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  1. Beiträge anzeigen #1 Zitieren
    Abenteurer Avatar von Masty
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    [Release] Gothic 2 - L'Hiver 1.1 English Edition # 2


    Platform:
    Gothic 2 Night of the Raven v2.6
    Type of modification: Re-Texture, Re-Model, Re-Balance, Re-World
    Current Version: 1.1.3

    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.


    A few screenshots:


    English version changelogs
    Spoiler:(zum lesen bitte Text markieren)


    ********** 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 dialoges causing wrong translations (City Guard in the harbour 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 this 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 section "General informations" 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 posibility 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). Also the the leaps deal less damage if the hero is armed with a shield (depends on the "Critical block" parameter)
    • Many smaller fixes


    **********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 a a 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








    The next things i want to implement are:


    • Gothic Free Aim
    • Some changes in armors to make all of them useful
    • New (from G1) areas in the Valley of Mines.

    Let me know what you think about these ideas.

    Pre-Release 1.1.4 changelogs (check here before reporting a bug)
    Spoiler:(zum lesen bitte Text markieren)

    #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.
    #Removed Harad's wig 'cause that was outrageously bad.
    #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 armour 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 armour.
    #Less than CH4 requirement removed from Matteo when selling leather armour.
    #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.
    #Updated woodsaw_s1 to give players options as to how many billets to cut.
    #The following keys are correctly removed:
    -Judges Key;
    -Monastery Library;
    -Monastery Treasury;
    -Monastery Larder;
    -Bromar Door;
    -Abandoned Pass.
    #Innos shrine back to 100G - Has randoms on bigpay but never gives no reward.
    #Innos shrine capped +3 health to 30 prayers (+90 health).
    #LP Per level back to 10 for all - Base EXP back to 500.
    #Next Level back to 500.
    #Bennet Innos Dialog fixed.
    #Changed Master -> Expert talets to Expert -> Master (makes more sense).
    #Changed Carl Dialog for teaching armourer skill, now he will teach them in Chapter 1 (level 1), Chapter 3 (level 2) and Chapter 5 (level 3).
    #Removed Gorax key for the entrance to the monastery from his inventory.
    #Added some 'Troll Tusks' in the world so characters that doesn't have the hunting skill can now craft 'Leather Armour' (they're obviously near Trolls).








    • Download and install GOTHIC FIX 2.6-REV2 + SYSTEMPACK 1.7 + PLAYERKIT 2.8 in the Gothic2 main folder.

    [Optional] Download and extract DIRECTX11 in the GothicII\system folder, then start the game and let it download the DirectX11 normalmaps.

    [Optional] Download CRASH FIX and make a backup of shw32.dll in GothicII\system (just in case something goes wrong), extract 'Gothic_1_2_mem_fix_v06.zip' and move the 2 files 'libhoard.dll' and 'Shw32.dll' in GothicII\system, extract the other .rar file and open '4gb_patch.exe', select the Gothic2.exe (GothicII\system\Gothic2.exe) and press Ok. This fix modifies the .exe file, allowing it to use 4gb of Virtual memory instead of 2, lowering to 0% the crashes. (Even the save-crash-bug). Highly Recommended.

    • Download L'HIVER BASE 1.1.3, extract it and move the .vdf file in GothicII\Data.

    • Download L'HIVER SCRIPTS 1.1.3 . After you have your .zip file, extract it and put the .vdf file in GothicII\Data.

    [Optional] Download and extract L'HIVER MUSIC in GothicII main folder, if you want L'Hiver musics.


    If you want to install and play using GothicStarter, here is a guide that will help you step by step (Thanks to chessdragon136).

    GUIDE:

    Spoiler:(zum lesen bitte Text markieren)


    Tools Required: GothicVDFS : http://www.bendlins.de/nico/gothic2/



    1. Download the LHiver Base and Scripts package, and extract them.
    2. Create a new folder called BUILD somewhere on your computer
    3. Using GothicVDFS in the VIEWER tab, set the FILENAME to the base L'Hiver downloaded, and the ROOT PATH to point into the BUILD folder you created above (So last part of the path includes \BUILD) . Then click EXTRACT VOLUME
    4. Using GothicVDFS in the VIEWER tab, set the FILENAME to the script L'Hiver Download, and leave ROOT PATH as the same BUILD folder. Then click EXTRACT VOLUME
    5. Rename the following files within the BUILD folder:
      \_WORK\DATA\SCRIPTS\_COMPILED\
      GOTHIC.DAT -> LHIVER.DAT
      FIGHT.DAT -> LHIVER_FIGHT.DAT
      MENU.DAT -> LHIVER_MENU.DAT
      MUSIC.DAT -> LHIVER_MUSIC.DAT
      PARTICLEFX.DAT -> LHIVER_PARTICLEFX.DAT
      SFX.DAT -> LHIVER_SFX.DAT
      VISUALFX.DAT -> LHIVER_VISUALFX.DAT

