Patch notes for 3.1 version
Gothic Othello
Vob for Y'Berion's herbs is now visible.
Fire Lizards have a clam chance.
Kaloma Dungeons - filled empty spaces with finds.
Kaloma Dungeons - Filled empty spaces with enemies.
Blood Knight is now immune to falling.
Gor Na Dott now correctly requires Advanced Level Alchemy to learn Creeper Venom.
Mordrag is immortal, brought to a new camp.
Fixed a bug - Talking to Thorus: - Mordrag not disappearing, an unusual player talked to the pest that sent him.
Fixed bug - Talking to Thorus: - Mordrag not disappearing, selected player beat Mordrag.
Bug fixed - Talking to Thorus: - Mordrag appeared in the Tavern in the New Camp, not in the Old Camp, the player beat Mordrag.
Reduced max attribute learning agent from 200 to 190. (related to change in reply to Innos)
The 10% starting bonus for handling br has been removed. one-handed, two-handed.
Reduced the % bonus for handling br. one-handed, two-handed, bow, crossbow when learning to fight for others:
level 1 cut from 6% to 3%
level 2 overload from 12% to 6%
level 3 overload from 18% to 9%
Weapon handling bonus % reduced for:
br. One-handed under strength from max 20% to 10%
br. One-handed dexterity from max 30% to 20%
br. Two-handed under strength from max 20% to 10%
br. Two-handed under the mane from max 30% to 20%
Reduced the % mastery bonus with the blacksmithing skill from 10% to 0%
Reduced learning costs for:
br. One-handed from values 1, 2, 3 from 5 / 10 / 15 to 5 / 5 / 5 PN
br. Two-handed from values 1, 2, 3 from 5 / 10 / 15 to 5 / 5 / 5 PN
Bow from values 1, 2, 3 from 5 / 10 / 15 to 5 / 5 / 5 PN
Crossbow from values 1, 2, 3 from 5 / 10 / 15 to 5 / 5 / 5 PN
The composite bow diagram now no longer shows the 0% ranged weapon bonus.
Rewritten the learning system for all teachers in combat skills (one-handed, two-handed, archery, crossbow)
Removed the Scout Orc on the road to Brotherhood. The orc was rarely able to react to the player from a distance, which was not intended.
Removed the Orc dog on the way to the Orc Graveyard in Chapter 3 to avoid panicking Talas.
Lester correctly guides the player to specific locations.
Added missing tree model.
Fixed: Shooting or attacking spikes in Koloma Dungeons does not trigger the damage script.
Added missing stockade element in Brotherhood.
Kirgo:
strength reduced from 120 to 90
health pools reduced from 750 to 600
combat proficiency reduced from 50% to 35%
Diggers, Moles, Level 1 Novices:
strength and dexterity reduced from 60 to 50
Shadows, Pests, Novices 2nd Level:
strength and dexterity reduced from 90 to 75
Guards, Temple Guards, Mercenaries:
strength and dexterity reduced from 120 to 100
Weapon training has been changed for:
Br. One-handed requires: 2.0 DEX value + 1.0 STR value
Br. Two-handed requires: 2.0 value for STR + 1.0 value for VITALITY
Admission as a Pest:
It does not display the required level condition if the player meets it.
Displays the required reputation conditions correctly if the player does not meet them.
Xardas talk about magic ore armor:
Correctly chats with the player if they have the enhanced version from Stone
Cor Kalom now grants:
Spirit Potion (max. Mana)
Potion of Intelligence
Potion of life
Potion of Strength
Potion of Dexterity
Fisk sells a potion of strength in chapter 3
Wolf sells agility potion in chapter 3
Riordrian sells potion of life in chapter 1
Vitality soup recipe: the description of the vitality bonus has been corrected
Raw meat now restores 1 HP instead of 1% max HP
Fried meat now restores 12 HP instead of 6% max HP
Snaf now has several ready-made dishes for trade
Fortuno now has several ready-made dishes for trade
Ingredients for dishes with permanent bonuses have been changed
Removed large and medium quivers of arrows and bolts to improve order in the trade window (compensated by adding more smaller "denominations")
Fixed a bug with soup textures
A new model has been added for solid foods
Correctly displays the number of mana restored after eating a blueberry
Replaced ravenous wolves (found in winter areas) with cursed wolves. Their number has also been adjusted
Purchasing Armor: The introductory text about armor and price reduction has been removed.
Purchasing Armor: Now displays the message "No previous armor version!" if no previous armor version is available!
Brotherhood Camp:
Removed old trigger boxes from the game (they were not used even in the basic version of the game)
Old free waypoints removed
The camp has been slightly expanded to include a new area
Filled the empty tree next to Lester and Baal Namib
Increased detail in several empty spaces
Improved the Brotherhood music trigger area in the camp
Amulet: Queen of Crawlies Trophy:
HP per kill increased from +1 to +2
Wind Fist spell:
no longer has a pushback effect
Storm Strike:
spell range increased from 1000 to 1200 units
damage increased from 80 to 110
Breaths of death
damage reduced from 500 to 450
Dashboards in the game world award the bonus as earned, not learned.
Books (Strength, Dexterity, etc.) in the game world award the bonus as acquired, not learned.
Fixed targeting items with spells that should not be able to do so using togglefocus lpm + a/d
The lockpicking skill has been slightly changed - from now on, each chest has a random number of combinations depending on the skill:
basic lock opening 4 random combinations
advanced lock picking 2 random combinations
master lockpicking 1 random combination
Added monologue lines spoken by the Nameless One in situations such as missing a key, missing lockpicks, missing an item needed for interaction
Added information about missing items in interactions
Improved detection of active parade animation (no longer checks only animation layer 1)
The non-target combat system has been improved in cases where the target is already selected but the hero cannot hit it
Added attack range scaling for npcs - this is useful for monsters such as yeti or wolf cub, which have reduced models
Added a watermark to marvin mode and a hotkey to quickly disable it under F3 - this will prevent people from typing command 42
Fixed audio for spell collision effects playing when they hit NPCs
Improved the fix for not interrupting the spell during the cast if we are hit, the previous fix did not work properly due to a certain patch from the systempack
Fixed assessMagic perception - from now on, any call to the "Npc_GetActiveSpell(other)" function inside perception will correctly return the spell that triggered the perception, instead of what the player has in their hand
Fixed characters getting stuck when trying to use a spell while running, this should probably also fix the Mage AI bug where they start running straight all the time
Summoned golems have been slightly improved:
under g you can order them to attack the enemy
under shift+g you can switch whether they should attack or just follow the player
Spells and arrows/bolts now pass through summons (player only)
Pets now teleport to the player instead of disappearing when they move far enough from the render
Fixed the zutilities plugin changing the color of the displayed pin for read documents if the "Show other icons for task items" option is enabled
Improved the display of critical damage from the zutilities plugin caused by splash damage and bows and crossbows
Fixed the ability to block human NPCs during fist fights
The colors of selected options in the menu have been changed - from now on, they are green by default and you can change their color in gothic.ini
The option to turn off focus during combat has been changed - it has been divided into two modes: partially and completely, the partial option is enabled by default
Added a menu for changing additional control settings from the mod
Fixed the display of the fire blast effect when playing without dx11 (the spell drifted to the right instead of being in front of the hero)
Fixed display of ice lance effect without dx11 (the spell was invisible)
From now on, only 1 item's main value and the sales value when trading are visible in the inventory again
NPC chat windows are no longer displayed when in conversation with an NPC.
After starting a trade, the NPC's equipment is refreshed so that the weapon he is carrying appears in the trade immediately.