1.2 What do you want to see in that Patch?
:wisegirl:
First of all after 1.10 I think it would be nice to continue Patches from that point on with just the increasing number after the comma (because 1.11 would sound silly, and every Patch from this point on should be just major Patches, which should be used to further polish the Game out and improve gameplay, so that the next Patch won't be again such a giant. I agree on it, that smaller, but more constant Patches are much nicer, than just bringing once every 2-3 months a huge one.
So heres my personal List of things that I would like to see in the next patch, which shouldn't be bigger of size, than lets say for example between 5-7 GB.
*Quest Fixes*
* Lord of Undvik > Folan will now move again normally if you find Hjalmar before rescuing him and the Quest Objective of finding out what happened to Hjalmar's Men will actualize itself now also properly under this situation.
* Contract: Oxenfurt Drunk > A unnecessary Kill the Katakan Objetive that apears when the Katakan tries to flee has been fixed, the Quzest Log will show you now properly only this Objetive once and thats actually when you kill it at the end in the barn.
* Contract: In the Hearts of the Woods > This quest has been fixed by letting thechoice that you haven't made disappear now properly from the Quest Log. it won't get shown anymore as Fail Objectives. So if you speak with Sven, the Quest Log will actualize itself with an Auto Save and the harald Part of the Quest will be removed from the Quest Log and later not be shown to you anymore once the Quest is completed.
* Novigrad Closed City II > This Quest has been fixed and won't get shown to you anymore as Failed Quest
* Skellige Most Wanted > This Quest has been fixed, the Werewolf will die now and rest in peace without eternally howling to the moon...
*Gameplay Improvements*
* All Loot in the Game has been rebalanced. You will find now alot lesser trash all around and therefore more valuable things. The amount of lootable places has been reduced sio that when you find a lootable thing, then you know, its somethign meaningful and valuable/useful.
Based on what kind of Loot you can find, Loot Color Frames have now also different Colors
Equipment = Red (orange in coloblind)
Money/Junk = Yellow
Food/Consumeables = Light Blue
Quest Items = Green ( Dark Blue in color blind)
* Items don't scale now anymore in value with rising Equipment Level
* Geralt has now a Maximum Money Limit of 25000 Crowns that he can have with him (If you have at the moment of the Patch more money than 25000, everythign over the limit will be transformed into "Paychecks " which you can trade in at Vivaldi for your money. If you want to earn again more currency, you have to go to Vivaldi in Novigrad and put some of your money onto your Bank Account which you can buy from Vivaldi now in 3 Tiers.
Tier 1 costs 1000 Crowns and enables you to bank in 15000 Crowns
Tier 2 costs 10000 Crowns and enables you to bank in 25000 Crowns
Tier 3 costs 25000 Crowns and enables you to bank in limitless Crowns as much as you want, this way you can save your money and Vivaldi can work with your money, so you earn slowly also money by deposited Crowns in your Bank as time goes by.
* 50% of Skelliges Smugglers Nests have been removed and replaced with new setted up other more interesting Activities like for example rescuable "Stranded People", "Abandonded Ships" (opposite of Abandonded Sites), "Raids", "Sea Monster Nests", "Ghost Ships" (rare, like maximum 2-3) to make Skellige a more interestign place thats lesser of a Treasure Hunting chore where you ship into like every 500 feet into a smugglers nest ...
* Bomb and Potion Schematics will be not findable anymore by random. All recipes for Bombs and Potions will be buyable from Alchemists now, they won't be part anymore of random Loot Rewards
* A new Skellige Island Gwent Card Set consisting of 30 new Cards has been added that will be part from that point on for the Achievement also, so that many Merchant NPCs more will reward you now with a Gwent Card (as there were so far far more Merchants in the Game you could play Gwent with, than there existed Gwent Cards leadign to the point, that you could play Gwent and get no reward after some point in the game. It will replace also Decks from many Skellige as also some other NPCs in Novigrad mainly naturally.
The other Decks will gain also some missing Cards from the previous Witcher Games as like of current new Characters - example Princess Adda Card, Var Attre Twin Card, Striga Card, Shani Card and Gwent Cards receive in general a Rebalancing and new Side Effects to make the Northern Realm Set lesser dominant.