      \_WORK\DATA\SCRIPTS\CONTENT\CUTSCENE
      OU.BIN -> LHIVER_OU.BIN
    6. Using GothicVDFS in the BUILDER tab, set the FILENAME to \GOTHIC2INSTALLDIR\Data\MODVDF\G2_LH_v1.1.3_EN.mod , and the ROOT PATH to your BUILD folder. Use * as the filter (to add all files) in the left "File(mask)(s) to search for" field and press the little + button to the right of the text entry. Then click BUILD VOLUME
    7. Navigate to \GOTHIC2INSTALLDIR\System and copy GothicGame.ini and save it in the same location with the name LHiver_1.1.3.ini - Then edit the contents to match that of the next spoiler in this post


    If the game is installed in a Windows protected folder (like the default program files) please remember to run Gothic Starter as administrator!

    Note: I don't include the new music as part of this as I think it should be optional if people want it or not..


    LHiver_1.1.3.ini FILE:

    Spoiler:(zum lesen bitte Text markieren)


    [INFO]
    Title=LHiver English Edition
    Version=1.1.3
    Authors=unknown111, Masty, Granregon, Gwyn-Deith
    Webpage=https://forum.worldofplayers.de/forum/threads/1501530-Release-Gothic-2-L-Hiver-1-1-English-Edition
    Description=!<symlink>GothicGame.rtf
    Icon=GothicStarter.exe

    [FILES]
    VDF=G2_LH_v1.1.3_EN.mod
    Game=Content\LHIVER
    FightAI=Content\LHIVER_Fight
    Menu=System\LHIVER_Menu
    Camera=System\Camera
    Music=System\LHIVER_Music
    SoundEffects=System\LHIVER_SFX
    ParticleEffects=System\LHIVER_ParticleFX
    VisualEffects=System\LHIVER_VisualFX
    OutputUnits=LHIVER_OU

    [SETTINGS]
    Player=PC_HERO
    World=NewWorld\NewWorld.zen

    [OPTIONS]
    show_Info=0
    show_InfoX=800
    show_InfoY=7200
    show_Version=1
    show_VersionX=6500
    show_VersionY=7200
    show_Focus=1
    show_FocusItm=1
    show_FocusMob=1
    show_FocusNpc=1
    show_FocusBar=1
    force_Subtitles=0
    force_Parameters=

    [OVERRIDES]
    INTERNAL.extendedMenu=1





    WHAT TO DO AFTER :

    After you installed L'Hiver, you should go in GothicII\system and modify the following lines in Gothic.ini :

    pickLockScramble=0 -----> pickLockScramble=100
    //Randomizes chest combination when loading a save, preventing you from "cheating"

    Also the following lines in SystemPack.ini :

    EnableShields = 0 -----> EnableShields = 1
    //This unlocks the shields in the game

    Scale = 1 -----> Scale = 0
    //This makes the text smaller and easier to read

    Disable_D3DVBCAPS_WRITEONLY = 1 ------> Disable_D3DVBCAPS_WRITEONLY = 0
    //This gives you +10% fps

    OPTIONAL:
    No_Take_Anim = 0 ------> No_Take_Anim = 1
    //Disable pick up animation (for those who want a faster gameplay)




    Author: unknown111
    Translation based on: Młody ścierwojad (Young Scavenger) - L'Hiver 1.1 PL
    Translated by: Granregon, Masty
    Code changes by:
    Masty, Granregon, Gwyn-Deith
    Graphics by: Masty
    Thanks to: Sunnyb0y and mathúin for their 0.9.6 english translation
    Thanks to: chessdragon136 for his help with spacer and scripts.
    System Pack: MaGoth
    DirectX11: Degenerated
    Crash fix guide by: Tentarr



    Previous topics:
    #1 -
    Geändert von Masty (04.08.2018 um 00:34 Uhr) Grund: changelogs 1.1.4

  2. Beiträge anzeigen #2 Zitieren
    Ehrengarde Avatar von Plasquar
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    Plasquar ist offline
    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!
    Let's Plays:
    Gothic 1 - "Enhanced" Edition (Deutsch)
    Gothic 2 - Atariar Edition v1.2 (Deutsch)
    Gothic 2 - Das Korsarennest (Deutsch)
    Gothic 2 - Velaya (Deutsch)

    Aktuelle Livestreams (Start abends ab 18:00 Uhr) auf Youtube oder Twitch.
    Ratschen und Ankündigung von Livestreams auf meinem Discord: https://discord.gg/nuCHetq.

