B 14/10) [1H] {70 reach} <10 gold>
    - Francis' Stiletto (S 15/10) [+5% 1H] {50 reach} <10 gold>
    - Pick (B 15/10) [2H] {60 reach} <10 gold>
    - Hammer (B 17/13) [1H] {30 reach} <10 gold>
    - Hatchet (S 18/15) [1H] {50 reach} <10 gold>
    - Spiked Club (B 19/10) [1H] {60 reach} <10 gold>
    - Stock Short Sword (S 20/10) [1H] {50 reach} <300 gold>
    - Crude Short Sword (S 20/14) [1H] {50 reach} <260 gold>
    - Scythe (S 23/16) [1H] {60 reach} <310 gold>
    - Skinning Knife (S 30/10) [+3% 1H] {30 reach} <650 gold>
    - Dueling Staff (B 30/15) [2H] {130 reach} <450 gold>
    - Rusty Sword (S 30/30) [1H] {70 reach) <10 gold>
    - Alrik's Sword (S 30/30) [+10% 1H] {70 reach} <450 gold>
    - Wind Baton (B 35/20) [-5% 1H] {65 reach} <200 gold>
    - Baselard (S 40/20) [1H] {50 reach} <600 gold>
    - Rod's Two-Hander (S 40/30) [2H] {130 reach} <500 gold>
    - Barbed Cudgel (B 40/30) [1H] {70 reach} <500 gold>
    - Cracked Axe (S 40/40) [2H] {80 reach} <10 gold>
    - Broad Sword (S 40/40) [1H] {90 reach} <400 gold>
    - Unfinished Sword (S 40/50) [1H] {70 reach} <300 gold>
    - Obsidian Short Sword (S 45/22) [1H] {50 reach} <680 gold>
    - Bronze Axe (S 45/50) [1H] {70 reach} <400 gold>
    - Masterwork Short Sword (S 50/25) [1H] {50 reach} <750 gold>
    - Glaive (S 50/35) [2H] {110 reach} <650 gold>
    - Combat Cudgel (B 50/50) [1H] {50 reach} <500 gold>
    - Ruined Two-Hander (S 50/50) [2H] {100 reach} <10 gold>
    - Small Orc Axe (S 50/70) [2H] {100 reach} <10 gold>
    - Reinforced Axe (S 53/47) [2H] {70 reach} <590 gold>
    - Bardiche (S 55/51) [2H] {80 reach} <590 gold>
    - Tabar (S 55/58) [1H] {60 reach} <470 gold>
    - Water Staff (B 60/30) [2H] {130 reach} <900 gold>
    - Tarnished Machete (S 60/60) [+2% 1H] {70 reach} <750 gold>
    - Saber (S 60/60) [1H] {70 reach} <600 gold>
    - Crusader Sword (S 60/60) [1H] {70 reach} <600 gold>
    - Hefty Cudgel (B 60/60) [1H] {60 reach} <600 gold>
    - Assault Axe (S 60/60) [1H] {70 reach} <600 gold>
    - Orc Axe (S 60/80) [2H] {110 reach} <10 gold>
    - Improvised Two-Hander (S 60/70) [2H] {130 reach} <500 gold>
    - Cutlass (S 65/60) [1H] {70 reach} <700 gold>
    - Primitive Long Sword (S 65/65) [1H] {90 reach} <650 gold>
    - Kohlaxt (S 65/70) [2H] {80 reach} <600 gold>
    - Weathered Giant Machete (S 70/70) {+2% 2H] {95 reach} <850 gold>
    - Skull Splitter (B 70/70) [1H] {60 reach} <700 gold>
    - Pole Mace (B 70/70) [2H] {130 reach} <700 gold>
    - Falchion (S 70/70) [2H] {120 reach} <700 gold>
    - Grand Orc Axe (S 70/90) [2H] {110 reach} <10 gold>
    - Plank Breaker (S 75/65) [2H] {80 reach} <850 gold>
    - Flamberge (S 75/75) [2H] {110 reach} <750 gold>
    - Stone Cracker (B 80/80) [1H] {50 reach} <800 gold>
    - Iron Battle Axe (S 80/80) [2H] {70 reach} <800 gold>
    - Crusader Two-Hander (S 80/80) [2H] {110 reach} <800 gold>
    - Enormous Orc Axe (S 80/100) [2H] {130 reach} <10 gold>
    - Long Sword (S 85/85) [1H] {90 reach) <850 gold>
    - Lizard Sword (S 85/100) [2H] {100 reach} <10 gold>
    - Beard Axe (S 90/90) [1H] {70 reach} <900 gold>
    - Morning Star (B 90/90) [1H] {60 reach} <900 gold>
    - Unwieldy Bastard Sword (S 90/95) [1H] {100 reach} <850 gold>
    - Steel Battle Axe (S 95/90) [2H] {75 reach} <1000 gold>
    - Feros' Sword (S 100/80) [+10% 1H] {90 reach} <1200 gold>
    - Machete (S 100/90) [+3% 1H] {75 reach} <1250 gold>
    - Flanged Mace (B 100/100) [1H] {60 reach} <1000 gold>
    - Orc War Sword (S 100/120) [2H] {140 reach} <10 gold>
    - Giant Machete (S 105/100) [+3% 2H] {105 reach} <1250 gold>
    - Great Sword (S 105/105) [2H] {100 reach) <1050 gold>
    - Rune Strike (S 110/110) [1H] {90 reach} <1100 gold>
    - Raven Beak (B 110/110) [1H] {60 reach} <1100 gold>
    - Bastard Sword (S 110/115) [1H] {100 reach} <1050 gold>
    - Mithral Battle Axe (S 110/110) [2H] {100 reach} <1100 gold>
    - Inquisitor (B 115/110) [1H] {60 reach} <1200 gold>
    - Glyph Power (S 115/115) [2H] {120 reach} <1150 gold>
    - Storm Maul (B 115/115) [-10% 2H] {130 reach} <1000 gold>
    - Torturer Cleaver (S 125/125) [1H] {80 reach) <1250 gold>
    - Orichalcum War Hammer (B 127/123) [1H] {60 reach) <1310 gold>
    - Orc Executor (S 130/130) [1H] {100 reach} <1300 gold>
    - Claymore (S 135/135) [2H] {120 reach} <1350 gold>
    - Crusader Axe (S 140/140) [2H] {100 reach} <1400 gold>
    - Diamond Crusher (B 140/140) [1H] {50 reach) <1400 gold>
    - Scimitar (S 145/145) [2H] {120 reach} <1450 gold>
    - Adamantine Battle Axe (S 150/150) [2H] {90 reach} <1500 gold>
    - Storm Bringer (S 160/150) [2H] {130 reach} <1700 gold>
    - Drake Slicer (S 190/160) [2H] {120 reach} <2200 gold>
    - Zerk Slasher (S 200/175) [2H] {90 reach} <2250 gold>

