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Zitat von Masty
I know how frustrating is fighting against trolls, you need to bait his doublehands on the ground in front of him and hit him once or twice, this is how it works.. I don't think it is possible to fix this, we could change it back to vanilla version but it would make trolls too easy imho, so i'm not sure what to do about that
IMHO just leave it as is right now (how unknown111 intended). After all Troll is a massive wild beast, with those massive muscles on arms Troll supposed to crush his enemies to the ground, huge body naturally provides huge HP pool, lack of dexterity is compensated by enormous strenght and tricky WWE style maneuvre
c'mon guys, it is not a vanilla game, therefore it is a bit more difficult and different BUT not too much away from original reality in the Gothic world
as I said, it was always ridiculous to beat the Troll with the wooden stick running around in circles for 20 minutes while char has reached lvl 5 only. If you need stuff around them - just use some primitive tactics, lure them out, use speed potion and get it Just leave the actual fight vs the troll for the later chapter - everything in this game is planned for the specific time
Geändert von Ratamahatta (03.10.2017 um 16:27 Uhr)
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Zitat von Ratamahatta
IMHO just leave it as is right now (how unknown111 intended). After all Troll is a massive wild beast, with those massive muscles on arms Troll supposed to crush his enemies to the ground, huge body naturally provides huge HP pool, lack of dexterity is compensated by enormous strenght and tricky WWE style maneuvre
c'mon guys, it is not a vanilla game, therefore it is a bit more difficult and different BUT not too much away from original reality in the Gothic world
I totally agree with you, after all trolls ain't that hard after you understand how they works. And yes they're ment to crush everything so.. let them John Cena you down
About 'Troll Hide Armor', i don't know.. Maybe the best option is make it craftable with 2 troll hides as you said, but honestly, i don't think it will ever be picked by someone has armor, it's kinda trash
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Zitat von Masty
I know how frustrating is fighting against trolls, you need to bait his doublehands on the ground in front of him and hit him once or twice, this is how it works.. I don't think it is possible to fix this, we could change it back to vanilla version but it would make trolls too easy imho, so i'm not sure what to do about that
Then revert it to vanilla and double their health
...They call me The Wanderer...
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Adventurer
Zitat von Tharr
Then revert it to vanilla and double their health
If anything that would make them more annoying to kill, not harder/more challenging.
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Apprentice
Zitat von Tharr
I just tough that I will report some bugs that I found:
1. Vatras does not heal, does not have the dialogue entries even after I spoke with Constantino.
2. Leather armor which you buy from Orlan does not give bonus protection with leather belt.
3. In the pirate camp there is a pirate who's strength is 100 and his weapon, Heavy Cutlass ask for str 125 so he will be empty handed.
4. In Ch. 2 when I wanted to learn skin reptile skill, the only one who teach is Alligator Jack, but his skill is written as "skin animals" - confusing. Does not spouse to be also in Khorins one guy who teach skin reptile?
5. The regeneration of enemies , as other people said, is a serious and frustrating bug ...
1. L'Hiver changes.
2. Already fixed, you will see it in 1.1.2. That was inaccurate directly from L'Hiver, they swapped the name of Hunter's armor with Leather's armor.
So if you want to use the Leather Belt you can equip Hunter's armor (sold by Matteo).
3. Will be fixed.
4. We can change it.
5. We are looking at it.
Zitat von Tharr
Then revert it to vanilla and double their health
We appreciate your suggestions but trolls will remain as they are.
Geändert von granregon (03.10.2017 um 22:41 Uhr)
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This is the list of fixes and changes till now, you can find an updated version in the first post, section "NEWS"
Pre-Release 1.1.2 changelogs (check here before reporting a bug)
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Trolls are manageable as I said (ofc best handled in much later game), staying to their side closer to the front and NOT circling to far to the back works for fighting them in melee. Also going clockwise helps i found and staying as close as possible, the best opportunity to get close is while they roar at you at the start. I do agree about the Troll armor that will most likely be changed.
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By the way, this mod still have the Black Troll on the list of the "evil" NPCs (as in: those affected by the paladin combat spells). I just checked now. I don't know how animals (a troll is one, supposedly; even the ebony version) can be evil, hehe.
Geändert von Czudak (04.10.2017 um 16:56 Uhr)
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If it's possible can you make a patch or something to remove from VoM the green, to have a more darker atmosphere, the Valley of Mines should be a desolate place, the vanilla game catch that Gothic feeling and Vurt I think is overdoing it with the green ...
...They call me The Wanderer...
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Hello
It is great to see that you are adding Free Aim. And before I say anything else, I really want to Thank you, the modders/bugfixers for making this game even better still!
I have played this game many times over, but only the L'hiver mod from the 0.96 version. Really just looking forward to the ultimate Gothic 2 game session, but Im currently hoping to wait till free aim is out, as I would like to try dex build with 1h, shield and bow and another as a mage!
I have a few questions and suggestions though.
On moddb.com there is this other mod called Requiem. Though Vic7im has pulled it some time back while he is working on a new release. I read that he has already implemented locational dmg and a lot of other interesting stuff like sounds, animations, many new spells(Blink/dash/teleport short distance in combat and Levitation most interestingly).