* Decoctions have been redesigned with new and better balanced Effects. Decoctions are now also Part of Alchemy and can be upgraded into tier 2 "Tonics" and then into Tier 3 "Elixiers".
* Missing Decoctions have been added, for example: Cyclops Decoction, Hym Decoction, Drowner Decoction, Sylvan Decoction, Gargoyle Decoction, Harpy Decoction, Endrega Decoction
* The Basic Abilities have been baselined into Geralts general Character Progression. Every 3 Levels from now on will you be able to learn one of the Basic abilities as one of Geral'ts new "Witcher Talents" You don't need to spent for them Ability Points anymore to learn them. Spent AP into them will be refunded with the Patch so that you can reput them into actually Witcher Abilities of eather Combat Skills, Sign Skils or Alchemy Skills.
* The Mutagen System has been redesigned. Upgradeable Basic Mutagens won't be useable anymore into the four Big Mutagen Slots that you unlock over time as your Level goes up. All Monster Mutagens have been redesigned and you can put into Mutagen Slots now only Monster Mutagens.
Monster Mutagens are now upgradeable and changeable in their Effects, based on which Basic Mutagens you merge with them to mutate the Mutagens to your likings.
* Health Increasing Mutagen Effects increase now also Maximum health by % and not anymore only by a couple of hundred points only.
* Rarer Monsters like Succubus, Doppler, Hym ect. have been increased in their population to ensure, that you can reach also for all the Mutagens their Maximum Tier 3, that requires of you to merge 3 Monster Mutagens of the same type, so all monsters need to have enough population in the game, that you can reach a Tier 3 Monster Mutagen of them within a normal and a NG+ playthrough..
Example:
Griffin Mutagen:
The Griffin Mutagen comes in a maximum of 3 Tiers.
To raise a Monster Mutagen Tier, you need to merge it with a Monster Mutagen of the same type. So higher the Monster Mutagen Tier, so more does the Monster Mutagen allow for it to improve and change it with additional Basic Mutagens. Killed Monsters can drop one of 6 different types of Basic Mutagens.
Tier 1 allows it to merge 1 Basic Mutagen to it.
Tier 2 allows to merge up to 2 Basic Mutagens with it.
Tier3 allows to merge up to 3 Basic Mutagens with it.
Basic Mutagens are:
Power = Improves Sword Damage and Durations of your Conditions that you deal
Agility = Improves Endurance Regeneration/Breath Degeneration underwater and Adrenaline Gain in Combat
Vitality = Improves Maximum Health and decreases Duration of Conditions you suffer on
Mentality = Improves Sign Intensity and Range
Wisdom = Improves Alchemy Intensity and Durations for Bombs and Potions
Precision = Improves Crossbow Damage/Range and Chance for instant Kills/Finishing Moves.
* Swordmanship, Sign and Alchemy Abilities have been rebalanced, merged where it fits and replaced where it fits with new Abilities to fill the created gaps with some more useful utility effects that might be helpful in the game for many situations and not only extremely situationally.
* 3 more tiers for Horse Equipment (Mahakam, Blavikan, Legendary Witcher's) have been added to raise the Horse Panic to a new maximum auf 125, the Saddlebags increase the Weight Limit to a new Maximum auf 250 and the new Saddles raise the Horse Endurance to a new maximum auf 125.
* Monster Trophies have been redesigned. they all provide now far more interesting, useful and unique Special Effects, so that the player is incentivized to change out also the Monster Trophies in use currently. Monsters of the same species, but more dangerous type have more powerful upgraded versions and are the only exception of shared Trophy Effects. Example > Griffin/Archgriffin Trophy or Leshen/Ancient Leshen Trophy.
* New Sign Finishing Moves > More new Finishing Moves have been included which are more kind of those from Witcher 2, where Geralt makes also usage of Signs like AARD, IGNI, AXII or even QUEN to finish off enemies with more magical style.
