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Lehrling
Gothic 3 Balance Ultimate
The initial goal of this mod is to create a common coordinated balance of all content of other modifications (KM, KP, LTM), as well as the removal of various "freebies" that violated the order of equipment extraction conceived by the developers. Example: the armor of the guardian of the swamp brotherhood from KM, obtained from the belly of a crawler, makes it pointless to buy armor similar in characteristics from factions, since it does not require monetary expenses and completing reputation quests.
Other examples: Dragon Hunter armor (from the pirate's corpse), gladiator armor (can be taken from a gladiator), guardsman armor (can be taken from Kobrin), heavy militia armor (can be taken from the Nemora leader).
Added crafting recipes for these items.
During development, the modification went far beyond the original goals.
Balance Changes:
Book of Magic:
Increased the casting speed of some spells (healing, healing another, weakening, poisoning, cold wave, flame wave). Now it is quite realistic to cast them in the midst of a battle.
The study requirements, the order of study and the mana consumption of all spells have been changed.
The attacking spells fireball, ice spear, lightning bolt are now studied at later stages of leveling. The mana consumption and damage of the uncharged caste is reduced, the mana consumption and damage of the charged caste is increased on the contrary.
Attacking spells meteor, lightning summon and ice blast consume more mana. The ice Blast spell is now similar in damage to the meteor and Summon lightning spells. In addition, it is now cast around the target in the target, and not around the hero.
Attacking spells fire rain and thunderstorm - increased the number of targets hit, significantly increased damage. The requirements of ancient knowledge for study have been increased.
Flaming Sword spell - increased the damage of the summoned sword, added protection from enemy spells.
Transformation Magic:
Druid stones have been redesigned, including stones from mods and the amulet of Darkness. The power of the creatures is increased. Learning perks Water mage and Druid increase the power of stones - creatures become more resilient and cause more damage. Druid and Dark Mage perks are needed to upgrade the amulet of darkness.
Transformation potions are also enhanced, but they don't have any pumping progress yet.
Summoning Magic:
All summoned creatures are enhanced.
Goblin summoning spell - the requirements for studying and mana consumption are reduced, the summoned goblin uses a rusty sword instead of a club, damage and health are increased.
Skeleton summoning spell - the skeleton model has been replaced with the skeleton of a military commander from LTM, the skeleton uses a rusty two-handed sword and cannot be knocked down, damage and survival are enhanced.
Summon Golem spell - study requirements are less, damage and survival are much higher.
Demon Summoning spell - the learning requirements are less, damage and survival are much higher.
Game perks:
The requirements and cost of learning all skills and perks have been changed (mainly in the direction of reducing both). Additional requirements have been added, for example, the crossbowman perk now requires not only strength but also dexterity, since the damage of crossbows depends on dexterity.
Added a new skill to the perk system - Magic Weapon, a category of magic skills. Required to use new magic ammo and some old gear.
Perk magic weapons can be learned from most magicians in the game.
Added to the training for two more NPCs perk Killer, these are Ramon in Mora-Sul and Sean in Okara.
Equipment Balance:
Redesigned all the armor in the game. Changed the requirements and bonuses of wearing. There is something suitable for each class and role-playing.
Changed the reputation requirements of the entire armor of all factions.
Faction armor and pictures of their stat.
Increased the damage of weapons requiring dexterity.
Fire and ice one-handed swords require ancient knowledge instead of strength, and the requirement of a new skill "magic weapon" has also beenadded.
Damage increased. Additional bonuses have changed depending on the methods of obtaining.
The magic glow of the "Heart of Cold" sword has been modified, the glow covers the entire surface of the blade.
Rapiers and swords received a small bonus to the protection from the blade.
Changes for Thieves:
Reduced the requirements of the "theft" attribute for studying all the perks in the thieves branch. Added requirements for strength and agility, some other perks. Example: "stun" requires strength in addition to stealing, "killer" requires dexterity.
The trading range of thieves has been expanded. New types of ammunition, recipes for creating poisons and unique crossbow shells.
Thieves' armor is now bought in dialogues, not through trade. Thanks to this, the thieves' equipment does not require the reputation of the rebels.
The opportunity to buy will appear after related thieves' quests, or thieves' activities in the nearest territories.
Changes for Magicians:
All magic staffs have been redesigned. Bonus mana indicators have been increased, other bonuses have also been changed to more useful ones. Druid staffs have been reinforced. Old list chests become more useful for the magician.
All the robes also have a mana bonus.