    2) Finesse melee weapons (Dexterity is the main wielding requirement; Strength adds to the total damage output):
    - Bandit Rapier (S 40/25) [1H] {70 reach} <550 gold>
    - Epee (S 45/25) [+4% 1H] {70 reach} <850 gold>
    - Colichemarde (S 100/50) [+7% 1H] {70 reach} <1650 gold>
    - Koncerz (S 120/60) [+10% 1H] {100 reach} <1950 gold>
    - Betty (S 135/110) [1H] {100 reach} <1550 gold>

    3) Arcane-infused staves (Strength is the main wielding requirement; and Strength also adds to the total damage output):
    - Staff of Sun |+30 to maximum Health| (B 35/34) [2H] {110 reach} <670 gold>
    - Staff of Moon |+10 to maximum Mana| (B 43/42) [2H] {110 reach} <750 gold>
    - Staff of Tempest (S 51/50) [+2% 2H] {110 reach} <670 gold>
    - Staff of Typhoon (S 59/58) [+3% 2H] {110 reach} <750 gold>
    - Staff of Equality |+3 to all protections| (B 67/66) [2H] {110 reach} <980 gold>

    4) Steel forged melee weapons (requires 1 Raw Steel per each as usual):
    - Sword (S 40/30) [+5% 1H] {90 reach} <650 gold>
    - Excellent Sword (S 60/50) (+6% 1H] {70 reach} <850 gold>
    - Fine Long Sword (S 80/70) [+7% 1H] {90 reach} <1050 gold>
    - Ruby Blade (S 100/90) [+8% 1H] {70 reach} <1250 gold>
    - El Bastardo (S 120/110) [+9% 1H] {100 reach} <1450 gold>

    5) Magic ore forged melee weapons (the amount of required Lumps of Magic Ore [and Vials of Dragon Blood, in the case of the two last models] depends on the item, plus each piece requires 1 Raw Steel to be spent as well, while one weapon requires 5 Teeth as well):
    - Ore Long Sword (S 60/40) [+10% 1H] {90 reach} <950 gold> | 1 Lump of Magic Ore
    - Blitz Ore Axe (S 75/55) [+10% 2H] {75 reach} <1100 gold> | 4 Lumps of Magic Ore, 5 Teeth
    - Ore Two-Hander (S 80/60) [+10% 2H] {100 reach} <1150 gold> | 2 Lumps of Magic Ore
    - Ore Bastard Sword (S 100/80) [+10% 1H] {90 reach} <1350 gold> | 2 Lumps of Magic Ore
    - Enhanced Ore Two-Hander (S 120/100) [+10% 2H] {110 reach} <1550 gold> | 3 Lumps of Magic Ore
    - Ore Battle Blade (S 140/120) [+10% 1H] {110 reach} <1750 gold> | 3 Lumps of Magic Ore
    - Heavy Ore Battle Blade (S 160/140) [+10% 2H] {130 reach} <1950 gold> | 4 Lumps of Magic Ore
    - Ore Dragon Slayer (S 160/140) [+10% 1H] {100 reach} <1950 gold> | 4 Lumps of Magic Ore, 5 Vials of Dragon Blood
    - Large Ore Dragon Slayer (S 180/160) [+10% 2H] {140 reach} <2150 gold> | 5 Lumps of Magic Ore, 5 Vials of Dragon Blood

    6) Knight/Paladin weapons (bought with Harad and enhanced with 5000 gold, then with the Tears of Innos as usual):
    - Knight Blade (S 100/100) [1H] {100 reach} <1000 gold>
    - Heavy Knight Blade (S 120/120) [2H] {130 reach} <1200 gold>
    - Paladin Sword (S 120/100) [1H] {100 reach} <1400 gold>
    - Large Paladin Sword (S 140/120) [2H] {130 reach} <1600 gold>
    - Wrath of Innos (S 140/100) [1H] {100 reach} <1800 gold>
    - Holy Executioner (S 160/120) [2H] {130 reach} <2200 gold>

    7) Ranged weapons (all are two-handed [2H] and the effective range is based on the player's corresponding weapon skill):

    Bows (Dexterity is the main wielding requirement; Dexterity adds to the total damage output):
    - Maple Bow (P 15/10) <200 gold>
    - Willow Bow (P 25/20) <300 gold>
    - Cedar Bow (P 30/25) <350 gold>
    - Poplar Bow (P 35/30) <400 gold>
    - Marvelous Bow* (P 45/30) <600 gold>
    - Mystic Fire Bow (P 50/25) <900 gold>
    - Elm Bow (P 50/50) <500 gold>
    - Yew Bow (P 65/60) <700 gold>
    - Ash Bow (P 80/80) <800 gold>
    - Mahogany Bow (P 95/90) <1000 gold>
    - Enchanted Bow (P 100/50) <1650 gold>
    - Beech Bow (P 110/110) <1100 gold>
    - Walnut Bow (P 125/120) <1300 gold>
    - Oak Bow (P 140/140) <1400 gold>
    - Hickory Bow (P 150/150) <1500 gold>
    - Cebil Bow (P 160/160) <1600 gold>

    *Bosper's property.

