Platform: Gothic 2 Night of the Raven v2.6 Type of modification: Re-Texture, Re-Model, Re-Balance, Re-World Current Version: 1.6 (fix 0.4)
Description: L'Hiver is a modification that significantly improves the graphics of the second chapter of the Gothic saga. It adds new textures, opponents, modifies and add completely new locations such as the destroyed outer ring of the Old Camp in the Valley of Mines, the city of Khorinis with day and night life, the wooded area behind Onar's Farm, or the pirate beach of Jharkendar. The mod significantly increases the difficulty offered in the vanilla version of the game. The monsters stats are increased you'll also see new animations. During the game you will be able to meet some bosses like Lord Amorth. Fighting with them is now a real challenge. Nevertheless, L'Hiver doesn't change the initial plot of the game.
-Fixed some minor errors with Alchemy and Constantino's new skills.
-Fixed some textual errors in the player's log.
-Fixed a small error with Berry broth description.
-Fixed a small bug where after cooking all the raw meat, the cooking text wasn't disappearing correctly.
-Fixed a small text bug with Mantis' head soup.
-Fixed a bug with Snapperweed not working as intended.
-Fixed a small text bug with some food description.
-More merchants will sell soup ingredients and spoons used to cook with cauldrons.
-Removed running animation when unlocking Acrobatics.
-Animals will now give Raw meat even if you don't have "Gut animals" talent, but it will be random (50% chance) and for animals with more than 1 raw meat, you'll never be able to match "Gut animals "talent (basically if you're lucky instead of 3 raw meat, you'll get maximum 2, if you're lucky instead of 2 raw meat you'll get maximum 1).
-Some animals will now dropFat (you'll see what their use will be later).
-Every armor has been rebalanced to make all of them useful and more worthy, this change includes protection values but also some new bonuses such as 'Bonus Strength', 'Bonus Dexterity' or 'Skill with Bow' and so on.
-Armor crafting has been totally reworked, now you will have only 2 levels (Apprentice[10 LP] and Expert[20 LP] - respectively in Chapter 2 and Chapter 4). You'll be able to craft 2 different sets ('Myrtana Mercenary armor' for STR, 'Hunter's armor' for DEX) and each one of this has 2 levels (Medium and Heavy), they both have useful and interesting custom bonuses and top tier stats. But it's not over, another huge part of Armor crafting is late game, around Chapter 5. You'll be able to improve your final vanilla armor (Paladin's armor, Heavy Dragonhunter armor) making each one of them your dream armor with their incredible stats, bonuses and effects.
-A new robe has been added to match other guilds having a final armor version. This one will be avaible though enchanting.
-Black ore has been changed, now it will be a crafting material.
-Added a new item 'Blessed ore' which has the same function as Black ore, this can be obtained by asking Innos to bless a Black ore.
-Added 2 new armors that you can buy from Bosper and Harad, when you become their apprentice.
-Increased the amount of dragon blood received when you kill a dragon from 2 to 3.
-Fixed some bugs with Orc Elites AI behaviour and changed Orc Shamans to always cast spells even if they get meele range.
-Fixed Gorn not showing the dialogue to go together at the Old Rock Fortress.
-Added the possibility to mass brew potions (a few useless to mass-brew were not implemented, such as Dragon Egg potion for example), you'll be able to brew (x5) of any potion. There is no (x10) or (xAll) since it's very unlikely that someone will brew more than 30 potions of the same type in one go.
-Bartok was too weak, added 300 more HP to him.
-When you get a new entry in the log, it's name is displayed on screen so that you can find / know what everything is about easily.
-Rotting corpses have been changed. They won't give you flat +25 exp anymore, but they'll give a gradual amount of exp. For example you'll get +10 exp for the first one, +11 for the second and so on.. Search for them and you'll be rewarded with some good exp.
-New textures for food and weapon recipes/sketches.
-Forging system have been totally reworked, now there are 2 main skills (Forge Steel 10LP / Forge Magic Ore 20LP). Based on your Forging skill, you'll be able to craft certain swords. You can learn how to craft these swords by asking blacksmith teachers to teach you their art(for a small amount of LP and Gold) or you can find weapon sketches around the world. Shields stays the same more or less. When learning a main forging skill, the teacher will give you a book with important informations about forging (read that!). Main skills will be though in chapter 1 and chapter 3, but they have some other restrictions (for example Bennet teaches magic ore blades only to mercenaries).
-Changed how weapons stats are diplayed.
-Every weapon in the game have been changed or reworked in some way, now they should feel more balanced and interesting.. you'll have to make real choices between weapons based on your playstyle and build.
-New weapon bonuses:
-Two-handed axes and maces can knock the humanoid opponents down (but orcs and lizardmen are too strong to be knocked down so they just get stunned).
-Magic ore weapons deal additional magic damage on hit;
-Blessed weapons (Paladin's weapons in general) deal additional damage to undeads;
-Orc slayer deals bonus damage to orcs;
-Demonslayer deals bonus damage to demons;
-Dragonslicer deals bonus damage to dragons;
-Fixed Transformation scrolls costing 5 instead of 10 as stated (now they really cost 10).
-Lowered Mantis' head soup mana bonus from 2 to 1 point.
-Shields stats have been changed a bit.
-Shields behaviour when blocking spells has been totally rebalanced and changed, now you can totally block just weaker spells, take half damage against mid-level spells and full damage against stronger spells.
-Gold you receive from Harad when selling him swords as apprentice has been lowered.
-Gold you receive from Bosper when selling him skins as apprentice has been lowered.