---
I hope you like that little Wish List and get inspired by it CDPR, so that some stuff of it actualyl finds its way into the next patch, however it will be called in the end, if now 1.2 or 1.11 and forward (lol)
:wisegirl:
First of all after 1.10 I think it would be nice to continue Patches from that point on with just the increasing number after the comma (because 1.11 would sound silly, and every Patch from this point on should be just major Patches, which should be used to further polish the Game out and improve gameplay, so that the next Patch won't be again such a giant. I agree on it, that smaller, but more constant Patches are much nicer, than just bringing once every 2-3 months a huge one.
So heres my personal List of things that I would like to see in the next patch, which shouldn't be bigger of size, than lets say for example between 5-7 GB.
*Quest Fixes*
* Lord of Undvik > Folan will now move again normally if you find Hjalmar before rescuing him and the Quest Objective of finding out what happened to Hjalmar's Men will actualize itself now also properly under this situation.
* Contract: Oxenfurt Drunk > A unnecessary Kill the Katakan Objetive that apears when the Katakan tries to flee has been fixed, the Quzest Log will show you now properly only this Objetive once and thats actually when you kill it at the end in the barn.
* Contract: In the Hearts of the Woods > This quest has been fixed by letting thechoice that you haven't made disappear now properly from the Quest Log. it won't get shown anymore as Fail Objectives. So if you speak with Sven, the Quest Log will actualize itself with an Auto Save and the harald Part of the Quest will be removed from the Quest Log and later not be shown to you anymore once the Quest is completed.
* Novigrad Closed City II > This Quest has been fixed and won't get shown to you anymore as Failed Quest
* Skellige Most Wanted > This Quest has been fixed, the Werewolf will die now and rest in peace without eternally howling to the moon...
*Gameplay Improvements*
* All Loot in the Game has been rebalanced. You will find now alot lesser trash all around and therefore more valuable things. The amount of lootable places has been reduced sio that when you find a lootable thing, then you know, its somethign meaningful and valuable/useful.
Based on what kind of Loot you can find, Loot Color Frames have now also different Colors
Equipment = Red (orange in coloblind)
Money/Junk = Yellow
Food/Consumeables = Light Blue
Quest Items = Green ( Dark Blue in color blind)
* Items don't scale now anymore in value with rising Equipment Level
* Geralt has now a Maximum Money Limit of 25000 Crowns that he can have with him (If you have at the moment of the Patch more money than 25000, everythign over the limit will be transformed into "Paychecks " which you can trade in at Vivaldi for your money. If you want to earn again more currency, you have to go to Vivaldi in Novigrad and put some of your money onto your Bank Account which you can buy from Vivaldi now in 3 Tiers.
Tier 1 costs 1000 Crowns and enables you to bank in 15000 Crowns
Tier 2 costs 10000 Crowns and enables you to bank in 25000 Crowns
Tier 3 costs 25000 Crowns and enables you to bank in limitless Crowns as much as you want, this way you can save your money and Vivaldi can work with your money, so you earn slowly also money by deposited Crowns in your Bank as time goes by.
* 50% of Skelliges Smugglers Nests have been removed and replaced with new setted up other more interesting Activities like for example rescuable "Stranded People", "Abandonded Ships" (opposite of Abandonded Sites), "Raids", "Sea Monster Nests", "Ghost Ships" (rare, like maximum 2-3) to make Skellige a more interestign place thats lesser of a Treasure Hunting chore where you ship into like every 500 feet into a smugglers nest ...
* Bomb and Potion Schematics will be not findable anymore by random. All recipes for Bombs and Potions will be buyable from Alchemists now, they won't be part anymore of random Loot Rewards
* A new Skellige Island Gwent Card Set consisting of 30 new Cards has been added that will be part from that point on for the Achievement also, so that many Merchant NPCs more will reward you now with a Gwent Card (as there were so far far more Merchants in the Game you could play Gwent with, than there existed Gwent Cards leadign to the point, that you could play Gwent and get no reward after some point in the game. It will replace also Decks from many Skellige as also some other NPCs in Novigrad mainly naturally.
The other Decks will gain also some missing Cards from the previous Witcher Games as like of current new Characters - example Princess Adda Card, Var Attre Twin Card, Striga Card, Shani Card and Gwent Cards receive in general a Rebalancing and new Side Effects to make the Northern Realm Set lesser dominant.
