1) IMPROVEMENTS AND NEW FEATURES PRESENT IN MOD VERSION 1.0.1:a) Item Models;- Forged meteorite swords model (except for one) changed to Berengar’s sword- 3 yellow meteorite sword “rewarded” with special sword model - Ard’ayene- Temerian swords have new, previously unavailable models (model discovered by J_Slash, many thanks!)b) Armors- All armors have 3 potion slots and 2 short weapon slots.(only the Raven armor had that originally)c) Equipment- Improved “well stacked mod” (author of original mod - rcboothman) compatible with EE.(Some items stack up to 999 pieces in one equipment slot.)d) Camera- Inreased OTS camera distance allowede) Poker dice- 5 NPCs will risk higher stakes during poker mini-games. Changes are reasonable, not sky-high. Only wealthy NPCs have been chosen as they can afford the risk.f) Experience Rewards- Experience rewards redesigned throughout the game to reach roughly level 40-45 at the end of it. These changes are part of difficulty mod and might be crucial to surviveg) Quests- Included “werewolf fur” mod, allowing to gain werewolf fur from Carmen as a reward for saving Vincent- In order to balance out the new diffiuclty level, Vesna Hood has been tweaked to be more resilient. Read on the method to AVOID the unnecessary risks altogether here.h) Controls- Improved “walk mod” (author of original mod - J_Slash, thanks again!) allowing to walk using OST cameraTo use this feature, bind a key to new walk function in game optionsi) Interface- “Toggle GUI mod”New possibility to bind toggle GUI key in Options -> Controls. Toggle GUI will make it impossible to move camera with the cursor (as it disappears along with all other HUD elements), so you have to use screen-scrolling with shift to move the camera.- “easy=medium=hard mod”This mod allows to play on easy or medium difficulty with settings from hard, thus gaining both hard level and the cursor. The original difficulty changes remove the glowing indicator altogether, improving the immersion but making it much harder to perform comboes.j) Bugfixes- Devourers are now treated as carrion by the game.- Improved talents’ descriptions (some errors in English version, but the descriptions are much more informative and logical)- Switched bonus to talents “energy regeneration” from tier 2 and 3 stamina tree. (Before the fix, “energy regeneration” bronze level talent offered bigger reward than the silver level one)- Completely rewritten forged swords’ parameters to be more in tune with in-game descriptions- “Energy regeneration” from tier 2 stamina tree fixed. Originally it worked only when Geralt was poisoned.k) Visual Effects- Now all successful attacks leave visible wounds on character models - you’ll actually see the slashes and bruises.- Bigger blood decals.l) Movies- 2 versions of no intro mod disabling movies at game startup:a)no intro (all movies disabled)b)no witcher logo (but intro is present)2) CRUCIAL CHANGES TO GAMEPLAY
all newest versions)a) Critical effects:- chance to precise hit reduced by half for second and third paces in group style attacks,- strength of precise hit reduced by 0/50/66% respectively for first, second and third paces in group style attack.b) Geralt’s talents and traits:- chance of recieving critical effects increased by roughly 10%c) Items:* SWORDS- swords damage bonuses reset, other bonuses left intact- in case of decreased usefulness of a sword without the damage bonus, loss is replaced with other bonuses;- because moon blade (silver sword) has “only” +100% dmg and dmg is reset, bonus is replaced with armor penetration like with the sihill- 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 reset, other bonuses left intact- Damaged recieved by Geralt increasedd) Enemies additionally strengthened:- all bosses (except the Beast), undead, mutants and strongest monsters in the game; basilisks, royal wyverns and skullheads are now immune to stun- all bosses (except the Beast), undead, mutants and strongest monsters in the game; basilisks, royal wyverns and skullheads are also immune to critical hite) Bugfixes- Kikimore workers no longer recieve magic damage multiplied by 100- Woref is no longer vulnerable to silver3) DIFFICULTY LEVELS:InsaneEnemy parameters:- health increased to 150-600% of the original value,- accuracy increased to 120-190% of original value,- increased dodge and parry, so fast enemies can’t be hit with strong style attack (since originally, styles in the game were designed not to overlap - you shouldn’t have been able to use one style throughout the game)- initial igni damage reduced by 50-95% (originally first fire wave dealt huge damage)- all kinds of specters and strongest enemies in the game like: cemetaurs, garkains and bruxae are immune to knockdown,- resistance to knockdown inreased by 25-600%,- resistance to burn, fear, hex increased by 25%,- damage dealt increased to 150-300% of original value (unlike in lower difficulty versions of the mod, human, elven and dwarven damage is also increased)- health regeneration 0.5-6 hp/sec.- undead immune to fearHardestEnemy parameters:- health increased to 140-200% of original value,- accuracy increased to 120-180% of original value,- increased dodge and parry,- initial igni damage reduced by 50-75%- all kinds of specters and strongest enemies in the game like: cemetaurs, garkains and bruxae are immune to knockdown,- resistance to knockdown, pain, fear, hex inreased by 25%,- resistance to burn increased by 25%,- damage dealt increased to 150-200% of original valueHarder (than vanilla hard)Enemy parameters;- health increased to 140-200% of original value,- accuracy increased to 120-180% of original value,- increased dodge and parry,- initial igni damage reduced by 50-75%- all kinds of specters and strongest enemies in the game like: cemetaurs, garkains and bruxae are immune to knockdown,- resistance to knockdown, pain, fear, hex inreased by 25%,- resistance to burn increased by 25%