-Vatras reward for returning missing people changed from [+3 mana] to [+5 LP].
-Many monsters and enemies have been reworked:
-Stone golems are thougher, they're more tankier and deal more damage, but the "falling" damage won't deal much damage. You also cannot stop their attack animation anymore (give 300 XP);
-Fire golems got a similar treatment of stone golems (give 400 XP);
-Ice golems, same as above but the spell they cast when in "long range" mode has been changed into 'Ice lance' instead of 'Ice block' (give 450 XP);
-Zombies are a bit stronger and give less exp (give 100 XP);
-Every Orc has been buffed a little bit, the most important buff they got is that now they will "call" for other orcs around when you get noticed by them. This should prevent by a little, orc farming around the castle in VoM before you should;
-Demons AI have been changed a bit, they feel more aggressive;
-Improved Snappers/Dragonsnappers AI;
-In general, Jharkendar won't give so much experience for easy enemies like mantis, chompers and such;
-Almost every other enemy has been balanced with small tweaks like less experience, more health, more defenses and such;
-New arrow types are in the game and their 'recipe' can be found/bought around the world:
-Fire arrows (deals fire damage, found in a cave near some burned huts, near the tavern);
-Magic arrows (deals magic damage, found in Jharkendar, where previously was the magic bow);
-Blunt arrows (deal blunt damage, you can buy it from Engor in VoM);
-Razor arrows (deal blade damage, found in dead Trokar body, near the south city gate).
-Reworked (once again) praying to Innos Shrines, you can now pay only once per day as it was in vanilla (to limit huge power spikes) and is now changed as follows:
-You can make a "big pray" by donating 500 gold, which will give you +1 Strength or +1 Dexterity (you can choose it, max 15 prays of this type in total);
-You can make a "medium pray" by donating 300 gold, which will give you +5 HP or +2 Mana (you can choose it, max 30 prays of this type in total);
-You can make a "small pray" by donating 100 gold, which will have a 70% chance to give you +2 HP (max 50 prays of this type in total);
-You can make a "no gold pray", which will have a 25% chance to fully heal you (both mana and hp).
-Health regen (Mending wounds) now regenerates 1.5% of your maximum health when you're below 35% health, 1% when above that and it stops healing when you reach 65% health.
-Mana regen now regenerated 1.5% max mana when you're below 25% mana, 1% when above 25% and below 50%, 0.5% when above 50% and it stops regenerating when you reach 75% mana.
-Health regen (Mending Wounds) is now a talent that you can learn from Wulfgar (for Militia and Paladins) and Torlof (for Mercenaries and Dragon Hunters) in Chapter 2. It costs 15 LP and regenerates 0.5% max HP per second.
-Mana regen is now a talent that you can learn from Parlan (for Mages) in Chapter 2. It costs 13 LP and regenerates 1% max Mana per second.
-Acrobatics is now a talent that you can learn from Jesper if you join thieves guild and complete Blood Chalices quest. It costs 8 LP.
-New potion recipes can be found or learned:
-Elixir of the Ancestors (permanent magic resistance);
-Elixir of Fire (permanent fire resistance);
-Essence of blue elder (+25% hp + 20 mana);
-Tonic of Speed (old Potion of Speed, reworked a bit);
-Large tonic of speed (stronger potion of speed).
-Now you can mass cook food on cauldrons (x10).
-Beer, Booze and Wine will now regenerate more mana.
-Food cost has been adjusted a bit.
-"Gut animals" talent cost lowered from 5LP to 3LP.
-Alwin in Khorinis' city can now teach "Gut animals" talent if you help him.
-Added 9 more King's Sorrels you can buy from some traders (chapter 3, 4, 5 and 6).
-Fixed a "bug" with rings/amulets that could provide infinite mana by equipping and unequipping them over and over.
-Orcs and other monsters won't lose aggro near the ramp that allows the player to enter the Old Castle in the Valley of Mines.
-Lowered experience received from generic Citizens when beating them down.
-A few bows damages/bonuses got changed.
-Arrow cost lowered to 3 and Bolt cost lowered to 6.
-Pickpocketing experience has been reduced.
-Fixed a bug with Sergio not escorting you to VoM entrance.
-Fixed some errors with alchemy and ingredients.
-Many textures and models got updated.
-Fixed some more small screentext errors.
-Small update to Menus.
-Updated font, should be better now overall.
-Fixed a few bugs caused by D3D11 if it was installed.
-Fixed A LOT of minor bugs.
-Some minor translation fixes.
********** 1.1.5 **********
Minimal damage reduced from 25 to 15.
Innos shrine prayers are now capped as following:
-100 prayers for 0 gold prayers (5% chance to get the bonus , + 1HP bonus).
-60 prayers for 50 gold prayers (50% chance to get the bonus, + 1HP bonus).
-30 prayers for 100 gold prayers (80% chance to get the bonus, + 2HP bonus).
-15 prayers for 200 gold prayers (with random bonus given, you can't get mana if you are not a mage or novice and you can't get str or dex if you're a mage, + 1STR, + 1DEX, + 2MANA, + 5HP bonuses).
Grave moss, keys and some other missing stuff from 1.1.4 are now correctly placed in the world.
Fixed a bug where Medium Mercenary Armor was displaying a cost of 500 but actually costed 750.
Changed some craftable armors, now you can craft stronger armors with Armorsmith Expert level (Myrtana Armor is now fully craftable in Chapter 3, but got nerfed a bit).
