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F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#192
Nov 23, 2008
Okay i found out where i have the trouble at.. its the health on enemies, its just too much every fight is a boss fight, is there a way to eliminate there health boosts without taking away there damage, hit chance and everything else?
Click to expand...
i would have to make another version of the mod. i can do it but cant promise exactly when. you could play with unchanged swords. this way you'll have up to +130% more damage with sihill for example. thats more then twice as fast killing. just dont install "swords change/override/" folder. other thing is that ammount of enemy health is just an initial shock after playing original game. you'll quickly get used to it and probably even think 1.04 is too easy.act 1 ghouls takes so much time because you use steel not silver sword..
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#190
Nov 23, 2008
Practiti0ner said:
what i mean by blocking mechanic is a button or a combination of buttons pressed causes geralt to raise his sword and take no damage or half damage instead of full damage :) oh and we need sheaths :D great mod btw flash!Oh and i cant get the walk function to work :( when i bind it to a key geralt just moves forward at his jogging speed.
Click to expand...
walking only works in OTS - TPP view. are you sure you use correct camera. there are other methods to walk using other camera modes.i guess it should be possible to implement this blocking the same way as fistfight active dodge works. even if it would be possible and im not sure it is, i dont see the reason for this feature. dodging works fine as it is.yea, i know about sheats. one day i might try to do it. its one of the hardest things to do now.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#188
Nov 23, 2008
moa is beefed up normal wyvern. he/it cant be stronger then royal wyverns but is stronger then regular ones.
 
F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#186
Nov 23, 2008
as written in changlog in first post of the topic, list of changes in mod version 1.04 and 2.04 differ only with this feature:- dealt damage increased to 150-200% of original valueif you installed mod 1.04 on top of 2.04 everything should work perfectly with newly spawned enemies (not those you already have in line of sight in savegame). depending where you are in the game the difference might be unnoticable because ie. first monsters dealing increased damage starts to appear in act 2.if the game is too hard with mod version 1.04 there's easy solution. mod is modular and you can choose its content. there are changes to swords, armors, enemies, skills etc.just read the changelog and decide removing of which part might help you:
2) DIFFICULTY LEVEL:all newest versionsa) Critical effects;- chance to inflict precise hit reduced by half for second and third group style attack,- strength of precise hit reduced by 0/50/66% respectively for first, second and third group style attack.its nice to infict critical damage but few times higher damage than strong style and applying to 10 enemies at once? lets show some moderationb) Geralt's talents and traits;- chance of recieving critical effects increased by ~10%golden oriole, kiss, willow. what is it, potions? i've never needed them. why should i buy critical effect resistance talents? try playing without them nowc) Items;* SWORDS- swords damage bonuses reseted, other bonuses are present- in case of decreased usefulness of a swrod without damage bonus, loss is replaced with other bonusi;- because moon blade (silver sword) has "only" +100% dmg and dmg is reseted, bonus is replaced with armor penetration like with sihil- red meteorite gives following bonuses in swords:1 piece +15% chance to bleeding2 pieces +30% chance to bleeding3 pieces +50% chance to bleeding (+30% before)- damage dealt by geralt decreased by 30%* ARMORS- Armor damage reduction reseted, other bonuses are present- Damaged recieved by geralt increased by 30%Parameters depending on enemy;- all bosses (except the beast), undead, mutants and strongest monsters in the game; basilisks, female wyverns and boneheads are immune to stuntawny owl + aard and execute even hardest enemies? this is past- all bosses (except the beast), undead, mutants and strongest monsters in the game; basilisks, female wyverns and boneheads are immune to precise hitrambo style charge inside numerous group of strongest enemies in game and killing them with 2 group style attacks? forget about it.5) DIFFICULTY LEVEL:version 1.04 engParameters depending on enemy;- health increased to 140-200% of original value,it too easy. you have maxed combat style and you want to see last attack in sequence but you cant because everything is already dead after 2nd-3rd hit? not anymore- accuracy increased to 120-180% of original value,you are surrounded by group of enemies and you go to make a tea. when you're back you noticed that enemies barely hit you. forget it.- increased dodge and parry,since half of the game you stopped using fast style? what for when you hit everything with strong and group style? enough of this- initial igni damage reducyed by 50-75%tawny owl plus maribor forest doesnt mean vaporising everything and passing half of the game without the necessity of drawing a sword- all kinds of spectres and strongest enemies in the game like: cementaur, garkain, bruxa are immune to knockdown,- resistance to knockdown, pain, fear, charm inreased by 25% of original value,before the mod: i'll leave aard, igni and inteligence at 2 points. stun and ignite works 80% of the time regardless. try it now- resistance to burn increased by 25% of original value,
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i'll specify which file is responsible for each change. you'll customise the mod for your need.
BTW what about a blocking mechanic? it might be difficult to add but man it would be priceless!
Click to expand...
im open for suggestions but i dont know what do you mean. please describe your idea.
 