Ordinary, non-magical staffs also have increased damage and bonuses. The judge's staff and the staff with blades are now perceived by the game as staffs, not as spears.[/SPOILER]
New equipment:
Added 14 types of crossbow bolts, including 4 magic, 2 poisoned, 2 explosive, as well as fire, stunning, hunting, gold, etc.
Added 2 druid staffs with power-up bonuses and increased physical damage. Druid staffs are similar to the three levels of the staffs of the magicians of water, fire and beliar. A level 1 staff is purchased from one of the druids. A level 2 staff can be found somewhere in the game world. The staff of the 3rd level is hidden in the list chest in the same way as in the original, but much closer to the end of the list.
Other:
The armor of a knight from LTM (the same is worn by the head of the liberated Gotha) can be bought in Vengard or received as a reward for the quest "Folio of Ice" from KP, instead of the illuminated armor of a paladin. The quest itself has been redesigned.
The interface has been completely redesigned. Based on the Updated GUI
Added a script to disable the reduction of damage to animals by NPCs. Monsters will start dealing normal damage to NPCs. You can configure it via the ini file (Gothic 3/ini/monsterdamage.ini), by default it costs 1 to disable it, set the value to 0.1
The companions of the main character's friends are significantly enhanced in damage by Diego, Milten, Horn, etc.
The bugle starts with a crossbow and a brand new axe from the LTM mod.
Similarly, nominal Paladins have been strengthened in damage.
Currently, the mod is available in Russian and Polish.
Installation:
The standard installation is Mod-Starter. We need to start a new game.
Requirements:
-Community Patch 1.75
-Update Pack 1.04
-Parallel Universe Patch 1.04
-Quest Pack 4.2
-Content Mod 3.1
-LTM (Busy Cities) 0.4.8
-Update Pack 1.05.10 is required for the new interface to work correctly
Compatibility:
Balance Ultimate is compatible with all the mods listed above, as well as with QuestFixMod (Coastal Region). Not compatible with the Ring Wasers mod (Ring of Water)
Special thanks for the help in developing the Zliden666 and MacHyder mods
Translated into Polish, thanks Zipperiusz
Release review mod - https://youtu.be/osipwE1UPPA
Download - https://drive.google.com/drive/folde...usp=drive_link
Geändert von iLoveHeavyMetal (27.07.2023 um 15:12 Uhr)
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Added a script to disable the reduction of damage to animals by NPCs. Monsters will start dealing normal damage to NPCs. You can configure it via the ini file (Gothic 3/ini/monsterdamage.ini), by default it costs 1 to disable it, set the value to 0.1
By any chance there is a script that reduces Hero damage done to NPCs,
And together with Hero Reduction Damage received from NPCs ?
I remember myself trying to tweak Monster damage. Wolves for boars can stunlock, to avoid high dmg output i used to reduce its level and the damage done was decreased, however their Total HP also decreased to single hit Death, which happens to be too easy. Any workarounds to improve game experience ?
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Lehrling
The damage of the hero can be changed through weapons and spells, the damage of the NPC on the hero can be changed with the help of weapons and spells, as well as the damage of the NPC on the hero varies from their minimum level, gaining experience still depends on it, the HP of the NPC depends on the maximum level.
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Lehrling
"Demon Summoning spell - the learning requirements are less, damage and survival are much higher."
I always found the Demon to be way overpowered anyhow.
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Lehrling
 Zitat von Razor90
"Demon Summoning spell - the learning requirements are less, damage and survival are much higher."
I always found the Demon to be way overpowered anyhow.
The demon is strong if you regard it as a tank, the essence of the mod is to make it not only a tank but also a damage dealer.
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Lehrling
Updated mod link to version 1.05
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I'm missing monsterdamage.ini file in Ini folder. Any help?
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Rookie
Could you elaborate on the changes for the items from Gothic 2 choices? I'm trying to find the Claw of Beliar and can't get it from Sigmor's chest. Even if it got removed, thank you very much for this amazing work.
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Lehrling
 Zitat von Frykas
Could you elaborate on the changes for the items from Gothic 2 choices? I'm trying to find the Claw of Beliar and can't get it from Sigmor's chest. Even if it got removed, thank you very much for this amazing work.
Die Beliar Klaue war in der Mod nicht betroffen, sie wird durch eine Mod aus der Conquest-Mod-Reihe verschoben
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Lehrling
The mod is updated, for installation with the Union+assembly, just download the assembly, for installing the classic way you need to change the first letters of mods so that my mods are at the end of the list. Links updated.
Changes V2.0
Realized compatibility with the mod "Arcaniarisen Model Pack".