Buffed every 2H weapon by the following rules:
+10 damage for weapons with damage <50;
+20 damage for weapons with damage >= 50 but <100;
+35 damage for weapons with damage >= 100 but <150;
+50 damage for weapons with damage >= 150;
This should make 2H weapons more viable, without making them too broken, remember that these changes are also buffing NPCs with those weapons.
Fixed a bug with Cauldrons showing options for cooking even when the player had no ingredients to make food.
Added function to remove keys after being used.
Fixed a small bug with the trilogy "Art of Weaponry" that didn't show up text.
Changed "Holy Light" VFX (both rune and scroll), now it is the same as "Light" (brighter, now it actually illuminates).
Changes to Potions and Food:
Now potions are more "late-game" oriented and will heal for a % HP instead of a fixed amount (Essence is 30% heal, Extract is 50% heal, Elixir is 70% heal, pure potions still heals 100% but recipe got changed)
Viceversa, food will now heal a fixed amount, being more "early-game" friendly (since you have low health early game and a simple stew can heal you half hp bar).
Pure life and pure mana potions have new 3D models.
Healing potion enhancer / mana enhancer are removed (potions that only constantino apprentice could learn, it permanently increased healing / mana received from potions), now they're not potions but just a skill that you can learn from Constantino (if you're his apprentice, it costs 10LP).
Elixir of life (permanent max hp) changed from +25 max hp to +20 max hp.
Potion of Speed duration time is doubled (from 40 seconds to 80).
Changed 'Elixir of Protection', now it will cost more items (3 grave moss, 15 skeleton bones) but will give better bonuses (+10 instead of +5), this is made to balance a bit the minimal damage change.
Constantino now teaches 'Elixir of Strength' only if player already learned how to make 'Elixir of Life' or 'Elixir of Spirit'.
Sagitta now teaches 'Elixir of Dexterity' only if player already learned how to make 'Elixir of Life' or 'Elixir of Spirit'.
Riordian now teaches 'Elixir of Dexterity' only if player already learned how to make 'Elixir of Life' or 'Elixir of Spirit'.
Dragons health regen buffed, they will be more challenging.
"Teleport to the Valley of Mines pass" is now located inside a dead paladin near the entrance of VoM.
"Teleport to the Old castle in the Valley of Mines" is now sold by Engor for 500.
Teachers maximum teaching values for attributes (STR, DEX, MANA) has been changed as following:
from 300 to 350;
from 200 to 280;
from 160 to 200;
from 120 to 160;
from 90 to 120;
from 60 to 80;
Enchanting has been changed. You can now get level 2 enchanting in Chapter 3 and level 3 enchanting in Chapter 5.
When unlucking Acrobatics, you'll also unlock a new run animation that's a bit faster than original run animation (but slower than speed potions), this should also help ranged builds to gain distance to shoot arrows.
Vatras will now give 100 gold for each 'Old Stone tablet' you'll bring him, you can give him 1 or 28 it won't effect the gold amount you receive (i decided to make this change since tablets were kinda crappy and the way they worked was bad in my opinion, also giving mana wasn't good for every character which was kinda unfair, now with 100 gold per tablet, every character will be equally happy and since in L'Hiver you ain't swimming in gold , expecially early game, this should provide some economical help).
Added one workbench (the one used to make / improve armors) in the forge next to the marketplace (there were all the stuff for smithing but not this workbench so i just put it).
Added 1 Black Troll (in VoM) 'cause one more Black Troll Skin is needed for armorcrafting.
Some minor fixes in armorsmith and weaponsmith text.
Orcs will not leap so often early game.
Some minor translation fixes.
Small changes in main menu.
********** 1.1.4 **********
Cauldrons are now useful, you can use them to cook the following food recipes:
-Fish soup
-Stew
-Mantis' head soup
-Meatbug Ragout
You'll find them in the world in some chests.
Fixed Cassia Speech to show 5LP cost for pickpocket.
Fixed Pirate Bill Speech to show 5LP cost for pickpocket.
Fixed Huno not showing option to buy heavy armor if others were already bought.
The book "Fighting Skill" has been renamed to "The Pursuit of Knowledge".
Miner & Woodcutter talent costs changed to 3,3,4.
Guild None requirement removed from Orlan when selling hunters armor.
Less than CH4 requirement removed from Matteo when selling leather armor.
Arrows now costs 5 gold.
Bolts now costs 10 gold.
Fixed Enchating 'Ring 1H Master' (previously it was giving the 'Expert Ring').
Updated woodsaw_s1 to give option on how many billets to cut down.
Fixed translation error of leathers (was leathrs).
If you're a mage, teleport to monastery now teleports to your room in the monastery, if you're not a mage teleports to circle.
LP Per level back to 10 for every level - Base EXP back to 500.
'Next Level' multiplier is back to 500 (back to original l'hiver)
Bennet Innos Dialog fixed.
Changed Master -> Expert talents to Expert -> Master (makes more sense).
Changed Carl Dialog for Armorsmith skills, now he will teach them in Chapter 1 (level 1), Chapter 3 (level 2) and Chapter 5 (level 3).
********** 1.1.3 **********
Balanced the Exp and Level Up system. Now it will be a bit harder to level up but for the first 10 levels you get 5 extra LP every level up. (This makes late game harder and early game easier).
Some EXP changes to balance the new level up system.
LP cost for Mana is now fixed, previously it was more expensive than intended.
Enchancer potions recipe changed.
Enchancer potions have now a better explanation.
If NH is a Mage, instead of +5 HP each level up he will receive +2 HP and +3 Mana.
A couple of changes in the graphics of the menu.
********** 1.1.2 **********
Bronko is now always called with his right name (not Bronco).
Fixed dialogue option with general NPCs asking information about the area.