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Mods/Adventure Request/Idea thread

Flash

CD PROJEKT RED
#52
Nov 22, 2008
impossible atm. modders dont have access to 96% of the scripts in game. even with full access im not sure if its not hard coded in game engine.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#183
Nov 22, 2008
i wanted to remove the need for excessive grinding by increasing experience rewards for killed enemies. it works just fine but was prepared for initial versions of the mod - 1.xy. later versions are harder and thus grinding helps. its not necessary in version 2.04 if you know how to fight. higher level makes player mistakes forgivable. i play only with mod 3.03 and beside act 1 i didnt intentionaly level upped (not that it was necessary, i just like to do it. bad habit from action RPGs), but when seeing some enemy i dont avoid it/him, i always engage everything i see on swamps. this is usually enough but fighting on swamps is time consuming. to be honest you'll get better results (less time spent) by gringing a bit in vyzima sewers and avoiding drowners and other low exp enemies.from my experience its possible to finish version 3.03 without grinding at all but you need to know the mod, strengths and vulnerabilities of every enemy, methods, strategies, optimal character development, game mechanics etc. version 3.03 is easy when you know how to play it. the moment one struggle with each enemy is only caused by players' experience with the game, not by geralts' experience.. original game without the mod have all these complicated mechanics and possibilities but most of them were never used because its completely unnecessary. people never made black blood potion other then from curiosity, now
DanConnors said:
In this insane mod one of my most valuable potions has been Black Blood.
Click to expand...
with this mod poeple discover what this game really has to offer in terms of combat.
 
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TlkEdit

Flash

CD PROJEKT RED
#2
Nov 22, 2008
yes, i did with full success. post your questions
 
F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#178
Nov 22, 2008
surprisingly centipede is susceptible to pain so you'll have easier life if you attack from time to time with fast style to inflict pain effect. pain will reduce centipede's accuracy and thus increase your chance to survive.its crucial to use insectoid oil or at least some decent replacement like argentia. high dexterity, strenth, strong style and igni makes this fight much easier. obviously, dont forget about swallow and tawny owl.elealar its safe to begin with lowest version - 1.04. its balanced and harder than original hard difficulty level but still much, much easier then version 3.03. 2.04 is only slightly harder than 1.04.also remember that this mod is fully modular- you can choose the content you like. its seperated in categories but each file is responsible for something else so if you want to customise it further just ask. i'll gladly write how to achieve desired effect. every change was argumented and in details in this topic and it has significant impact on improving gameplay. i can explain why i implemented each change and support it with logic and examples from books.@ danconnors, mejobloggsi'll upload movies from problematic fights today. now, time to sleep.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#175
Nov 20, 2008
well, warriors are immune to stun but its possible to knock them down. if you're playing version 2.04 or 1.04 their resistance to knockdown is lower then in version 3.03. its surely possible to beat them up to half health and stun them.i wont manage to upload movies. im out tommorow so you can expect them at saturday. i'm sorry for delay
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#173
Nov 20, 2008
i'll make movies on youtube showing these 2 battles on mod 3.03. i hope i'll manage to upload them today.
mejobloggs said:
You can stun kikimore warriors. I found 2 or 3 full power fire burts, and then you can stun them and do a finishing move. They are good to hunt cause they give you tons of xp
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you mean kikimore workers?warriors are immune to stun, pain, bleeding, blind, precise hit, fear and resistant to knockdown. you can safely kill them withstrength 4dexterity 4strong style 3bonus talents:stone skinvigorrepelagilitymortal blow 3optional aggressioninsectoid oilswallow potionits entirely possible to win on lower level without these talents but harder of course. with ditto talents you have 100% chance to kill kikimore warrior if you wont make some strange mistake or continuesly breake attack sequence.you can see here that i killed 2 kikimore warriors at a time on version 3.01 (much harder then 2.04). geralt level, talents and equipment is listed in movie description.
mejobloggs said:
I can destroy one or two Graviers out in the open (the cemetery), but I have no chance against the 4 in the wine celler. Speaking of them did you make a movie on how to win that fight (a most uncommon wine)?
Click to expand...
i explained how to kill them in this topic, cant remember the page but this is correct strategy
mejobloggs said:
To kill the Graviers in the wine celler, try coating your blade with pain stuff. Stand on the stairs so only one at a time can get to you. It took me about 15 tries but I got it in the end.
Click to expand...
except i prefer necrophage oil. you can inflict pain with fast style, no need to resign from +100% damage for pain oil (crinfrid oil).
 