Immersive_world compatibility has been implemented through the adaptation mod.
Trade:
There was an opportunity to buy wood, which is sold from lumberjacks around the world. You can create arrows and bolts from wood. In the future, the possibility of crafting bows of crossbows and shields will appear.
All business traders buy skins at an increased price.
All traders-drivers and stolen buyers, suitable in the plot, buy jewelry at an increased price.
Nomads trade only after fulfilling the interests of conditions and tasks related to their sphere. For example, Hurit will begin to trade only after helping the hero to capture the oasis.
The nomads received new individual trading equipment.
The number of NPS merchants has increased, in each nomad clan there is now a merchant and a ward merchant, and magic magicians sell alchemical and magical objects.
You can find all the spears that are in the game among nomadic merchants. It is possible to buy combat staff from military merchants.
Aters from the Sinicar clan was added to the sale of a new combat staff and a craft recipe for its stronger version, created on the basis of the staff of the judge.
Recipes for new ammunition for bows and crossbows, including magic ones, have been added to sale around the world. More than 30 types.
Magic:
Added 9 new spells, 3 for each school of magic.
Magic of Fire: “Fiery Storm”, “Call of Fiery Golem”, “Quick Healing”
Magic of transformation: “Ice block”, “the call of the goblin shaman”, “the call of the fence”
Magic of darkness: "Breath of death", "Ball lightning", "Call of the Reaper of Darkness"
Compared to the previous version of the spell fashion: “Fire Ball”, “Ice Spear”, “The Count of Lightning” received lower training requirements, original 50 ancient knowledge. And also their damage became higher, mana's consumption below.
All spells are processed, the final spells have lower damage, a higher mana consumption.
Intensely spell “Call of the Army of Darkness”: skeleton damage is increased by 30%
The call spells also received adjustments, called the goblin and the skeleton became less strong. The skeleton was adopted by a bow and a new two -handed sword.
Now in the game there are fewer permanent increase in ancient knowledge obtained without a waste of training points: the number of stone tablets on sale decreased by 13 pieces; Eidan's book instead of 12 units. Ancient knowledge gives 12 units. alchemy; The eyes of the guards instead of 1 unit. Ancient knowledge increases Manu by 2 units.
The scrolls of attacking magic and call now have lower mana consumption than similar spells from the spell book studied.
The magic of transformation:
Druid stones have received a more smooth gradation by the strength of damage in the form of an animal.
Mana consumption in transformation stones is increased and now depends on the strength of the form of transformation: the stronger, the more mana is required.
The consumption of mana in transformation stones decreases after studying the perks "druid" and "water magician"
The Druid perk increases the strength of the transformation stone by 30% and reduces the mana consumption by 30%
The “water” magician perk, if the Druid perk is taken, increases the power of the transformation of another 30% and reduces mana consumption by another 30%.
The potions of the default have transformations in strength as stones of transformation with the perk of the magician of water, they do not pump in terms of the power of the form of transformation.
Skills:
Thief skills now do not require pumped dexterity. The previous limits of training returned, for example, the Master Thief Percules requires 100 units to study. The skill of a thief.
Resistance skills to poisons and weaknesses are lower than in the previous version, the requirements for the study of alchemy, it was 70 units, but it became 35 units.
The skill of reinforcement of armor requires only 50 units. The skill of a blacksmith
The requirements for the study of alchemy skills are reduced, however, at the same time, additional requirements of the alchemy attribute have been added for some potions and ammunition.
The “game hunter” perck no longer requires the “Quiet Hunter” perk, the reason: “Quiet Hunter” does not have working mechanics and does not affect the gameplay, this perk is a dummy.
Percues of ownership of one-handed sword: Increased the cost with 5 lp. for the second level and 10 lp. For the third level up to 10 lp. for the second level and 15 lp. for the third level, similarly to the rest of the fighting perk in the game
Park "Protection with a shield": Reduced the price of training from 10 lp., To 5 lp.
Percuit "Protection": the requirement for learning the skill was reduced, it was 200 joint venture. And 250 hp., It became 170 joint venture. And 220 hp.
The Powerful Protection Brown Percure: the price of training from 15 lp., Up to 20 lp.
Perk "heavy crossbow": reduced the price of training from 10 lp., To 5 lp.
Perk "Master Arbaletik": Increased the price of training from 20 lp., Up to 25 lp.
Teachers Training:
Druid Porgan teaches only after the fulfillment of the quest to restore the lost power of the transformation stone - a gip.