Added missing dialogue option of the left guard of the 3rd entrance of the City of Khorinis (that added by l'hiver)
Leather belt used for enchanting belts is now called Leather strip.
Restored old armor names of Leather armor (sold by Matteo) and Hunter's armor (sold by Orlan).
Master leather armor is now called Thickened leather armor.
Blacksmith and Barkeeper's clothing is now called Apron.
Minor translation changes.
Fixed some missing himself spoken dialogue from G3.
Changed Girion Knight's armor with Paladin's armor.
Fixed dialogue option with Greg, Lares, Thorben and Till.
Added some missing item's name and some interactive entities.
Changed a pirate's weapon in Jharkendar who didn't have enough strength to use it.
Now will be clearly specified when you learn "Skin reptiles".
Grimbald now teaches you how to skin reptiles.
Bosper now buys Reptile and Swampshark skins.
Removed missing spoken dialogues from Carl, Selivan, Jack, Ignaz.
Removed regen of NPCs / Monsters when they cannot see NH.
Fixed mistranslation of "Fried".
Fixed mistranslation of "dying of fatigue".
Fixed Vanja dialogue.
Hodges and Grimes now both call ORMASTERY as Ore extraction - (Miner | Master | Expert).
"Art of Smith" is now called "Art of Weaponry".
Fixed Rod's two-hander not showing weapon stats.
Fixed value of 'Gold candlesitck'.
Fixed Malcom body and the trigger to complete the quest, now you have to kill the 2 Lurkers in the cave.
Fixed screen text "Learned: Leatherworking" in Bosper dialogue showing up despite no enough LP.
Removed a doubled END option for Lobart showing up in CH3.
Removed a repeated dialogue for Hagen about teleport rune.
Fixed mistranslation of the "cook".
Fixed mobname Gold vein.
Fixed shields bug that permantely reduced 1h talent bonus at high levels (90+)
Fixed 1h sword fighting talent
Moved the teleport rune 'Pass to Khorinis' which was sold by Engor in the VoM Castle (it didn't make sense with the story), it is now found in the dead body of the paladin near the pass (VoM side).
Increased the Exp received from Bookstands.
Removed 'Survival version' due to lack of time to keep both updated, but it may come back later.
********** 1.1.1 **********
LP cost for stats (Strength, Dex, Mana) scale on the amount of LPs spent for that stat and not on the stat itself.
Any bonuses to attributes / talents can be taken without affecting LP cost (such as Potions, Plants ...).
Changed the highlighted background when you're over an equipped item in the inventory (Now it's red).
Added the possibility to sleep for 11 and 12 hours (both with and without survival features).
Fixed wrong translations in Beliar's altar.
Added some missing dialogs causing wrong translations (City Guard in the harbor gate).
Fixed some missing translations (Monsters and some NPCs).
********** 1.1.0 **********
# Restored the following teleport runes:
- Onar's farm - You'll receive it from Lee in Chapter 3.
- Orlan's tavern - Orlan will sell it for 500 in Chapter 3.
- Pass to Khorinis from the Valley of Mines - Moved, now Engor will sell it for 500. # Removed the red / purple effect when interacting with "Beliar's objects / NPCs", such as shrines, seekers and so on (it was the cause of some visual bugs). Now you'll have no problem interacting with these things. # Changes to Enchantmens:
- Enchanted items have now a different name, instead of the same name of their "not-enchanted" versions, so you can distinguish what you just enchanted and what you already had.
- When learning a new level of enchantments, your diary will update with the new enchantments and their respective recipe. You'll never ever find problems seeing the recipes with this new function. You can see it by going in the "General information" section of your diary. # Minor fixes and changes to translations.
Polish version changelogs
Spoiler:(zum lesen bitte Text markieren)
• Added story helper (SH).
• Added PC_Itemfeller (IH).
• Several dialogs were corrected.
• Shields - now they have a penalty to fighting skills, they reduce your one-handed skills by a percentage.
• From now on, in the tanning table, you can choose the skin to tan and the amount.
• Added the possibility of frying the whole meat.
• Gothic 3 dubbing has been added to prayers, books, letters, shelves, and a few other things ...
• There is no longer a limit to praying when doing a sacrifice. Bonuses are given randomly.