    Crossbows (Strength is the main wielding requirement; Dexterity adds to the total damage output):
    - Training Crossbow (P 30/20) <400 gold>
    - Recruit Crossbow (P 45/30) <600 gold>
    - Sengrath's Crossbow (P 50/30) <700 gold>
    - Soldier Crossbow (P 60/40) <800 gold>
    - Dragomir's Crossbow (P 65/40) <900 gold>
    - Army Crossbow (P 90/60) <1200 gold>
    - Battle Crossbow (P 120/90) <1500 gold>
    - War Crossbow (P 150/120) <1800 gold>
    - Siege Crossbow (P 180/150) <2100 gold>
    - Magical Crossbow (P 200/75) <3400 gold>

    8) Fire spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving):

    First Circle of Magic:
    - Light (5 minutes) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 10 gold || Rune: 500 gold>
    - Fire Dart* (M 25) {Scroll: 5 Mana || Rune: 5 Mana} <Scroll: 25 gold || Rune: 500 gold>
    - Spark** (M 35) {Scroll: 5 Mana || Rune: 7 Mana} <Scroll: 35 gold || Rune: 500 gold>
    - Cure Light Wounds (200 Health) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 35 gold || Rune: 500 gold>
    - Create Goblin Skeleton {Scroll: 5 Mana || Rune: 20 Mana} <Scroll: 55 gold || Rune: 500 gold>

    *Fire Dart causes double damage against Ice Golems, Snow Wolves, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.
    **Spark won't kill certain targets (like most humans), but will leave them at 1 Health instead (even if they were at 1 Health already).

    Second Circle of Magic:
    - Fireball* (M 75) {Scroll: 5 Mana || Rune: 15 Mana} <Scroll: 75 gold || Rune: 1000 gold>
    - Cold Arrow (M 50) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 50 gold || Rune: 1000 gold>
    - Summon Wolf {Scroll: 5 Mana || Rune: 40 Mana} <Scroll: 110 gold || Rune: 1000 gold>
    - Wind Fist (M 50/100/150/200) {Scroll: 20/40/60/80 Mana || Rune: 20/40/60/80 Mana} <Scroll: 135 gold || Rune: 1000 gold>
    - Sleep** (30 seconds) {Scroll: 5 Mana || Rune: 30 Mana} <Scroll: 100 gold || Rune: 1000 gold>

    *Fireball deals double damage against Ice Golems, Snow Wolves, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.
    **Sleep doesn't work on Fire Mages, paladins, Seekers, immortal characters, and monsters.

    Third Circle of Magic:
    - Cure Moderate Wounds (400 Health) {Scroll: 5 Mana || Rune: 25 Mana} <Scroll: 70 gold || Rune: 1500 gold>
    - Ball Lightning* (M 30/60/90/120) {Scroll: 10/20/30/40 Mana || Rune: 10/20/30/40 Mana} <Scroll: 80 gold || Rune: 1500 gold>
    - Fiery Flash** (M 100) {Scroll: 5 Mana || Rune: 25 Mana} <Scroll: 150 gold || Rune: 1500 gold>
    - Create Skeleton {Scroll: 5 Mana || Rune: 60 Mana} <Scroll: 165 gold || Rune: 1500 gold>
    - Fear*** (5 seconds) {Scroll: 5 Mana || Rune: 50 Mana} <Scroll: 150 gold || Rune: 1500 gold>
    - Ice Block**** (M 60 + 2x19; 19 seconds) {Scroll: 5 Mana || Rune: 40 Mana} <Scroll: 100 gold || Rune: 1500 gold>
    - Oblivion***** {Scroll: 5 Mana || Rune: N/A} <Scroll: 150 gold || Rune: N/A gold>

    *Ball Lightning impose only half of its damage to all undeads. It also won't result in death of certain targets (like most humans), but will leave them with 1 Health instead (even if they are at 1 Health already).
    **Fiery Flash's damage is doubled against Ice Golems, Snow Wolves, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon. When cast by Seekers it inflicts no damage to other Seekers.
    ***Fear doesn't work against all Golems, all Trolls, all Orcs, Lizard Men, all Dragons, Seekers, all undeads, and Swamp Sharks.
    ****The damage of Ice Block is doubled against Fire Lizards/Golems and the Fire Dragon; it's halved against Ice Golems and the Ice Dragon.
    *****Oblivion was added to this list for clarification purposes on its price. It's not available in the rune form.

    Fourth Circle of Magic:
    - Lightning* (M 150) {Scroll: 5 Mana || Rune: 30 Mana} <Scroll: 150 gold || Rune: 2000 gold>
    - Create Stone Golem {Scroll: 5 Mana || Rune: 80 Mana} <Scroll: 220 gold || Rune: 2000 gold>
    - Shatter Undead** (M 1000) {Scroll: 5 Mana || Rune: 100 Mana} <Scroll: 100 gold || Rune: 2000 gold>
    - Greater Fireball*** (M 75/150/225/300) {Scroll: 40/80/120/160 Mana || Rune: 40/80/120/160 Mana} <Scroll: 200 gold || Rune: 2000 gold>

    *Lightning causes double damage to swimming and diving targets. Lightning cast by Seekers inflicts only half of damage to the player and nothing to other Seekers.
    **Shatter Undead damages undeads only (no shit!). It won't work on the Dracolich. He's too powerful for that kind of shit.
    ***Greater Fireball inflicts double damage against Ice Golems, Snow Wolves, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.

    Fifth Circle of Magic:
    - Inferno* (M 75/150/225/300) {Scroll: 50/100/150/200 Mana || Rune: 50/100/150/200 Mana} <Scroll: 250 gold || Rune: 2500 gold>
    - Ice Wave** (M 60 + 2x19; 19 seconds) {Scroll: 5 Mana || Rune: 120 Mana} <Scroll: 150 gold || Rune: 2500 gold>
    - Summon Demon {Scroll: 5 Mana || Rune: 120 Mana} <Scroll: 275 gold || Rune: 2500 gold>
    - Cure Serious Wounds (800 Health) {Scroll: 5 Mana || Rune: 50 Mana} <Scroll: 135 gold || Rune: 2500 gold>

    *Inferno deals double damage against Ice Golems, Snow Wolves, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.
    **The damage of Ice Wave is doubled against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Wolves, and the Ice Dragon.

