More info about v1.5 patch:
Hotbar finally works as intended!. The spells in the amulet can now be freely assigned to every hotbar, including the custom ones. This time, its SPELLS themselves which are hotkeyed - so if you change the spell in the amulet slot, the hotkeying of the previous spell WON'T go away! Which means, that - while unboosted and severely level depleted - you actually CAN have more than 3 spells on the ready! Sweet! In game it looks like this: You assign e.g. meteor to some slot, and this meteor is boosted and is of some level. Then, you want to change this spellslot to something else, e.g. Aid. You drag and drop spell as usual from the spellbook. Now, the hotkeyed entity in the hotbar will be.... yes, Meteor! It will be "crossed out" to show you it's not in the amulet slot yet, but once you attempt to use this spell via the crossed-out hotkey, the spell will be automatically moved by the game to the previously occupied slot in the amulet (in our example, this will automatically remove the Aid spell from it), only without boosters and of lower level.
Strafeclimbing, Glidebug and Freezejump have been removed! This may sadden some people, but most of us welcome a glitch-free animation system - at last!
MORE and more intelligent LEVEL SCALING! This change will probably receive the most applaud, since the game now offers some more challenge. Bandits, for instant, will almost always be scaled to your level, and their loot will grow even faster than yours - so beware of those thieving scoundrels, they can crush you quite easily! At the same time, cyclopes and ogers are almost always tougher and more experienced than you... On the other hand, low-level enemies are easier to kill, making early levels much more balanced. Also, Level scaling and loot scaling is affected by Game Difficulty! It makes sense to play "Hard" now!
Monsters with fixed loot now can be
looted with one mouse click, without the necessity to go into the inventory of the enemy! A special, blue-grey icon will appear insted of a usual green one - to instaloot the enemy, just press it. But a word of caution! If you were used to looting "on-the-go", i.e. while running, it will no longer work. Now you have to stop near the enemy to instaloot.
Loot rarity has been greatly improved. In fact, in 10 hours of playing I have not found ANY unicorn horns, only 2 pearls, and one werewolf spinal core! Talking about "rare ingredients"!
Item requirement bypass by stacking unwearable items from(your) inventory to equipment slots has been fixed! Now you'll have to do with what you have, and what you can wear!
Chests have been fixed so that you no longer have to "aim" at them with your character. You can't walk ON them, and the lock controls(or loot controls) are shown in a greater radius.
Boosters and add damage gems are now BUYABLE!. The multiplayer will now be a much more balanced place. In singleplayer, you will now be able to collect boosters in a more predictable manner. It also seems that boosters are no longer findable in chests, so this will make a great change for those who were tired of booster-hunting. Both add damage gems and boosters are quite rare in selling, but not as rare as permapotions in 1.4.
Magical Aim. Yes, you read correctly. You can now aim with magic almost in the same way as with bow. You can press and hold the right mouse button (by default performs hotbar-selected action) and move the CROSSHAIR (red) to target enemies, ground, air, whatever... Of course, as always, some missiles just won't behave properly('naughty' fireballs, for instance), but now you can switch between targets freely, and are able to use AoE spells MUCH more efficiently (e.g. a meteor in the middle of a bandit camp....sweet!). The magical aim, just as bow aim, can be toggled to manual-acquire or auto-acquire targets via the 'Settings' screen, in the "Interface" tab.
No respawn of the beavers and foxes.
- Finally, there will be no liver-harvesting, or fat-hunting.
- But there is at least 2x as much of beavers and foxes available!
Almost every weapon has now a unique name. No more generic longswords- be prepared to use "Throglin's Toothpick" or "Yatholen's Sting"...
Face models and new animations:
- Screenshots -
http://www.insidetwoworlds.com/gallery/browseimages.php?c=23
- The lipsync FINALLY looks plausible.
- The meshes are now much better than before, and are much nicer than in e.g. Oblivion (although it's a matter of taste)
- Your character looks NICE by default ... But changes in character creation screen may make him even nicer.
- Giriza traders are much more bearable...
Amazing support.