|
Your continuous donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » The Witcher 2 - Full Combat Rebalance 2 Mod Patch

Default The Witcher 2 - Full Combat Rebalance 2 Mod Patch

December 17th, 2013, 23:49
It has been a while since I posted about the Full Combat Rebalance mod for Witcher 2. The mod has been updated to version 1.2 , and now is the best time to finally try it.

Here are the details , and thanks go to Kostas for sending in the information.

FCR2 v1.2 - 07.12.2013

======================


CORE CHANGES

By popular request, made Geralt strafe while walking without the need to lock on target.


ENEMIES

Fixed elite kingslayers not counterattacking.
Geralt will bounce off draug's and gargoyle's parry.
BALANCE


Introduced level scaling in order to provide adequate challenge in mid / late game. Enemies scale their health using simple formula:
health = health * ( 1 + playerLevel * healthMult )
Health multiplier can be easily accessed and edited under name enemy_health_mult_* in geralt_basic.xml file.
Increased adrenaline generation rate.


ECONOMY


Added missing meteorite ores in shops.
Added Grapeshot schematic to Cedric in Flotsam, Isidor in Henselt's camp and Earso in Vergen.
Added Gadwall recipe to Marcus in Henselt's camp.
Decreased the number of Naeve Seidhe silver swords available in game.


FIXES


Fixed negative skill points value after playing a tutorial and wrong skill calculation after using skill respec.
Fixed dragon fire attacks ignoring Quen.
Fixed Resonating Crystals not working in The Secrets of Loc Muinne quest.
Fixed Geralt t-posing after casting Quen in fistfight stance.
Fixed potion overdose full screen effect appearing on cutscenes and dialogues.
Fixed issues caused by entering cutscene while casting Quen Sign.
Fixed Geralt not being immortal during finishers.
Fixed negative effect of White Raffard's decoction not vanishing with Alchemist skill.
Fixed Deireadh sword not showing correct damage.
Fixed Thunderbolt potion recipe.
Fixed Draug Armor and Kingslayer Armor schematics.
Fixed Wolf potion and Ysgith rune instakill chances (was 0.02%).
Fixed Summer and Winter DLC skills not being added to Geralt.
Fixed Roche Commando Jacket item name.


OTHER

Installer deletes Arena files from previous mod versions. Old files were creating confusion while activating the mod with User Content Manager.
Included mod's source files in installer.
More information.
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
LazyGamer
RPGWatch Team

#1

Join Date: Oct 2010
Location: Potato Land
Posts: 8,781

Default 

December 17th, 2013, 23:49
They are dead to me:

BALANCE
Introduced level scaling in order to provide adequate challenge in mid / late game. Enemies scale their health using simple formula:
health = health * ( 1 + playerLevel * healthMult )
Dajjer is offline

Dajjer

Dajjer's Avatar
Keeper of the Watch

#2

Join Date: Oct 2006
Location: Los Angeles area
Posts: 977

Default 

December 18th, 2013, 00:13
Why wouldn't they just beef up mobs in the last chapter? That seems like the obvious fix.

In any case, anyone have thoughts on this? I plan on revisiting Witcher 2 before 3 comes out, as I still haven't played the second path for scenario 2.
killias2 is offline

killias2

killias2's Avatar
Sentinel

#3

Join Date: Sep 2011
Posts: 356

Default 

December 18th, 2013, 00:27
Originally Posted by Dajjer View Post
They are dead to me:
I'm not too fond of the concept of level-scaling myself but I think it's generally agreed upon that the difficulty curve of Witcher 2 was highly uneven. The challenge the nekkers of Floatsam posed was strikingly bigger than that of any regular enemy of Ch2 or 3.

I'd just like to interject here and point out that I'm not going to say anything to spoil the mood, Chief. I'll just float here and watch. Don't mind me, just sitting here, floating and watching, that's me.
Last edited by Kostas; December 18th, 2013 at 02:24.
Kostas is online now

Kostas

Kostas's Avatar
Dormant Watcher

#4

Join Date: Aug 2008
Location: Dear Green Place
Posts: 1,631

Default 

December 18th, 2013, 00:41
Heh… I had the exact same reaction when I saw that. I won't be trying this mod unless be removes the level scaling.
JDR13 is offline

JDR13

JDR13's Avatar
SasqWatch

#5

Join Date: Oct 2006
Location: Florida, US
Posts: 17,495

Default 

December 18th, 2013, 00:45
This would bother me also but you know you can edit it out, or change it to whatever you want. I guess people didn't read this part.
Health multiplier can be easily accessed and edited under name enemy_health_mult_* in geralt_basic.xml file.

"Beware the potato for he is easily angered."- Couchpotato
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
LazyGamer
RPGWatch Team

#6

Join Date: Oct 2010
Location: Potato Land
Posts: 8,781

Default 

December 18th, 2013, 00:53
Originally Posted by Couchpotato View Post
This would bother me also but you know you can edit it out, or change it to whatever you want. I guess people didn't read this part.
Or maybe people don't feel like having to manually edit every enemy in the game.
JDR13 is offline

JDR13

JDR13's Avatar
SasqWatch

#7

Join Date: Oct 2006
Location: Florida, US
Posts: 17,495

Default 

December 18th, 2013, 01:02
Originally Posted by JDR13 View Post
Or maybe people don't feel like having to manually edit every enemy in the game.
Well if your going to be lazy there is nothing you can do about it.

I have a solution use one of the older version if your willing to have bugs. I wonder how many times I can use that winking symbols in my post?

I'm joking around JDR so don't take it seriously. Well that makes five how about six. There we go. Woops! make that seven. No eight.

Seriously though I agree with Kostas he added it to make the game harder, and I understand not everyone likes level scaling.

"Beware the potato for he is easily angered."- Couchpotato
Last edited by Couchpotato; December 18th, 2013 at 03:53.
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
LazyGamer
RPGWatch Team

#8

Join Date: Oct 2010
Location: Potato Land
Posts: 8,781

Default 

December 18th, 2013, 01:11
Every enemy? Should it just be a single global variable that affects every enemy? Bad design. Phooey.
Thrasher is offline

Thrasher

Thrasher's Avatar
Wheeee!
RPGWatch Donor

#9

Join Date: Aug 2008
Location: Studio City, CA
Posts: 9,874

Default 

December 18th, 2013, 07:59
It sounds like based on the above that it is just one variable you edit.
guenthar is offline

guenthar

SasqWatch

#10

Join Date: Oct 2006
Posts: 1,545
Send a message via Skype™ to guenthar
RPGWatch Forums » Comments » News Comments » The Witcher 2 - Full Combat Rebalance 2 Mod Patch
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 12:38.
Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright by RPGWatch