    Sixth Circle of Magic:
    - Fire Rain* (M 400) {Scroll: 5 Mana || Rune: 125 Mana} <Scroll: 450 gold || Rune: 3000 gold>
    - Breath of Decay** (M 500) {Scroll: 5 Mana || Rune: 100 Mana} <Scroll: 500 gold || Rune: 3000 gold>
    - Wave of Death*** (M 500) {Scroll: 5 Mana || Rune: 165 Mana} <Scroll: 550 gold || Rune: 3000 gold>
    - Create Army of Darkness {Scroll: 5 Mana || Rune: 175 Mana} <Scroll: 330 gold || Rune: 3000 gold>
    - Shrink Monster**** {Scroll: 5 Mana || Rune: 300 Mana} <Scroll: 300 gold || Rune: 3000 gold>

    - Holy Bolt***** (M 300) {Scroll: N/A || Rune: 55 Mana} <Scroll: N/A || Rune: 3000 gold>

    - Death Ball****** (M 125) {Scroll: N/A || Rune: 25 Mana} <Scroll: N/A || Rune: 3000 gold>
    - Death Bolt****** (M 165) {Scroll: N/A || Rune: 35 Mana} <Scroll: N/A gold || Rune: 3000 gold>
    - Death Blast****** (M 200) {Scroll: N/A || Rune: 40 Mana} <Scroll: N/A gold || Rune: 3000 gold>

    *Fire Rain causes double damage against Ice Golems, Snow Wolves, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon. When cast by Seekers it inflicts only half of damage to the player and nothing to other Seekers.
    **Breath of Decay doesn't impact any undead at all, and inflicts only half od its damage to all dragons. Also, the player receives only half of its damage when hit with it.
    ***Wave of Death's damage is halved against all Dragons and doesn't work against all undeads.
    ****Shrink Monster doesn't work against all Dragons.
    *****Holy Bolt doesn't affect anyone except all Dragons, Seekers, all Orcs, Lizard Men, all Demons, and all undeads.
    ******Special Seekers' spells. Available only through cheating and exploits.

    9) Water spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving):

    Second Circle of Magic:
    - Whirlwind* (10 seconds) {Scroll: 5 Mana || Rune: 30 Mana} <Scroll: 100 gold || Rune: 1000 gold>
    - Ice Lance** (M 100) {Scroll: 5 Mana || Rune: 20 Mana} <Scroll: 100 gold || Rune: 1000 gold>

    *Whirlwind doesn't work against all Golems, all Demons, all Dragons, all Trolls, Stone Sentinels, Shadow Beasts, Spectres, and immortal (as in: story-important) characters. Also, if the spellcaster would move too far from the spell's initial range, it would result in no damage.
    **Ice Lance inflicts double damage against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Wolves, and the Ice Dragon.

    Third Circle of Magic:
    - Geyser* (M 150) {Scroll: 5 Mana || Rune: 55 Mana} <Scroll: 150 gold || Rune: 1500 gold>
    - Storm** (M 250) {Scroll: 5 Mana || Rune: 85 Mana} <Scroll: 300 gold || Rune: 1500 gold>

    *Geyser doesn't work against all Golems, all Demons, all Trolls, all Dragons, and Stone Sentinels. It also doesn't kill certain targets (like most humans), but leave them at 1 Health instead (even if they are at 1 Health already).
    **Storm causes double damage against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Wolves, and the Ice Dragon. Storm cast by Seekers inflicts only half of damage to the player and nothing to other Seekers.

    Fourth Circle of Magic:
    - Water Fist* (M 125) {Scroll: 5 Mana || Rune: 25 Mana} <Scroll: 125 gold || Rune: 2000 gold>

    *Water Fist deals double damage against Fire Lizards/Golems and Spectres; it's halved against all Trolls and all Dragons. It also doesn't kill certain targets (like most humans), but leave them at 1 Health instead (even if they are at 1 Health already).

    10) Beliar's spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving; they are gained by praying (and returning "The Claw" to its master) at Statue of Beliar as usual):

    First Circle of Magic:
    - Root Snare* (20 seconds) {Scroll: N/A || Rune: 40 Mana} <Scroll: N/A || Rune: 500 gold>

    *Root Snare doesn't affect Blood Flies, all Demons, all Trolls, all Dragons, Harpies, Skeleton Mages, and Spectres. Its effect also ends when the spell's target gets damaged.

    Second Circle of Magic:
    - Steal Vitality* (M 100 per second; 9 seconds) {Scroll: N/A || Rune: 30 Mana} <Scroll: N/A || Rune: 1000 gold>

    *Steal Vitality works only against humans (excluding immortal ones); it doesn't steal from Seekers (what a surprise, isn't it?) and monsters. It also doesn't kill most of the targets, but leave them at 1 Health instead (but will kill if the target was already at 1 Health). The damage inflicted replenishes Health of the spellcaster, if they are within the spell's focus range. Also, if the spellcaster would move too far from the spell's initial range, it would result in no damage.

    Third Circle of Magic:
    - Beliar's Wrath* (M 200) {Scroll: N/A || Rune: 75 Mana} <Scroll: N/A || Rune: 1500 gold>
    - Create Stone Sentinel {Scroll: N/A || Rune: 60 Mana} <Scroll: N/A || Rune: 1500 gold>

    *Beliar's Wrath impose only half of its damage to all undeads.

    Fourth Circle of Magic:
    - Insect Swarm* (M 80 per second; 6 seconds) {Scroll: N/A || Rune: 20 Mana} <Scroll: N/A || Rune: 2000 gold>
    - Create Zombie {Scroll: N/A || Rune: 80 Mana} <Scroll: N/A || Rune: 2000 gold>

    *Insect Swarm doesn't influence all Golems, all Demons, all Trolls, Blood Flies, all Dragons, Spectres, Seekers, Stone Sentinels, and all undeads. It also doesn't kill certain targets (like most humans), but leave them at 1 Health instead (even if they are at 1 Health already).

    Fifth Circle of Magic:
    - Eternal's Shriek* (M 675) {Scroll: N/A || Rune: Min. 250 Mana} <Scroll: N/A || Rune: 2500 gold>

    *Eternal's Shriek doesn't cause any damage to all undeads. It also requires minimum 250 Mana to cast, but uses up all of the spellcaster's Mana if they have more available when cast.

