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New patch just dropped for PC, I wonder how many got their saves nuked
>>
>playing AAA slop day 1
it's like you're askign for it
>>
>>741437861
>gothic
>AAA
lmao jeetix
>>
Gothic 1 Remake - Version 1.0.2 (CL 169494)

Additions
Added Performance and quality mode preset in graphics menu on console platforms.

Bugfixes:
GENERAL
Various crash fixes and optimizations
Fixed a bug which prevents resting time being restored if the game session was too short.
Fixed a bug that was causing some key conversations not trigger and could block the story.
Fixed a bug that could make mage reactions not match with the god they believe in
Fixed a bug which makes the glossary update depending on in game state instead of player knowledge.
Fixed a bug that disabled look at on dialogs with seated characters.
Further improvements to cutscene audio synchronization.
Fixed Issue with Sitted dialogs not having gestures.
Fixed concert sequence in game pause state.
Removed duplicated characters on the start of a cinematic.
Orcish subtitles truncation on fast-forwarding subtitle appearance.
Fixed Game Over screen persists on future savegame loads when quickloading before it fully appears.
Improved inventory sorting


Storyflow Bugfixes
CHAPTER 1
Fixed a bug which could block Leftys carry water loop.
Players can ask Mordrag and Dusty again for guiding quest.
Fixed a bug than prevents "Magic Transaction" to start if the player has read the letter.
Magic transaction is complete after giving the materials to Torrez.

CHAPTER 3
Fixed a bug which doesnt reset the guards alarms and the player can reach to the watermages.
Fixed a bug which keeps the firemages hostile during the Innos ritual.
Fixed Kirgo not being in the Exchange Zone for Guard Rank up quest.
Fixed novices to follow hero infinitely during quest "A point of no return"
Fixed a bug which could skip Lees monologue.
>>
>>741438002
CHAPTER 4
Fixed gates being opened incorrectly after Firemages quest.
Jackal freemine conversation can't be skiped.
Fix for Orc ambient conversations spamming
Dungeons and forbidden areas in the Old Camp are marked as trespassable

CHAPTER 5
Kalomist camp characters update after they went to the sleeper temple
Fixed a bug which could make Umakhal not to have a right dialogue flow.


Balancing Changes:
General
Solving lockpicking now gives a little bit of XP to feel more rewarding
Two handed axe stun damage reduced to avoid stunlock.

MAGIC BALANCE
- Ball Lightning increase damage
- Fireball increase damage
- Rain of Fire increase damage
- Chain Lighntning increase damage in high level circles
- Heal increase amount in high level circles
- High level circle spells tweek mana cost
- Iceblock damage buff in high level circles
- Fist of Wind damage buff in high level circles

CREATURES BALANCE
- Juvenile Troll: damage increased
- Swampshark: damage and armor increased
- Shadowbeast: damage increased
- Snapper: damage and armor increased
- Skeleton: damage increased
- Skeleton Warrior: damage increased
- Orcdog: damage and health increased
- Goblins: rock damage modifiers
>>
>>741438002
CHAPTER 2
- Mother Molerat: health increased
- Minecrawler Queen: health increased

CHAPTER 3
- Harpy: damage increased
- Biter: damage, armor and health increased
- Bloodhound: damage, armor and health increased

CHAPTER 4
- Razor: damage, armor and health increased
- Fire Lizard Prime: damage increased
- Minecrawler Warrior: damage and armor increased

CHAPTER 5
- Demon Lord: damage increased
- Fire Demon: damage increased
- Minecrawler Temple: damage and armor increased

CHAPTER 6
- Mad Cor Kalom:health and armor increased
- Mad Minecrawler Queen: damage increased

HUMAN BALANCE:
Increased health and armor for all humans other than lower tiers like diggers, scrapers, peasants and novices.
Specific human have an even higher increase in health and armor:
- Okyl
- Arto
- Bartholo
- Raven
- Scar
- Baal Cadar
- Baal Namib
- Baal Orun
- Baal Tondral
- Baal Tyon
- Cor Angar
- Cor Kalom
- Yberion
>>
>>741435803
kto pl
>>
After testing magic further with the 1.0.2 buffs I came to realization that they fucked it up and the whole thing would have to be reworked from ground up.
Fighters have parrying, blocking and spacing which feel fun.
Archers have their run and gun playstyle which also feels fun.
Mages just stand there looking like a cuck in the hotel chair casting their shitty 3-5 second long cast times just to deal no damage.
Simply buffing the numbers means the spells will be OP and you feel cheap playing this shit because everything dies in 1 hit like with the old firestorm.
Or
You do 0 dmg and just wait to be shredded to bits between casts.
Only good mid game spell (ball lightning) is only OP because AI is so retarded the enemies just stand there and wait for you to finish the cast, so as long as you spam it they will never approach you and get cc'd to death. So the only decent spell is also the most boring.

They'd have to change effects, reduce cast times, rework AI etc. Basically rework combat from ground up to make magic fun in remake.
>>
>>741440627
>Basically rework combat from ground up to make magic fun in remake.
Sounds about right, it's so bizarre that early game mage suffering is now the most fun part of the run and instead every other part now sucks.

>AI is so retarded the enemies just stand there and wait
I'm convinced that shit was coded into the enemies so that mages don't get eaten alive constantly. I'd rather wait for the mage rework mod to get some more updates and try that.
>>
magic in g1/g2 is a fucking fireball machinegun

meanwhile here you're a fucking dork that needs to sit on his ass 5 seconds to cast a fireball
>>
>>741435803
lol
>>
>>741441817
No wonder the fire mages got their ass kicked so hard. Patch note says they buffed spell damage but I doubt it can compare with bow damage even.
>>
I'm replaying the og game, I never noticed the hostile bandit camp where you kill the Troll with Diego, what did they do with it in the remake?
>>
>>741442224
It exists and I know of at least 1 quest, from Lee, with it.
>>
>>741442224
It's got a few quests. It's also fucking huge.



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