F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#170
Nov 19, 2008
of course. you need strength and vigor talent. at the end of the game you'll be around 800hp. but dexterity is more important then strength.you noticed enemy accuracy calculations above, all of them depends on dexterity and thus on your dodge and parry. if you want to survive max dexterity, bonuses to dodge and parry, then be sure to use proper oil and potion. beside kikimore warriors and royal wyverns and completely optional cementaurs there's nothing new in act 3.here's one of act 3 bruxa fight: http://pl.youtube.com/watch?v=vYChOh6aHXIhere are 2 kikimore warriors: http://pl.youtube.com/watch?v=5HIThnstj7Yask more detailed questions, with this ammount of info i dont know what's the reason of your problems. how do you fight, what potions and oils you use, which enemy is too difficult, what level you are and what skills have you picked?
 
F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#167
Nov 9, 2008
pain effect:-reduce speed (attack and movement) by 25%-reduce accuracy by 50% (initial accuracy can be >100%)-reduce parry and dodge by 50% (initial value can be above 100%)-pain animation can make humans/elves/dwarfs immobilebleeding effect:-reduce accuracy by 50% (initial accuracy can be >100%)-reduce parry and dodge by 50% (initial value can be above 100%)-inflicting pain is easier when enemy is under bleeding effect-damage over time based on enemy healthduration of effects depends on effect intensity value countered by enemy resistance. original in-game descriptions never said anything about intensity, while this factor exist everywhere. this is corrected in talents and items descriptions. pain and bleeding from sword style level 1/2/3 differ. higher sword style attack means higher level of critical effect -> harder to resist for enemy, longer duration.you can notice working effects by reduced speed (pain) and free damage per second (bleeding). its important to reapply effects when they wear off.example of critical effects in action:garkain vs witcher with dexterity 5 + bonuses to parry and dodgegarkain chance to hit= 260-114 -> 146%chance to hit with pain and bleeding= 260-114-100 -> 46%graveir vs witcher with dexterity 4 + bonuses to parry and dodgegraveir chance to hit= 200-90 -> 110chance to hit with pain and bleeding= 200-90-100 -> 10%now you see how extremely important pain and bleeding is.when fighting multiple foes its wise to hit each of them to apply effects to everyone who can hit you. its clearly demonstrated in this movie at 45-55 sec. also when you face multiple enemies, cancel attack and reposition when more then 1 enemy can reach you like its demonstrated in 25th second of mentioned caileech movie.[size=12pt]sad examples of chance to hit values from original game - without the mod.[/size]garkain vs witcher with dexterity 5 + bonuses to parry and dodgegarkain chance to hit= 140-114 -> 26%chance to hit with pain/bleeding= 140-114-50 -> minus 26%chance to hit with pain and bleeding= 140-114-100 -> minus 76%graveir vs witcher with dexterity 4 + bonuses to parry and dodgegraveir chance to hit= 125-90 -> 35chance to hit with pain and bleeding= 125-90-100 -> minus 65%chance to hit witcher with dexterity 5 + dodge and parry bonuses, not counting fast style parry bonus, without pain and bleedingdrowner= 1%ghoul= minus 11%alghoul= 1%fleder= 11%graveir= 11%kikimore warrior= 11%vodyanoi warrior= 1%alp= 26%caileech= 16%basilisk= 26%skolopendromorf= 26%bruxa= 41%garkain= 26%cmentar= 26%wraith= 51%royal wyvern= 31%ureus (boss cmentar)= 26%lilly (boss bruxa)= 46%wesper (boss garkain)= 31%
 