* Decoctions have been redesigned with new and better balanced Effects. Decoctions are now also Part of Alchemy and can be upgraded into tier 2 "Tonics" and then into Tier 3 "Elixiers".
* Missing Decoctions have been added, for example: Cyclops Decoction, Hym Decoction, Drowner Decoction, Sylvan Decoction, Gargoyle Decoction, Harpy Decoction, Endrega Decoction
* The Basic Abilities have been baselined into Geralts general Character Progression. Every 3 Levels from now on will you be able to learn one of the Basic abilities as one of Geral'ts new "Witcher Talents" You don't need to spent for them Ability Points anymore to learn them. Spent AP into them will be refunded with the Patch so that you can reput them into actually Witcher Abilities of eather Combat Skills, Sign Skils or Alchemy Skills.
* The Mutagen System has been redesigned. Upgradeable Basic Mutagens won't be useable anymore into the four Big Mutagen Slots that you unlock over time as your Level goes up. All Monster Mutagens have been redesigned and you can put into Mutagen Slots now only Monster Mutagens.
Monster Mutagens are now upgradeable and changeable in their Effects, based on which Basic Mutagens you merge with them to mutate the Mutagens to your likings.
* Health Increasing Mutagen Effects increase now also Maximum health by % and not anymore only by a couple of hundred points only.
* Rarer Monsters like Succubus, Doppler, Hym ect. have been increased in their population to ensure, that you can reach also for all the Mutagens their Maximum Tier 3, that requires of you to merge 3 Monster Mutagens of the same type, so all monsters need to have enough population in the game, that you can reach a Tier 3 Monster Mutagen of them within a normal and a NG+ playthrough..
Example:
Griffin Mutagen:
The Griffin Mutagen comes in a maximum of 3 Tiers.
To raise a Monster Mutagen Tier, you need to merge it with a Monster Mutagen of the same type. So higher the Monster Mutagen Tier, so more does the Monster Mutagen allow for it to improve and change it with additional Basic Mutagens. Killed Monsters can drop one of 6 different types of Basic Mutagens.
Tier 1 allows it to merge 1 Basic Mutagen to it.
Tier 2 allows to merge up to 2 Basic Mutagens with it.
Tier3 allows to merge up to 3 Basic Mutagens with it.
Basic Mutagens are:
Power = Improves Sword Damage and Durations of your Conditions that you deal
Agility = Improves Endurance Regeneration/Breath Degeneration underwater and Adrenaline Gain in Combat
Vitality = Improves Maximum Health and decreases Duration of Conditions you suffer on
Mentality = Improves Sign Intensity and Range
Wisdom = Improves Alchemy Intensity and Durations for Bombs and Potions
Precision = Improves Crossbow Damage/Range and Chance for instant Kills/Finishing Moves.
* Swordmanship, Sign and Alchemy Abilities have been rebalanced, merged where it fits and replaced where it fits with new Abilities to fill the created gaps with some more useful utility effects that might be helpful in the game for many situations and not only extremely situationally.
* 3 more tiers for Horse Equipment (Mahakam, Blavikan, Legendary Witcher's) have been added to raise the Horse Panic to a new maximum auf 125, the Saddlebags increase the Weight Limit to a new Maximum auf 250 and the new Saddles raise the Horse Endurance to a new maximum auf 125.
* Monster Trophies have been redesigned. they all provide now far more interesting, useful and unique Special Effects, so that the player is incentivized to change out also the Monster Trophies in use currently. Monsters of the same species, but more dangerous type have more powerful upgraded versions and are the only exception of shared Trophy Effects. Example > Griffin/Archgriffin Trophy or Leshen/Ancient Leshen Trophy.
* New Sign Finishing Moves > More new Finishing Moves have been included which are more kind of those from Witcher 2, where Geralt makes also usage of Signs like AARD, IGNI, AXII or even QUEN to finish off enemies with more magical style.
---
I hope you like that little Wish List and get inspired by it CDPR, so that some stuff of it actualyl finds its way into the next patch, however it will be called in the end, if now 1.2 or 1.11 and forward (lol)
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