  3. Homepage besuchen Beiträge anzeigen #3 Zitieren
    Ritter Avatar von MaGoth
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    MaGoth ist offline
    Hi Masty,
    Thank you for your work..


    MfG MaGoth,
    |: WOG.de :|: WOG.en :|: WOG.ru :|: WOG.ro :|||: MAGIC-Team :|
    [Bild: tlvh_mod-banner-2.jpg]
    |: WOR.de :|: WOR.en :|: WOR.ru :|: WOR.ro :|||: Piranha-Bytes :|
    -=GOTHIC UND DIE FREUNDSCHAFT FÜR ALLE ZEITEN!=-

  4. Beiträge anzeigen #4 Zitieren
    Abenteurer Avatar von Masty
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    Masty ist offline
    Zitat Zitat von Plasquar Beitrag anzeigen
    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!
    Zitat Zitat von MaGoth Beitrag anzeigen
    Hi Masty,
    Thank you for your work..


    MfG MaGoth,

    Thank you for your good words guys I really appreciate them

  5. Beiträge anzeigen #5 Zitieren
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    striderjb ist offline
    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.

  6. Beiträge anzeigen #6 Zitieren
    Abenteurer Avatar von Masty
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    Masty ist offline
    Zitat Zitat von striderjb Beitrag anzeigen
    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

  7. Beiträge anzeigen #7 Zitieren
    Apprentice
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    TheChrone ist offline
    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!

  8. Beiträge anzeigen #8 Zitieren
    Abenteurer Avatar von Masty
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    Zitat Zitat von TheChrone Beitrag anzeigen
    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

  9. Beiträge anzeigen #9 Zitieren
    Adventurer Avatar von SuperQuail
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    SuperQuail ist offline

    Smile

    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]

  10. Beiträge anzeigen #10 Zitieren
    Abenteurer Avatar von Masty
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    Masty ist offline
    Zitat Zitat von SuperQuail Beitrag anzeigen
    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!

  11. Beiträge anzeigen #11 Zitieren
    Adventurer Avatar von waltc
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    waltc ist offline
    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...

  12. Beiträge anzeigen #12 Zitieren
    Abenteurer Avatar von Masty
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    Masty ist offline
    Zitat Zitat von waltc Beitrag anzeigen
    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

  13. Beiträge anzeigen #13 Zitieren
    Adventurer Avatar von SuperQuail
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    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.
    Geändert von SuperQuail (20.07.2018 um 01:00 Uhr)

  14. Beiträge anzeigen #14 Zitieren
    Adventurer Avatar von chessdragon136
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    chessdragon136 ist offline
    Hi Masty

    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.

  15. Beiträge anzeigen #15 Zitieren
    Abenteurer Avatar von Masty
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    Zitat Zitat von SuperQuail Beitrag anzeigen
    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

  16. Beiträge anzeigen #16 Zitieren
    Adventurer Avatar von SuperQuail
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    SuperQuail ist offline
    Zitat Zitat von Masty Beitrag anzeigen
    Sorry I didn't understand your problem.. Or is that a problem? Didn't get your point sorry ahah
    No problem. I was celebrating with a drink and I got confused.

  17. Beiträge anzeigen #17 Zitieren
    Rookie
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    Bennett ist offline
    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..

  18. Beiträge anzeigen #18 Zitieren
    Rookie
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    Blubberzwerg ist offline
    Thanks for this great mod. One question though:

    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

  19. Beiträge anzeigen #19 Zitieren
    Abenteurer Avatar von Masty
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    Zitat Zitat von Blubberzwerg Beitrag anzeigen
    Thanks for this great mod. One question though:

    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.

  20. Beiträge anzeigen #20 Zitieren
    Rookie
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    Blubberzwerg ist offline
    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...

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