My questions/suggestions is:
-Are you gonna add locational dmg? (dmg in the path of the weapon swing, and maybe even more or less dmg depending on where you hit or was it just splash dmg?)
-Sprinting with stamina, few seconds allowed. And sprinting for longer distances OR sprint potion duration increased again (really tiresome travelling the map once you have played the game 10 times and are almost at endgame)
-Compatibility with dx11 again?
-These new spells(excuse me if they are already in there in the endgame)
-Quivers?
-Ability to headshot for increased dmg? Reminds me of hunting deer in Gothic 3 ^^
-As far as I know, he is building his mod on your guys translated English Version of L'Hiver. So now that you are back to improving the game, would you consider either burrowing or working together/merging your patches? I'd hate to have to choose between 2 great mods that both have nice features and are nicely tuned each!
Thanks
Abekat out :P
Geändert von Abekat (04.10.2017 um 19:22 Uhr)
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Geändert von kAzGuRu (04.10.2017 um 20:49 Uhr)
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If I may jump in here.
Zitat von Abekat
On moddb.com there is this other mod called Requiem. Though Vic7im has pulled it some time back while he is working on a new release. I read that he has already implemented [...] many new spells(Blink/dash/teleport short distance in combat and Levitation most interestingly).
I made the blink and elevation spell. I'm not saying this to claim the praise, but to warn that I do not recommend implementing these spells. From the time I made them to now, I realized that there might be a lot of stability/balancing issues with those two spells. Simply throwing them into a mod project is not an option, and if using them I advise to spend a lot of time debugging them for certain, rare cases in which they might allow exploits, cause crashes or glitches.
In a big mod-project like this one, I wouln't recommend such difficult to tame features.
Zitat von Abekat
-Ability to headshot for increased dmg? Reminds me of hunting deer in Gothic 3 ^^
This is already implemented in Gothic Free Aim and works quite nicely. The comparison to Gothic 3 might be well fitting. It "feels" really rewarding to hit head shots, if I may say so.
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Zitat von Tharr
If it's possible can you make a patch or something to remove from VoM the green, to have a more darker atmosphere, the Valley of Mines should be a desolate place, the vanilla game catch that Gothic feeling and Vurt I think is overdoing it with the green ...
I don't think it's the fault of the Vurt textures, but the fact that there are too many trees near the castle and even inside the castle (which was burned down in the animation). And I would also like to see a bit darker version of the Valley of Mines since with the normal Green version it has a very different feel than the Vanilla. Especially I would like to see those trees which are inside the castle gone since it doesn't make any sense for them to be there.
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Zitat von Abekat
Hello
It is great to see that you are adding Free Aim. And before I say anything else, I really want to Thank you, the modders/bugfixers for making this game even better still!
I have played this game many times over, but only the L'hiver mod from the 0.96 version. Really just looking forward to the ultimate Gothic 2 game session, but Im currently hoping to wait till free aim is out, as I would like to try dex build with 1h, shield and bow and another as a mage!
I have a few questions and suggestions though.
On moddb.com there is this other mod called Requiem. Though Vic7im has pulled it some time back while he is working on a new release. I read that he has already implemented locational dmg and a lot of other interesting stuff like sounds, animations, many new spells(Blink/dash/teleport short distance in combat and Levitation most interestingly)
...
...
...
Thanks
Abekat out :P
Yes we plan to implement AoE Dmg or locational dmg as you called it. As for the two mods, well Requiem is offering a different experience, L'hiver is intended to be more about expanding the mechanics and interactivity within the world whilst keeping that "classic" or vanilla Gothic feel. Just play whichever mod you would like to play and what type of experience you want.
Zitat von Tharr
If it's possible can you make a patch or something to remove from VoM the green, to have a more darker atmosphere, the Valley of Mines should be a desolate place, the vanilla game catch that Gothic feeling and Vurt I think is overdoing it with the green ...
Hmm there used to be a "dark" base file which kept the original VoM aesthetic, we can look into reintroducing that but no promises.
Geändert von Gwyn-Deith (06.10.2017 um 06:43 Uhr)
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There seem to be a issue with the MASTER 50% on Two Handed style. compared to the Fighter one is way to slow to execute left right attack when you are duing a forward attack. sometimes the animations doesnt appear even just a slashing sound. so Its just best to do right and left attacks as they can be continueisly executed. otherwise Ill be left open for a milisec doing the forward attack.
I am terrible to explaining things but bottom line is Fighter is better then Master when doing combo attacks.
"Two Handed"
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Zitat von Dalfar
There seem to be a issue with the MASTER 50% on Two Handed style. compared to the Fighter one is way to slow to execute left right attack when you are duing a forward attack. sometimes the animations doesnt appear even just a slashing sound. so Its just best to do right and left attacks as they can be continueisly executed. otherwise Ill be left open for a milisec doing the forward attack.
I am terrible to explaining things but bottom line is Fighter is better then Master when doing combo attacks.
"Two Handed"
That is because l'hiver added a new level for two-handed, now it is rookie -> fighter -> master -> expert and they added new animations, no idea what to tell you about that
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