    11) Paladin spells:

    The basic spell:
    - Holy Radiance (5 minutes) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 20 gold || Rune: 500 gold>

    Way of Healing:
    - Innos' Sparkle (200 Health) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 70 gold || Rune: 500 gold>
    - Innos' Stream (400 Health) {Scroll: 5 Mana || Rune: 25 Mana} <Scroll: 140 gold || Rune: 1500 gold>
    - Innos' Surge (800 Health) {Scroll: 5 Mana || Rune: 50 Mana} <Scroll: 270 gold || Rune: 3000 gold>

    Way of Battle:
    - Damage Evil*(*) (M 100) {Scroll: 5 Mana || Rune: 15 Mana} <Scroll: 50 gold || Rune: 500 gold>
    - Ravage Evil*(**) (M 300) {Scroll: 5 Mana || Rune: 45 Mana} <Scroll: 175 gold || Rune: 1500 gold>
    - Eradicate Evil*(***) (M 600) {Scroll: 5 Mana || Rune: 75 Mana} <Scroll: 300 gold || Rune: 3000 gold>

    *Paladin combat spells works only on Dragons, Seekers, all Orcs, Lizard Men, all Demons, and all undeads.
    (*)Damage Evil causes full damage against all viable evil targets.
    (**)Ravage Evil deals only half of its damage against all feasible evil targets with more than 300 maximum Health (not actual!).
    (***)Eradicate Evil deals only half of its damage against all feasible evil targets with more than 600 maximum Health (not actual!).

    12) Transformation spell scrolls:
    - Sheep Transformation {5 Mana} <25 gold>
    - Scavenger Transformation {5 Mana} <50 gold>
    - Giant Rat Transformation {5 Mana} <50 gold>
    - Field Raider Transformation {5 Mana} <50 gold>
    - Wolf Transformation {5 Mana} <75 gold>
    - Lizard Transformation {5 Mana} <100 gold>
    - Lurker Transformation {5 Mana} <100 gold>
    - Snapper Transformation {5 Mana} <125 gold>
    - Warg Transformation {5 Mana} <150 gold>
    - Fire Lizard Transformation {5 Mana} <200 gold>
    - Shadowbeast Transformation {5 Mana} <200 gold>
    - Dragon Snapper Transformation {5 Mana} <250 gold>

    13) Teleport runes are priced at 500 gold and requires 5 Mana per cast as usual.

    14) The Claw of Beliar and its mechanics both were left unchanged.

    ------------------------------------------------------------------

    Important: the letter before the damage value indicates the damage type:
    - S means [SLASH]/{SLASH/BLUDGEON} damage.
    - B means [BLUDGEON]/{SLASH/BLUDGEON} damage.
    - P means [PIERCE]/{PIERCE} damage.
    - F means [FIRE]/{FIRE} damage.
    - M means [MAGIC]/{MAGIC} damage.

    The damage types in the "[" brackets are named such in the game's scripts, while the ones in the "{" brackets are referring to the player's/NPCs' corresponding protection applied against such attacks. Both [SLASH] and [BLUDGEON] damage are treated the same way by confronting them with the {SLASH/BLUDGEON} protection. However, in GII:NotR (and this mod influences that to an extent too; more in the changelog above) some monsters are more vulnerable to [BLUDGEON] damage, but less susceptible to [SLASH] type and vice versa. Also, two monsters are impervious to the [PIERCE] damage. Some monsters take more damage from certain spells too. Unconscious, swimming, diving and immortal (meaning: story-important) characters are unaffected by most spells as well, with very few exceptions, as mentioned earlier.

    ==================================================================

    The formula for value of weapons (but not spell scrolls/runes/The Claw of Beliar) is as follows:

    1) 10 gold per 1 point of the weapon's damage (no matter of its type, be it Slash/Bludgeon/Pierce/Fire/Magic).
    2) +/-10 gold per less/more attribute point requirements difference from the weapon's damage.
    3) +/-150 gold for any bonus/penalty (no matter of its value) for the corresponding weapon skill the weapon has.
    4) +150 gold if it's that special magic ranged weapon ("Mystic Fire Bow", "Enchanted Bow", and "Magical Crossbow").
    5) +300 gold if it's a magical staff that has a special, non-weapon skill bonus property.

    ------------------------------------------------------------------

    The formula for spell scrolls is as follows:

    1) 1 gold per point of (maximum) damage (Magic) {rounded up for the "Ice Cube/Wave" spells}; with an exception for the "Shatter Undead" spell, which was calculated at 2/3 of the price of the "Lightning" spell because of the very limited scope of the viable targets.
    2) 2/3 of the final price of 1 gold per point of damage calculation, if the spell has charge levels.
    3) +50 gold extra if the damage influences more than one target.
    4) All healing spells are priced at 1/6 of their Health replenishment amount (rounded up).
    5) 55 gold per level for all creatures summoning/creation spells.
    6) Paladin spell scrolls have their price doubled to that of the similar spells of the given level; with an exception for the damaging spells (priced at 1/2 gold per point of damage), because of their somewhat restricted usability (and all Paladin spell scrolls are still cheaper than how Martin was charging them before an attempt at unifying the price system in the game)
    7) Other, not easily classified, spells were priced at 50 gold per their level; with an exception for the "Fear" spell, which was priced at 2/3 of the calculation formula in this point, because of its fairly limited application.
    8) Transformation spell scrolls' prices were adjusted "ad hoc".
    9) All runes were priced at 500 gold per their spell level.

    ------------------------------------------------------------------

    The pricing formula for armor and protections-providing items is as follows (everything rounded up/down):

    1) 5/10/15/20 gold for clothing/light (or accessory)/medium/heavy armor category per point of {SLASH/BLUDGEON} protection type.
    2) 6/12/18/24 gold for clothing/light (or accessory)/medium/heavy armor category per point of {PIERCE} protection type.
    3) 7/14/21/28 gold per clothing/light (or accessory)/medium/heavy armor category point of {FIRE} protection type.
    4) 8/16/24/32 gold per clothing/light (or accessory)/medium/heavy armor category point of {MAGIC} protection type.
    5) +100 gold if the armor falls into the clothing armor category. (1-15 of {SLASH/BLUDGEON} or {PIERCE} protection)
    5) +1000 gold if the armor falls into the light armor category. (16-49 of {SLASH/BLUDGEON} or {PIERCE} protection)
    6) +5000 gold if the armor falls into the medium armor category. (50-99 of {SLASH/BLUDGEON} or {PIERCE} protection)
    7) +10000 gold if the armor falls into the heavy armor category. (100+ of {SLASH/BLUDGEON} or {PIERCE} protection)
    8) +375 gold if it's a ring; twice of that if it provides more than one type of a protection.
    9) +500 gold if it's an amulet; twice of that if it provides more than one type of a protection.
    10) +625 gold if it's a belt; twice of that if it provides more than one type of a protection.
    11) All armor-specific belts cost 375 gold.