Saturas teaches only after the hero finds all the short keys from the Al-Shadim temple.
The vatras teaches magic and ancient knowledge immediately at the start of the game, while it is in a fishing village near Ardea.
Weapon:
The combat crossbow can no longer be bought from merchants, it can only be obtained from the list to
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Hello,
thank you very much for this mod!
I have a question about the attribute costs. The alternative balancing of the community patches increases the costs as of the 250 mark.
Does this balancing approach of yours keep this?
I find it very silly, because it makes you avoid all attribute boni up until you leveled your relevant attibutes to 250 to not accelerate the costs sooner than necessary, which makes the gameplay worse and not better. I'd much rather appreciate a linear cost increasement from the very beginning on so I can take every boni without care.
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Hi,
Seruk in KapDun wont talk to me, is this intended?
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Neuling
Hello,
Can someone tell me where I can get the blueprint for the dragon hunter armor?
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The attempts of mama's sons, who have played dota too much, to make Gothic 3 the same kind of garbage, cause anger.
https://youtu.be/osipwE1UPPA?t=316
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Lehrling
 Zitat von Raggna93
Привет!
Серук в Капдуне не хочет со мной разговаривать, так задумано?
Изменение внесенное модом QuestFix. Нужно продать торговцу в Редок сокровища 5 штук. Тогда Серук начнет торговать.
К сожалению, я не разу не играл в доту, как по вашему, это хорошая игра ?
Geändert von iLoveHeavyMetal (11.11.2023 um 09:39 Uhr)
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Lehrling
 Zitat von Raggna93
Hi,
Seruk in KapDun wont talk to me, is this intended?
Привет, я согласен. Мне тоже не нравится ограничение в 250 навков для прокачки. В будущем планирую адаптировать мод под игру без альтернативного баланса. Сейчас можно играть как с альтернативным балансом, так и без него. Без альтернативного баланса, будет полезно в g3ini снизить получаемый опыт с монстров и квестов до 75 - 50 %.
Пока что недостатком такого способа, является повышенный прирост Древнего знания и Алхимии, от аналоев. В остальном уже можно так играть в мой мод. Без ограничения в 250 ед. у атрибутов
У вас должно получиться так;
[Game]
TestMode=true
PlayerStart=PC_Hero
NoMenu=false
;MinHitDuration - 0=min, 15=max, 6=default
MinHitDuration=5
;ExtendedContent - false=default, true=enable CPT content (preset value)
ExtendedContent=true
;AIMode - false=default, true=enable CPT extended A.I. mode (preset value)
AIMode=true
;XPModifier - 1=min, 200=max, 100=default (percentage)
XPModifier=50
;QuestXPModifier - 1=min, 200=max, 100=default (percentage)
QuestXPModifier=50
;QuickLoot - false=Disable right click looting, true=default
QuickLoot=false
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Lehrling
magic weapons
Hello,
where can I find magic weapons like the black mages? I can learn the perk in bakaresh, but I don't find a merchant in varant for such swords.
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Neuling
Ultimate Balance Mod Quests ohne Inhalt / Text
Hallo zusammen,
ich spiele seit kurzem die Ultimate Balance Mod, diese macht mir auch mit allen Inhalten extrem viel spaß. Allerdings habe ich ein "relativ" großes Problem und zwar sind warum auch immer einige Dialoge leer bzw beinhalten keinen Text. Ich habe dann einfach ein leeres Dialogfeld welches ich auswählen kann und dann startet ein Dialog ohne Inhalt.
Auch im Questlog fehlt der Text. Ich weiß leider nicht woran das liegt. Kann mir hier jemand helfen. Als Beispiel die Quest mit Lee um den König stürzen mithilfe der Verschwörung enthält keinen Text. Auch die neuen Skills, welche gelernt werden können von der Mod sind nicht vertextet.
VIelleicht ist das normal allerdings würde mich das wundern. Vielen Dank für jede Hilfe.
Grüße JohnLeBuff
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Hello everyone,
I've recently started playing the Ultimate Balance Mod and I'm having a lot of fun with all the content. However, I have a “relatively” big problem and that is that for whatever reason some dialogs are empty or contain no text. I then simply have an empty dialog box which I can select and then a dialog starts without content.
The text is also missing in the quest log. Unfortunately I don't know why this is happening. Can someone help me here. For example, the quest with Lee to overthrow the king with the help of the conspiracy contains no text. Also the new skills that can be learned from the mod are not texted.
Maybe this is normal but I would be surprised. Many thanks for any help.
Greetings JohnLeBuff
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