F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#164
Nov 8, 2008
there are 7 echinopses in the cave. ritual of magic from place of power + swallow + tawny owl -> 2x igni + few attacks with strong style and you're going for another. drowners are bad idea because with each level they are closer to 1xp reward for kill, you are closing to zero reward. the higher level you are, the more rewarding echinops is. atm you have to kill around 26 drowners to make exp gain from clearing the cave once equal to drowners kill. another level and you'll have to kill 29 drowners since rewards are 5xp lower per level.your choice though
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#162
Nov 8, 2008
if you want to level up, you'll get best xp/time by killing echinopses in the cave. echinops gives ~160 base xp, drowner 80 base xp. i killed 123 echinopses in act 1 to level up a bit. you can count experience i've got. in result i finished act 1 at 13 level.all swords are very useful. critical effects are crucial when playing the mod. bleeding is extremely important. you dont see the effect yet because drowners are immune to bleeding and pain.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#160
Nov 7, 2008
you are asking what changes i've made, when the first thing you should do before installing the mod is reading mod description. all changes are listed and explained on first page of this topic and on witchervault, the only place where you can download it. i recommend to read it.
_________________________________________________________mod ready to download from attachment. its included in newest versions of difficulty mod.(...)mod makes all difficulty levels equal. for those who doesnt noticed another way of using this mod, here's a hint: now you can play on high difficulty with flaming cursor marking next attack in the sequence. just play on medium or easy and you'll enjoy the cursor with hard difficulty._________________________________________________________
Click to expand...
in short version: in-game difficulty levels are equal. choosing in-game easy or medium difficulty is same as hard, thus allowing to play both with hard settings and flaming cursor.
c) Items;* SWORDS- swords damage bonuses reseted, other bonuses are present- in case of decreased usefulness of a swrod without damage bonus, loss is replaced with other bonusi;- because moon blade (silver sword) has "only" +100% dmg and dmg is reseted, bonus is replaced with armor penetration like with sihil- red meteorite gives following bonuses in swords:1 piece +15% chance to bleeding2 pieces +30% chance to bleeding3 pieces +50% chance to bleeding (+30% before)
Click to expand...
no surprise in here. im not hiding any change, nor avoiding discussing about it and argumenting it.edit: oh, and dont forget this fragment
mod offers plenty of changes. changes are divided to categories in archive folder, so player will exactly know what he installs.if you dont like some changes, just dont install this particular folder
Click to expand...
you didnt have to install sword changes.
 