    ------------------------------------------------------------------

    The pricing formula for attributes-providing accessories (not elixirs) is as follows:

    1) 150 gold per point of Strength.
    2) 125 gold per point of Dexterity.
    3) 50 gold per point of Mana.
    4) 10 gold per point of Health.
    5) +375 gold if it's a ring; twice of that if it provides more than one type of a bonus.
    6) +500 gold if it's an amuler; twice of that if it provides more than one type of a bonus.
    7) +625 gold if it's a belt; twice of that if it provides more than one type of a bonus.
    8) +150 gold if it's a "set" item (think of Jarkhendar).

    ------------------------------------------------------------------

    The pricing formula for The Claw of Beliar:

    1) 10 gold per point of damage as usual.
    2) +250 gold per level of its upgrade.


    - I can't download shit from Yandex.Disk (where the SystemPack for Gothic and the other things are)!

    Use the default Internet browser that comes with your Windows. It should be Internet Explorer. Press WIN (key) + R and enter iexplore.exe, then press Enter and it should launch. Or disable all AdBlocks/uBlocks/Ghosteries/Disconnects/NoScripts/DisableJavaScripts/Cucumbers in your current browser, refresh the download page and try again.

    - This is so swell. I want to contribute and/or leave you a suggestion!

    Really? We are the best friends now. Commit your recommendation(s) and/or contribution(s) it in the comments section below.


    ***
    CREDITS:

    Spoiler:(zum lesen bitte Text markieren)
    Atariar (Sengrath's trading inventory is cleared with his death, scripts for starting a new game with confirmation)
    Bonne6 (initial .MOD version of this patch, its addition to the Spine mod-manager)
    Catalinux (former collaboration with Gothic II Gold UnPatch)
    Gwyn-Deith (the player's gait changes depending on the guild)
    Kyojinmaru (all alternative/restored SFX instances)
    Marcello (defeated goblins no longer have extra weapons in their inventory)
    Mathuin (connections in the modding community)
    MłodyŚcierwojad (tackling some FXs)
    PowerGamer (60 first bugs on the list)
    SumpfKrautJunkie (certain textures)
    Wacky (all the rest)
    Geändert von Wacky (17.12.2017 um 08:57 Uhr)

  2. Homepage besuchen Beiträge anzeigen #2 Zitieren
    Teutonic Team Avatar von Bonne6
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    Bonne6 ist gerade online
    What files did you change? Then I can create a .mod out of it and add it to Spine Just the raw files are a really bad idea.

    Or better: Did you change

    - dialogs (everything behind AI_Output) or SVMs?
    - particles?
    - music?
    - sounds?
    - fight tactics?
    - camera?

    Gothic.dat is always necessary and Menu.dat will be necessary as far as I read the changelog.

  3. Beiträge anzeigen #3 Zitieren
    Adventurer Avatar von Wacky
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    Zitat Zitat von Bonne6 Beitrag anzeigen
    What files did you change? Then I can create a .mod out of it and add it to Spine Just the raw files are a really bad idea.

    Or better: Did you change

    - dialogs (everything behind AI_Output) or SVMs?
    - particles?
    - music?
    - sounds?
    - fight tactics?
    - camera?

    Gothic.dat is always necessary and Menu.dat will be necessary as far as I read the changelog.
    Hi.

    The archive in the download is a .ZIP file of the _WORK directory with the already reparsed/recompiled scripts, .DAT files and output units. Gothic.dat, Menu.dat, Ou.bin/Ou.csl, Ouinfo.inf among them, so it's .MOD-creation ready. I actually wanted to ask someone to create it for me, but I now I don't have to, since you offered to do that. Yes, add it to the multi-mod manager of yours, please.

    But since you certainly want some answer to your question: I didn't touch particles, music, sounds, fight tactics and camera files at all, both in SCRIPTS/CONTENT or SYSTEM folders. I modified only CONTENT\Items files (all of them), some in CONTENT\Story (I can't tell you which ones in any viable way; but the SVM.d was among them for sure and the dialogue files for Bosper/Gaan as I added possibilities of teaching how to skin reptiles/selling their leathers to these; naturally, files for "dialogues" with "mobs" were all changed too, but nothing technical-wise), and all files in the CONTENT\SYSTEM\MENU, of course, as you noticed yourself.

    I hope this is enough information? If not, send me a private message, so I could compile a more detailed info about the altered files. Also, if you're going to create it (a reliable .MOD version), upload it somewhere where I could grab it easily from (without operating Spine, that is), so I could add the GothicStarter method too, to the installation section. I shall mark your username in the Credits as well, then.
    Geändert von Wacky (01.10.2017 um 17:08 Uhr)

  4. Homepage besuchen Beiträge anzeigen #4 Zitieren
    Teutonic Team Avatar von Bonne6
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    Zitat Zitat von Wacky Beitrag anzeigen
    Hi.

    The archive in the download is a .ZIP file of the _WORK directory with the already reparsed/recompiled scripts, .DAT files and output units. Gothic.dat, Menu.dat, Ou.bin/Ou.csl, Ouinfo.inf among them, so it's .MOD-creation ready. I actually wanted to ask someone to create it for me, but I now I don't have to, since you offered to do that, thank you. Yes, add it to the multi-mod manager of yours, please.

    But since you certainly want some answer to your question: I didn't touch particles, music, sounds, fight tactics and camera files at all, both in SCRIPTS/CONTENT or SYSTEM folders. I modified only CONTENT\Items files (all of them), some in CONTENT\Story (I can't tell you which ones in any viable way; but the SVM.d was among them for sure and dialogue files for Bosper/Gaan, as I added these possibilities of teaching how to skin reptiles/selling their leathers; naturally files for "dialogues" with "mobs" were all changed too, but there only things in quotation marks and nothing technical-wise), and all files in the CONTENT\SYSTEM\MENU, of course, as you noticed yourself.