Original version changelogs
Spoiler:(zum lesen bitte Text markieren)
********** 1.1 **********
• Added many new objects to Khorinis
• Added some objects to the Valley of Mines
• Changed some houses at Onar's farm
• Added ingredients to enhance the effects of healing and mana potions. These can be acquired from Constantino only by his apprentice after learning the recipes of healing and mana potions. After consuming a healing essence, extract or elixir another half of HP will be restored over time. This effect stacks for up to 60 seconds of healing over time or 30 seconds of mana restoration over time
• Added a few dexterity-based melee weapons
• Added critical damage to attacks that land on enemy's back. Damage depends on NH level and his dexterity. Assassin's Dagger deals additional critical damage
• Armors that can be improved now have an anvil icon in their name
• Many useless items (mostly keys that have already been used) are now automatically deleted from the inventory
• Changed menu fonts
• Fixed some animations
• Fixed / replaced some textures
• Many minor changes and fixes
********** 1.0 **********
• Added a lot of new objects in Jharkendar, the Valley of Mines and Khorinis
• Added a new "Magic fatigue" parameter: this parameter increases when the hero uses magic and when it reaches 100% the hero dies, it replenishes over time, when sleeping and when drinking special elixirs. This way the hero won't be able to spam mass spells
• Added potions for magic fatigue. They are available for purchase from Constantino if you're his apprentice
• Mage's robes increase magic fatigue regeneration. The amount of regeneration depends on the quality of the robes
• Added hoods to the high mage robe and water mage robe which can be applied on a crafting table
• Changed the animation for 50% two-handed weapons skill. The animation is based on Alex Draven's work
Added shields (many of which are from the mod "Smith: Unnamed hero"). The animation is based on the animations from Alex Draven's SPMBD. Shields add armor, max hp, block magic damage and a chance to block arrows or animals' attacks completely
• Added 5 shields to learn from Harad and Bennet
• Mercenary's armor from Myrtana is now divided into upgradable phases per chapter, it is the counterpart to the royal armor, but cheaper. You can complete the game with this armor
• Orcs' leaps are now dependent on the hero's level. The higher the hero's level the rarer the orcs' leaps become (this didn't work properly before). So the the leaps deal less damage if the hero is armed with a shield (depends on the "critical block"
********** 0.9.9 **********
• Added a large amount of objects in Khorinis and the Valley of Mines
• Small changes in the monastery
• Now the flamberge deals extra damage to heavily armored units (elite orc warrior, ghost warrior, paladins and heavily armored mercenaries)
• Now Bennet's last swords deal extra damage to dragons
• Now the "Justice Bringer" hammer can stun and deal extra damage
• Fixed the dragons
• Now orcs fiercely react to the player's dodges (the higher the player's level the faster they react)
• Slightly rebalanced magic
• A lot of smaller changes
********** 0.9.8 **********
• Remade the pirate's cove in Jharkendar
• A few changes in Khorinis
• Added a few models and textures from the Gothic Reloaded Mod
• Added a new enemy
• Removed the flaming shadowbeast
• Optimized few models
********** 0.9.7 **********
• Added a chopping wood animation by Mark56
• Added a large amount of objects into Jharkendar's swamp
• Now orcs can break your block if your fighting skill is lower than 60% (the damage depends on the fighting skill)
• Now the master rapier has a high chance to break a block (the damage depends on dexterity)
• Rebalanced the craftable bows
• Now the heavy steel bow pierces the troll's defense
• Now hunger, thirst and fatigue don't kill you but rather lower your health to 20%
• Now you can buy the light, medium and heavy old camp guard armor from Huno. Removed the heavy old camp guard armor from Bloodwyn's chest
• Now you can buy a water mage robe from Cronos
• Added digger's pants from Gothic
Fixed aa bug about interacting with objects in the third chapter
A lot of smaller changes
********** 0.9.6 **********
• Changed / added a lot of new models
• Added a lot of details in the Valley of Mines and Khorinis and a few objects in Jharkendar
• Completely remade the outer ring of the castle
• Added new animations for certain monsters
• Added a new enemy
• Added new interactive objects
• Now two handed weapons have 4 levels instead of 3. The previous Master animation has been pushed forward to 75%. Current 25% is the old 30%, the 50% has a new animation, based on Alex Draven's work. This was made to make more difficult to train two handed to Master and compensate for radius and damage. And simply because training it to 60% was too easy
• Added new parameters - thirst, hunger, fatigue. The information is displayed only when the value passes 50%. When these parameters are at 100%, the hero starts to lose health. Added barrels with water to deal with thirst. Sleeping is now limited
• Added items weight. A new parameter has been added - maximum carrying capacity. It depends on the hero's strength. When the maximum allowed weight is passed, the hero loses the ability to run and fight effectively. The weight indicator is always displayed. Added a belt that increases maximum carrying capacity
• Remade forging system. Now to make a blade you need to go through Forge -> Anvil -> Bucket -> Crafting table -> Whetstone
• Now you can't craft a sword without crafting the previous one first
• Added improvement for the last swords from Harad ("Fine bastard sword" and "Flamberge") which you can learn from Bennet's and Jan's books
• Special Paladin's weapon now does additional damage to undead
• Added new skill - armor crafting. Now all new armors and armor improvements in the mod depend on armor crafting skills level (Carl teaches the levels as you progress through chapters)
• Added a unique new armor which is based on the temerian armor from The Witcher 2. This is the first unique armor you can wear through the whole game
• Added new skill - leather tanning. Bosper can teach you how to tan skins at special tables after you bring him his skins. The leather is required for forging
• Added new skill - prospecting. Added new iron and magic ore veins in Khorinis and Valley of Mines. The ore can be harvested without the skill, but the amount of harvested ore depends on the skill (the skill is learned from Harad's apprentice, Bennet's apprentice and a miner in the Valley)
• Added new skill - bow crafting. Now Bosper can teach his apprentice in bow crafting (bows are from Returning 2.0). After learning a bow, the arrows are learned automatically
• Added new skill - wood harvesting. Woodcutter Grom can teach you this skill. Now several trees can be cut down to obtain a wood blank for bows and arrows. To craft arrows you will need to cut the blank on the wood saw. The wood can be gathered without the skill, but the gathered amount depends on the skill
• Added new still - enchanting. Available only to mages. Taught by Selivan. Now when mining ore you also get various gems that can be used in enchanting. The higher the mining skill the higher the chance to get more valuable gems. All usual enchantments are learned automatically when learning skill. Special ones are learned separately
• Added some new models from Carnage Graphics Patch (Mark56)
• Added new animation for frying meat on campfires (Mark56)
• Added animated furniture (Mark56)
• You can now fry meat in portions on campfires and stoves (campfire animation is used)
• Added animation for sarcophaguses
• Protection from cutting damage is now displayed (using MARVIN-mode can mess up the proper display)
• Added health regeneration at 160 strength and mana regeneration at 160 mana to compensate for the acrobatics bonus. Regeneration turns off if you have a debuff from thirst, hunger or fatigue
• New areas and implementations of the mod were added onto the maps of Khronis and Valley of Mines
• The hero's starting parameters were lowered because of the large amount of XP overall
• Mages can add / remove the hood on the light robe on the crafting table (thus you won't ask me "where can I find a hooded robe?")