F

[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#157
Nov 7, 2008
since version 3.03, 2.04, 1.04, easy=medium=hard mod is included as part of the mod, not as an overwrite in seperate archive. medium difficulty on version 3.03 is same as hard with flaming cursor of course.if you still have problems with difficulty, just overwrite version 3.03 with 2.04 or 1.04. the difference will be huge. thats the idea of the mod- everyone can choose difficulty to fit their taste and skills.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#151
Nov 6, 2008
dan, you want logical explanation of igni sign? no problem.first of all, in-game igni compared to book version was illogical, not the other way arround. im not basing on game, im basing on books. you know how many times geralt used igni during fights in books? not even once. its nothing powerful, witcher is not a mage and definitely not a flamethrower. what we got in game was a geralt demi-god, his igni sign was countless times more powerfull then everything what azar javed - the fire mage could throw against us. you should realise that in books, every single mage was a lethal threat to geralt and any human being. mages are almost omnipotent in witcher universe, they are limited by power but not by its shape. they can form their magic in whatever fashion they want. witchers' signs are pathetic compared to even simpliest spells.in books aard was used total of 3 times: -against striga with no effect beside gaining more time-against djinni with no real effect-during banquet :hmmm: cant call it a fight..igni was used once:-to solder broken pot (true firepower :whatthe:)yrden was used once during fight with striga and its a defensive sign not offensive trap/debuff/damage like in gameaxii was used only to calm frightened animalsquen to reduce effects of magic attacks same as heliotrope.what you are used to is developers vision of superpowerful welding torch known as geralt with igni. you are not supposed to kill with it alone. its addition to sword fighting allowing to harm enemies without the risk of being hit. you should always rely on sword fighting. signs are not winning the fight, they are helping to win the fight.with mod 3.03 igni sign has similar damage to same level of sword attack. you can call it a ranged sword attack, so if you're dealing 5 damage to enemy with a sword, dont expect that igni will deal 50 or more like it used to be in original game. still, first igni attack ensures high damage ie. >200 to graveir, while every another attack deals around 40-50 damage, same like strong sword attack. this is exactly how it should work. witchers are sword fighters not mages.also remember that on higher levels with maxed endurance, inteligence and igni, you can cast igni up to 6 times in a row with tawny owl. energy regeneration is high so after full sequence of sword attack you can continue with another 5-6 igni attacks. its not underpowered. sign spam is still very powerful and easily obtainable on higher levels with proper character development.if you doubt in logic of any single change in the mod i can easily explain everything basing on books.
DanConnors said:
With every level he gains, Geralt seems to become weaker.
Click to expand...
remember ozzrel? boss which massacred you in 1st act if you decided to melee him? his stats are almost identical to alghoul. now go to the cemetary in act 2 and solo aghoul without using signs.. possible? sure, then maybe try 2 at a time. still possible but require skill? ok, it works this way all the time with every enemybtwa long 4 day weekend is comming in Poland. expect next release of the mod with changes proposed by players.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#149
Nov 6, 2008
i wont discuss taste in here. there are poeple who still find the game easy with mod 3.03. i dont plan to increase difficulty even further but i did include version 1.04 and 2.04 which are significantly easier. using coup-de-grace on knocked enemies is not the fault of the mod but player. you dont have to finish off 1 enemy while being surrounded by 10 who gladly kill you in the meantime.bestiary entries in journal are updated with enemy resistances. if you are using aard against immune enemies.. yes it wont work. some players find aard extremely usefull even against immune undeads. they just push them away and whack while enemies are lying on the ground. with this strategy some players reported clearing whole cemetary on level 15 without swallow.there are dozens of strategies to win every fight and im giving advices throughout the topic how to defeat every enemy. i even made movies on youtube showing particularly difficult fights which players pointed out thinking its purely impossible to win.mod is doing exactly what its supposed to do. the name "insane difficulty" isnt meant to be mildly average, little higher then original. given 3 levels of new difficulty offered by the mod you've chosen the highest and now you're giving big "thumbs down". sorry to hear that but im not sure what did you expect from highest possible difficulty which is thourougly tested by me and (atm) hundreds of players who downloaded the mod.its like giving a ride with a ferrari, driving it cautiously and being disappointed because its too fast so "big thumbs down" to the car.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#146
Nov 4, 2008
fast style provides only 5% do parry, 6% with bonus to parry. this bonus is insignificant comparing to strong style damage when fighting echinopsthe beast was always love/hate fight. many players cant beat it, no matter how hard they try. others find it ridiculusly easy. since its first true boss fight and beggining of the game i didnt want it to become a game-stopper. barghests are stronger but beast remains unchanged.i've never bothered with sword unsheathing. i'll look for it while doing next version of the mod but i cant guarantee anything. i assume its not simple since nobody fixed it for such a long time.finishers are what they're supposed to be. now you have to choose if its worth to finish one enemy but let few others couple of seconds of free hits. you dont have to kill stunned and knocked down enemies, its situational decision.
 
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[TW1][mod] Flash Mod v1.01

Flash

CD PROJEKT RED
#143
Nov 3, 2008
they cant. same as all spectre enemy types. all of their resistances are included in other parameters.echinops are easy, even in 1st act. swallow, tawny owl + circle of power. burn them with igni and whack with strong style attacks.
 
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