    I hope this is enough information? If not, send me a private message, so I could compile a more detailed info about the altered files. Also, if you're going to create it (a reliable .MOD version), upload it somewhere where I could grab it easily from (without operating Spine, that is), so I could add the GothicStarter method too, to the installation section. I shall mark your username in the CREDITS as well, then.
    Yes, that's enough. It's just so I can drop stuff that wasn't changed Reduces the size. Doesn't matter for just these few files, but I like to optimize stuff
    Will upload a zip for you in a few minutes with the files.

    EDIT: https://upload.worldofplayers.de/fil...ficalPatch.zip

    EDIT2: Spine uploaded, too
    Geändert von Bonne6 (07.09.2017 um 21:29 Uhr)

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    Adventurer Avatar von Wacky
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    Zitat Zitat von Bonne6 Beitrag anzeigen
    Yes, that's enough. It's just so I can drop stuff that wasn't changed Reduces the size. Doesn't matter for just these few files, but I like to optimize stuff
    Will upload a zip for you in a few minutes with the files.

    EDIT: https://upload.worldofplayers.de/fil...ficalPatch.zip

    EDIT2: Spine uploaded, too
    I appreciate the smooth and quick assistance. I wrapped up the first post, added the regular .MOD installation method and you to the Credits section.
    Geändert von Wacky (01.10.2017 um 17:05 Uhr)

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    Adventurer Avatar von Wacky
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    I updated the patch to the newer version (1.1). The changelog is included in the first post.

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    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von Wacky Beitrag anzeigen
    I updated the patch to the newer version (1.1). The changelog is included in the first post.
    Thanks! Best path for this game.

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    Apprentice
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    Kyojinmaru ist offline
    Hi again! I've uploaded a modified sfxinst.d for your patch with some restored sounds and voices.

    Changes:
    1. Restored AARGH and DEAD sounds for every voice type
    2. Restored alt. open and close door sounds
    3. Restored alt. bbq scavenger sound
    4. Restored alt. draw sword sound
    5. Restored eagle ambient sounds
    6. Restored crossbow shoot sound

    Download: sfxinst.zip

  9. Beiträge anzeigen #9 Zitieren
    Adventurer Avatar von Wacky
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    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    Hi again! I've uploaded a modified sfxinst.d for your patch with some restored sounds and voices.

    Changes:
    1. Restored AARGH and DEAD sounds for every voice type
    2. Restored alt. open and close door sounds
    3. Restored alt. bbq scavenger sound
    4. Restored alt. draw sword sound
    5. Restored eagle ambient sounds
    6. Restored crossbow shoot sound

    Download: sfxinst.zip
    Awesometastic, my lad! I tested and implemented your fixes, because they work and I like alternative things. This is a milestone of the "Yet Another" - people contributing on their own - so I released a new version (which should be compatible with v1.1 saves) to indicate this is an "achievement". Added your name to the Credits section too.

    Also, you seem to be a swell fellow who's well-versed in the Gothic II NotR's gearing. Would you know how to remove the sound of a scroll being unrolled when reading the regular stone tablets and relics of the Builders, perhaps?
    Geändert von Wacky (01.10.2017 um 17:04 Uhr)

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    Apprentice
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    Kyojinmaru ist offline
    Zitat Zitat von Wacky Beitrag anzeigen
    Awesometastic, my lad! I tested and implemented your fixes, because they work and I like alternative things. This is a milestone of the "Yet Another" - people contributing on their own - so I released a new version (which should be compatible with v1.1 saves) to show this "achievement". Added your name to the Credits section too.
    The alternative sounds aren't a replacement. They have been added to the list, so the normal sounds will still be heard. The only replaced sound is the crossbow shoot, because it had the same sound as the bow. Thanks for adding this to the patch!!

    Zitat Zitat von Wacky Beitrag anzeigen
    Also, you seem to be a swell fellow who's well-versed in the Gothic II NotR's gearing. Would you know how to remove the sound of a scroll being unrolled when reading the regular stone tablets and relics of the Builders, perhaps?
    As far as I know, the stone book mob shares its sounds with the normal book mob, so the devs commented those sounds in the addon. It must be the same case with the stone and normal scrolls, the only difference is that the devs didn't comment the sounds. I would take a look anyways.

    EDIT: Yep, the two items share the same sound.
    Geändert von Kyojinmaru (30.09.2017 um 12:40 Uhr)

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    Knight Avatar von Shadow Mabori
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    Wo das Sumpfkraut ...... 8D ...... am längsten blüht
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    Hi

    I assume this is not compatible with the german Version ?
    --->ELEX<--- Der Schläfer war damals auch mal ein Sektenspinner[Bild: 492.gif]

    [Bild: sigpic90446_34.gif]
    Spoiler:(zum lesen bitte Text markieren)
    • GA-990FXA-UD3
    • AMD Athlon II X4 640 (OC: 3,48 GHz)
    • 8GB RAM 1600mhz
    • AMD Radeon HD 7800 (OC: 1025/1250)
    • WIN 7 ULTIMATE (64bit)
    • Manjaro Linux Distro

  12. Beiträge anzeigen #12 Zitieren
    Apprentice
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    Zitat Zitat von Shadow Mabori Beitrag anzeigen
    Hi

    I assume this is not compatible with the german Version ?
    That's right.

  13. Beiträge anzeigen #13 Zitieren
    Apprentice
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    Kyojinmaru ist offline
    Another contribution!

    sfinst.d - Restored bookstand page sounds (if we must swallow the scroll sound in stone tables, I don't see the problem in swallow this also. I prefer a wrong sound in the stone bookstands than no sound in every bookstand)
    menu_opt_controls.d - Overhauled the control options screen. Now all keys are together in the list. Some keys relocated. Potion keys relocated to main screen (usepotionkeys = 1 in gothic.ini). Relocated the "more keys..." button just after the key list.
    menu_opt_ext.d - Relocated all options a bit upwards for better presentation.
    menu_opt_game.d - Restored "Animated Windows" option. Relocated all options a bit upwards for better presentation.
    menu_opt_graphics.d - Restored "Blood Effects" option.