• The Shadows' armor (Diego's clothes) from Gothic is now available
• Restored the teleport rune in the castle, but it has been moved
• If you collected the bounty for Canthar, Sara won't disappear anymore in chapter 3, she'll have a different routine because the citizens don't want to miss her new talent
• The main menu no longer shifts when changing resolution and is positioned how it was intended. Added a background for options menu. Skills menu has been slightly stretched so that the text wouldn't be cut off on wide resolutions
• A few more small changes
• A few fixes and changes for older version problems
Rework and make new runes for Paladins [Read below for more info].
Spoiler:(zum lesen bitte Text markieren)
- Skin of Innos - Temporary buff to all physical protection.
- Fury of Innos - Temporary buff to strength and dexterity.
- Glance of Innos - Makes Beliar's creature flee away.
Rework Shadow Lords and make an interesting "hidden" quest-line [Read below for more info].
Spoiler:(zum lesen bitte Text markieren)
There will be 3 Shadow Kings and an hidden quest-line that you'll obtain from an old book, which will contain some informations about this 3 Kings. This quest is ment to be challenging and will give to our hero some top-level gear.
I don't want to spoil too much about this.
Rework new areas made by L'Hiver and add some new hidden places.
Add potions with temporary effects [Read below for more info].
Spoiler:(zum lesen bitte Text markieren)
- Berserker's Soul - gives temporary strength but slowly hurts player for the duration - Many more ideas Let me know what you think about these ideas.
Pre-Release 1.7 changelog (check here before reporting a bug.
Spoiler:(zum lesen bitte Text markieren)
New enemies:
Orc scout;
Orc Veteran;
Orc dog;
Many bug fixes and corrections.
Report any suggestion or bug found, it'll be written here when fixed (or above if it's a suggestion). I appreciate any help to improve this mod.
Follow the instructions found HERE, there is a complete installation guide (the process is very easy and straight forward) and some informations about every Union plugin or Ninja patch found inside L'Hiver installation. Remember that all of those are NOT made by me, inside the document you'll find a link to every single official topic and their creators, give them the love they deserve!
I don't really plan to play L'Hiver anytime soon but I just wanna leave a "thanks" here.
It's really good to see that people brought that game all the way from Russia to us.
Thank you for your work!
Vermutlich grad am Gothic spielen.
Um 18 Uhr relativ oft hier zu finden.
Über ein Bier freue ich mich jederzeit hier[Bild: xJNTnV2.png].
I don't really plan to play L'Hiver anytime soon but I just wanna leave a "thanks" here.
It's really good to see that people brought that game all the way from Russia to us.
Thank you for your work!
Originally Posted by MaGoth
Hi Masty,
Thank you for your work..
MfG MaGoth,
Thank you for your good words guys I really appreciate them
Hello! Firstly, thanks so much for translating the mod, I've been playing it a lot and love it.
I was curious about the reasoning for the XP changes in 1.1.3. Is L'Hiver not balanced very well and this is definitely an improvement?
I'm about 10 hours in on a new playthrough and wondering if you think it would be worth it to start over for the changes or to not worry about it? How much harder will the late game be in 1.1.3? Thanks.
Hello! Firstly, thanks so much for translating the mod, I've been playing it a lot and love it.
I was curious about the reasoning for the XP changes in 1.1.3. Is L'Hiver not balanced very well and this is definitely an improvement?
I'm about 10 hours in on a new playthrough and wondering if you think it would be worth it to start over for the changes or to not worry about it? How much harder will the late game be in 1.1.3? Thanks.
You can keep playing the game you started, it isn't a big change .
It's not like L'Hiver isn't balanced.. i would say that they balanced this way to make game really hard and the first 10 levels are hard to get through, meanwhile the late is pretty 'easy' (l'hiver changed the damage of the monsters and you're now receiving a minimum amount of damage no matter which armor you have, making it a bit harder than vanilla but you still kill everything in a few swings). I didn't like the fact that early game was so hard and frustrating while late was less harder.
The change has the purpose to help just a little in the first 10 levels, meanwhile it will be harder to level up in late game (to prevent hero to become super powerful too soon).
This change is being tested tho, but i think it is working as intended ( i calculated that at lvl 50 you'll need like 2500 more exp to level up).
Thank you for your message, let me know if you find any bug/mistranslation or if you come up with a good idea for future updates
Hi,
great to see that you are back. I love the changes that you've made. However, my opinion of the game is that Gothic had style like: "early game you suck -> late game you wreck" and I think l'hiver does the exact opposite. I kinda thought you would make the mod bit easier all over the board ( i am Gothic veteran but I play it for the vibe and story) but hey I am fine with that, just the feeling in the 6th chapter is kinda weird - you have best gear in the game but you still can't take on more than 2 - 3 orks at the same time...
I saw that in future versions you want to make rest of colony accessible. That's awesome! With that I wanna ask since you will be modding the visuals, could you make a model of paladins armor with the visor put down? It could work just like hood of the mages robe. The model also exist in the game via "armor statues". Anyway that would be utterly genius!
And I have to say it but I know that's very unlikely, could you make city walls be like in G3? So you could walk on them etc...
Anyway, awesome mod you are making, keep going!
Hi,
great to see that you are back. I love the changes that you've made. However, my opinion of the game is that Gothic had style like: "early game you suck -> late game you wreck" and I think l'hiver does the exact opposite. I kinda thought you would make the mod bit easier all over the board ( i am Gothic veteran but I play it for the vibe and story) but hey I am fine with that, just the feeling in the 6th chapter is kinda weird - you have best gear in the game but you still can't take on more than 2 - 3 orks at the same time...
I saw that in future versions you want to make rest of colony accessible. That's awesome! With that I wanna ask since you will be modding the visuals, could you make a model of paladins armor with the visor put down? It could work just like hood of the mages robe. The model also exist in the game via "armor statues". Anyway that would be utterly genius!
And I have to say it but I know that's very unlikely, could you make city walls be like in G3? So you could walk on them etc...
Anyway, awesome mod you are making, keep going!
Hi, thank you for your words.
I think L'Hiver purpose is exactly that you can't simply rush in a pack of 10 orcs and kill them all, but you must be conscious and attentive of what you're doing even if you're incredibly strong, and i agree with this because it makes the game more challenging .True that the gothic feeling was the one you described, but for that you can play vanilla gothic with some HD textures and DX11.. i think the purpose of the mods is to change the game and make it different, some mods do that slightly (like L'Hiver) and some of them do that heavily (like Returning), we just add some different ways to play this amazing game but it's up to you to play what you enjoy the most .
I'll think about the paladin armor, but i'm bad with 3D so it might take a lot of time
Thank you for returning and continuing your fine work here.
You've allowed me to enjoy possibly the best mod I have ever played (a close second would be GMDX).
Before I try 1.1.3 I just wanted to ask how soon you think Free Aim could be implemented because if it's really soon I'll wait.
Thanks [Bild: icon_11.gif]
Thank you for returning and continuing your fine work here.
You've allowed me to enjoy possibly the best mod I have ever played (a close second would be GMDX).
Before I try 1.1.3 I just wanted to ask how soon you think Free Aim could be implemented because if it's really soon I'll wait.
Thanks [Bild: icon_11.gif]
Thank you for the support
Free Aim will be probably in the next version (1.1.4) together with a lot of new stuff (at least i hope so) and it won't be there for at least 1 month. Now that most of bugs and mistranslations have been fixed i would like to release versions that has a lot of stuff in it and not just 2-3 things, that's why it will take a while.
You should play this version (and also give me feedback if possible )
Good luck!
Deep within Martian soil where it's warm and the air is good
Posts
98
Great work! Even though the MB count is the same, I went ahead downloaded the 414 MB 1.1.3 L'Hiver texture pack and was pleased to see some changes from 1.1.1--didn't know if there would be any, though I suspect not a major amount of change, even so--else you'd probably have listed them in the change log. I like the armchair/fireplace opening screen, etc., as the last one was getting a tad long in the tooth, I thought. Great job...
Great work! Even though the MB count is the same, I went ahead downloaded the 414 MB 1.1.3 L'Hiver texture pack and was pleased to see some changes from 1.1.1--didn't know if there would be any, though I suspect not a major amount of change, even so--else you'd probably have listed them in the change log. I like the armchair/fireplace opening screen, etc., as the last one was getting a tad long in the tooth, I thought. Great job...
Thank you, yes i did some changes but i keep that general in the changelogs, just changed some menus, nothing special
And yes, i love the armchair + fireplace like that, gave me more 'gothic' feeling, no idea why ahah
Are chests that are locked supposed to display their name as 'Chest (locked)'?
The first locked chest I found was like this but then none afterwards.
EDIT: Ok...not sure what I've been drinking (it looks like beer.) I was 'locked' onto the chest wasn't I?
Sorry for being stupid.
I've had a chance to do a playthrough through the first three chapters which is enough to get a feel of things. I'll break down my thoughts into bug / improvements and balancingm although some of the improvements link to balancing as well.
Overall I think the balance is a bit off. Especially if you take advantage of the new things LHiver adds. So without further adue:
BUGS & IMPROVEMENTS
Learning pickpocketing from Cassia (of whatever her name is) states 10LP required in the text but actually only costs 5LP
Huno does not allow you to buy the heavy armour if you have already bought all the others. This is due to it being missing in the conditional dialogue statement Line 229.
Some keys do not disappear after use - I do not believe that unlocked doors / chests revert to a locked state but not sure. Keys include: Judges Key, Multiple Monastery keys, Bandits on Bridge, Bromars door key.
Book "Fighting Skill" gives LP - Needs a name change
Woodcutting requires 3,3,3 LP but Mining is 5,5,5 -> Think this should be changed to 3,3,4 for both.
Leather and Hunters armours are weird. The Leather armour needs hunted materials to upgrade but the hunters armour doesnt.. For armourer in general I think some time needs to be spent thinking about what items are needed for upgrading things, maybe even unique items to slow progress.
Billeting needs a script change so you don't have to do one at a time! - I have the script available.
Remove Guild None requirement from Orlan to buy Hunters armour - Given it is now upgradeable it shouldn't be locked out soo early in game.
Remove Pre CH4 requirement from Matteo to buy Leather armour - Same as above
The cost of arrows is too much at 10G - Will discuss in balancing but needs to be 2G and 5G for bolts.
The teleport location for the monastery is rubbish - Especially if you are a mage and go often to your room.
Suggest a new rune, if mage get rune to teleport to your room, else get current rune.
Enchanting 1H & 2H texts are wrong in regards to how much they boost. Possibly others as well, needs a thorough check
Master is greater than Expert (for Miner & Woodcutter Skills)
Enhancer potion seems useless and buggy. Discussed in Balance.