    Download: scripts.zip

    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Geändert von Kyojinmaru (30.09.2017 um 21:56 Uhr)

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    Adventurer Avatar von Wacky
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    Zitat Zitat von Shadow Mabori Beitrag anzeigen
    Hi

    I assume this is not compatible with the German Version ?
    Since you need to use the Report Version 2.6 patch, Player Kit v2.8 and System Pack v1.7, it's most likely this mod will be OK with any version of the game. You would just have English texts with the German voice-over.

    Can you operate with something like that? If yes - install the modification and be amazed by its scripting might! And don't forget to lay thick and uncompromising feedback on us. Thanks, I knew you would provide!
    Geändert von Wacky (01.10.2017 um 17:03 Uhr)

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    Ranger Avatar von Marek33
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    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    Another contribution!

    sfinst.d - Restored bookstand page sounds (if we must swallow the scroll sound in stone tables, I don't see the problem in swallow this also. I prefer a wrong sound in the stone bookstands than no sound in every bookstand)
    menu_opt_controls.d - Overhauled the control options screen. Now all keys are together in the list. Some keys relocated. Potion keys relocated to main screen (usepotionkeys = 1 in gothic.ini). Relocated the "more keys..." button just after the key list.
    menu_opt_ext.d - Relocated all options a bit upwards for better presentation.
    menu_opt_game.d - Restored "Animated Windows" option. Relocated all options a bit upwards for better presentation.
    menu_opt_graphics.d - Restored "Blood Effects" option.

    Download: scripts.zip

    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Nice work and I fully agree! I like to see a Vanilla type patch since a lot of mods (not only for Gothic) which fixes stuff add a lot of other things.

    Zitat Zitat von Wacky Beitrag anzeigen
    I updated the patch to the newer version (1.1). The changelog is included in the first post.
    Could you fix the bug with the bandit tower in Jharkendar? I'm responding to this text, since it's not long and I haven't seen that bug fixed by most of the mods, so I would like to see it fixed in your mod.

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    Adventurer Avatar von Wacky
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    Zitat Zitat von Kyojinmaru Beitrag anzeigen
    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Zitat Zitat von Marek33 Beitrag anzeigen
    I fully agree! I like to see a Vanilla type patch since a lot of mods (not only for Gothic) which fixes stuff add a lot of other things.

    Could you fix the bug with the bandit tower in Jharkendar? I'm responding to this text, since it's not long and I haven't seen that bug fixed by most of the mods, so I would like to see it fixed in your mod.
    This will stay vanilla, people. Anyway, what's the bug with them bandits?

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    Ranger Avatar von Marek33
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    Zitat Zitat von Wacky Beitrag anzeigen
    This will stay vanilla, people. Anyway, what's the bug with them bandits?
    That's great to hear! And the bug with the bandits with the tower is a strange one. No matter which faction do I use, after I clear the tower from the bandits, I can't tell about it to the Henry which should decrease the price by 100 gold for me. I have also tried to talk with him about the bandits before I attack them, but without any success. Unfortunately, I have no idea why it happened and originally I thought it's probably the problem in the Wasteland mod, but I also had this exact bug in the Vanilla game too.

    This patch only has fixed is, as far as I know: https://forum.worldofplayers.de/foru...ity-Patch-v2-0

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    Adventurer Avatar von Wacky
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    Zitat Zitat von Marek33 Beitrag anzeigen
    That's great to hear! And the bug with the bandits with the tower is a strange one. No matter which faction do I use, after I clear the tower from the bandits, I can't tell about it to the Henry which should decrease the price by 100 gold for me. I have also tried to talk with him about the bandits before I attack them, but without any success. Unfortunately, I have no idea why it happened and originally I thought it's probably the problem in the Wasteland mod, but I also had this exact bug in the Vanilla game too.

    This patch only has fixed is, as far as I know: https://forum.worldofplayers.de/foru...ity-Patch-v2-0
    Weird. Everything seems to be fine on this end. I just did the quest before entering the pirate camp and he lowered the entry fee by 200 gold. You ask him what he's doing, Henry tells about the palisade, you ask for the palisade, get the Quest Log entry about the bandits in the tower, you go and cancel them, speak to Henry about it, the quest is resolved now, and the corresponding condition is then set to LOG_SUCCESS, you ask him again on the topic of the fee, and he lowers the amount.

    I'm using Gothic II Gold from GoG and the patch from this thread. But if you could provide me a version that doesn't need installation (because I can't install the one you gave me, nor this one [it's v2.41] I found on Dropbox; I receive some memory error, even in the virtual machine mode) - that would make very easy to compare script files and deduce what went wrong. Alternatively, you can install the patch (the version you supplied in your post or the one I found; but both [one after another with uninstallation between them?] for the best investigation results - I also would like to know what they did to Elite Orc's AI) and then compress it all and upload to some hosting service?
    Geändert von Wacky (03.10.2017 um 14:48 Uhr)

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    Ranger Avatar von Marek33
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    Zitat Zitat von Wacky Beitrag anzeigen
    Weird. Everything seems to be fine on this end. I just did the quest before entering the pirate camp and he lowered the entry fee by 200 gold. You ask him what he's doing, Henry tells about the palisade, you ask for the palisade, get the Quest Log entry about the bandits in the tower, you go and cancel them, speak to Henry about it, the quest is resolved now, and the corresponding condition is then set to LOG_SUCCESS, you ask him again on the topic of the fee, and he lowers the amount.

    I'm using Gothic II Gold from GoG and the patch from this thread. But if you could provide me a version that doesn't need installation (because I can't install the one you gave me, nor this one [it's v2.41] I found on Dropbox; I receive some memory error, even in the virtual machine mode) - that would make very easy to compare script files and deduce what went wrong. Alternatively, you can install the patch (the version you supplied in your post or the one I found; but both [one after another with uninstallation between them?] for the best investigation results - I also would like to know what they did to Elite Orc's AI) and then compress it all and upload to some hosting service?
    That's weird. I'm using the same version as you, but I'm also using a Wasteland mod (a mod which brings Gothic 1 locations, but it doesn't change anything in the Vanilla game as far as I know). Plus, this bug is also in the Vanilla game from what I have seen in the thread which I showed you. Also, I have done everything like you said before, but it didn't work.

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    Adventurer Avatar von Wacky
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    I updated the patch to the newer version (1.2). The changelog is included in the first post. This time I will have a short break before releasing the newest version.

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