Bennet dialogue shows some options regarding the Eye of Innos too early.
Had similar dialogue issues at Onars Farm during CH1, but not sure if it was something weird I had done. I'll investigate these myself.
Ring of Beginner XXXX sounds weird as a translation. Not sure what to put in its place mind. Again I may need to think on this.
The treasure map (of Hanna's quest CH3 Something Lost?) was not re-made to include the new areas of LHiver.
BALANCE
Levelling:
15LP for the first 10 levels is too much. I had 120 Dex (with ring and sword bonus) before I had joined a guild, along with theif skills and bow making to nearly top tier. It made for a very easy playthrough. I think that instead of having 15LP for the first 10 levels, that the EXP cap should be reduced for the first 15 levels, then normalise to the current differences until 25, then get more difficult after that.
Given the issues many have at the start, I would suggest returning the Innos shrine cost to max at 100 Gold. Most people who know this do this early on anyway to help out, and at 300 gold it is too much to max out easily, especially without a dexterity pickpocket build.
The world also needs to be repopulated more during the later levels (Especially CH5) to enable advanced levelling. This idea links in with something further on (Enchanting & Armourer)
Perhaps increse the initial starting health.
Play Style:
My main gripe here is the cost of arrows. Being 10 Gold each, it effectively stops anyone playing a ranged build early on, and with magic not available until joining a guild, means that you have to use a sword. This needs to change to be 2 Gold arrow and 5 Gold bolt. IF you want to limit hunting, then perhaps remove the auto restocking vendors for arrows for the first levels but give them a fair amount (Not sure if this is a good idea mind)
Armours need a re-balance in that many of the ones you craft are never really worn due to them having no purpose. Whether any bonus effect can be added I don't know, or whether the values need to be rtweaked so that the Hunters armour has 10 blade protection, and 0 magic.. Essentially make armours more extreme to a given purpose.
Skills:
Alchemy potions need to provide percentage gains and not fixed ones. Currently a hunter with gut animals is much more useful than any alchemy potion beyond the first chapter. Instead, potions should perhaps give 10%, 20% and 40% of health back. I would then remove the Enhancer potions (I feel these are useless, who drinks in a battle anyway) and make the Pure Life potions a benefit of Constantino's apprentice.
Alchemy: Permanent potions currently do not require any previous knowledge of alchemy. Personally I don't think permanent potions should be available to make until CH3 or so. Currently with the current 15LP per level, I had perm dex potions before being in a guild.
Enchanting is severely overpowering. To be able to create +50 STR/DEX gear as a mage is just insane, let alone +300 health, large protection values and weapon skill bonuses. Whilst I understand that mages do need a secondary skill more than other builds given how weak magic alone is, I think this is too much. Which leads me on to:
Extending Enchanting and Armourer to span up to CH5. Having the best armours at CH3 is too early. And you can be a Master Wizard by Circle 2 (Start of CH2)! Ideally, I would like to see balance changes that makes CH5 the point people re-visit all the areas of the map to clear them out, instead of doing so when they first visit, and why CH5 needs some attention regarding map repopulation. I am not suggesting extending the armours / value changes but just slowing down the speed players get to them. Make Apprentice / Wizard available in CH3 / Circle 3 and Master / Master Wizard in CH5 / Circle 5.
Enchanting: Remove the special rings. They are useless. 1HP / 1MP at the point in the game you get them is irrelevant. Eating cooked meat at the 20% restore health / potion changes above make these redundant. I had them in my last playthrough and they just didnt add value compared to +75 health or whatever else.
Misc:
More Black Trolls needed - Currently you need 2 for quests / armour.
I'm sure there is a few more things but I'm tired, and this has taken more time to type than it will to actually implement most of it! Hope it helps.
Are chests that are locked supposed to display their name as 'Chest (locked)'?
The first locked chest I found was like this but then none afterwards.
EDIT: Ok...not sure what I've been drinking (it looks like beer.) I was 'locked' onto the chest wasn't I?
Sorry for being stupid.
Sorry I didn't understand your problem.. Or is that a problem? Didn't get your point sorry ahah
hello lads, first of all THANK EVERYONE for this incredible Mod. Already spend many many hours literally dying and reloading but still got so much fun.
playing the best german RPG again got me thinking: why can't "we" have both 1h & 2h Weapon equipped at once? i find myself switching my weapons quite often and would love to have a 2 slots for Melee weapons: 1h + Shield and 2h for the big bad one. Guess this needs to be balanced properly. as for me i can live with some malus from the shields applied for the 2h weapon, i mean it's hard enough to get to 75% now, maybe that would be enough to justify that. are there any weapon combinations with 1h+shield & 2h that would break everything to much? wish i could do a mod myself for that propose..
I cant craft bows. I'm bospers apprentice and he already taught me about skinning etc, but I have no dialog options regarding bow crafting. I see the crafting table behind him but I dont know any recipes.
Please help
I cant craft bows. I'm bospers apprentice and he already taught me about skinning etc, but I have no dialog options regarding bow crafting. I see the crafting table behind him but I dont know any recipes.
Please help
It's really strange.. You sure you didn't already learn how to make the first bow? I just tested it and it works
Look in the Questlog under the section 'General Information', there should be something about bowmaking if you already learnt it.
Thanks for the quick response! I just looked in the journal and there is nothing about crafting bows. Only skin and meat extraction from bosper.
I'm using the 4gb patch on top of your mod files and nothing else. Could that be a problem? I also did some changes in the ini files, if something like that could explain the problem...