Gothic 3 - CP 1.75 Released

Here's another opinion then - actually wait, it's a fact. Your grammar is atrocious.
I don't think I've ever seen you use the word their/there/they're in the correct manner. :) Also, in your follow up post - it's "an impressionable person", not a.
That's all. /grammar nazi mode off

I rather enjoyed my 1.74 CP replay a couple of summers ago as a mage. Are there many major changes to 1.75 that would justify downloading the patch again? I thought 1.74 was to be the last one. Anyone who has played both care to compare the two experiences? Cheers.

Oh another grammar Nazi how lovely.:)

Moving on it wont stop from from misspelling again so feel free to correct me again if you want. It's been fun. Sticks and stones I believe you know the saying right?:p

Besides I hated English classes anyway.:)
 
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I rather enjoyed my 1.74 CP replay a couple of summers ago as a mage. Are there many major changes to 1.75 that would justify downloading the patch again? I thought 1.74 was to be the last one. Anyone who has played both care to compare the two experiences? Cheers.
From the changelog it looks like a collection of minor gameplay tweaks and many performance and graphical optimizations.

Code:
XV. Community Patch v1.75.14 (not in retail version)
====================================================

+ Performance tweaks.
+ Modkit enclosed as separate installer, incl. short manual & CPT tools.
- Light calculation on vegetation corrected.
- Lightmap issue on some ruin's walls.
+ Width of ingame menus depends on aspect ratio of the screen resolution (can be switched on or off by GUI.AutoAspect in ge3.ini).
+ Color grading implemented.
- Nvidia 3D Vision issue - sky at wrong depth (can be switched on or off by Render.Nvidia3DVisionFix in ge3.ini).
- "Orc armor" reincluded into the game.
+ "Looting by rightclicking" can be deactivated via ge3.ini (parameter QuickLoot).



XIV. Community Patch v1.75 (patch & retail version)
===================================================

 Framework
+ Resource cache can't be changed manually anymore, but will be calculated automatically instead.
+ Autodetection of adequate graphic settings improved.
+ At the first start of the game the current desktop screen resolution will be used.
+ Display aspect ratio limitation removed.
+ Display refresh rate limitation removed.
+ Text language adjustable via audio menu.
+ Parameter "Render.DisableFocusNames" in ge3.ini now also disables all scroll message texts.
+ The ingame font art can now be set in the ge3.ini.
+ fmodex updated to newer version.
+ Dynamic shader caching to reduce stuttering.
- Timing issue on multicore processors fixed (can be switched on or off by Timer.ThreadSafe in ge3.ini).
+ Subtitles will be displayed if a soundfile is missing, even if subtitles have been deactivated in the ingame options.
- Fixed crash when summoning fog while being attacked in close combat.
- Fixed crash when viewing recipes without ResultItem.
- When the hero gets enough XP to climb up two levels at once, he will actually perform these two levelups now.
+ For modders: Certain types of new freepoints are supported now. You can assign info files to those "ghosts".
 
 Graphics
- Shadow issue fixed that occured on Radeon 4000 graphic cards and above.
+ Improved shadow quality.
+ Dynamic shadows now fade out by distance.
+ Vegetation can now receive dynamic shadows (only when shadow quality is set to "very high").
+ Self shadowing added to light calculation.
- Support of shader 1.4 and 2.0 removed.
+ Rim lighting, soft water and soft particles can't be switched off anymore.
+ Rim lighting and subsurface scattering on NPCs implemented.
+ Chromatic dispersion added to water.
- When a weapon hits water, the water waves won't hover diagonally in the air.
- Numerous holes between the head and the body of various NPCs have been mostly closed.
+ Specular light calculation changed from Blinn-Phong to Phong.
+ Improved many shaders.
- Fixed lighting exploit when using animal transformation scrolls.
+ Screen noise improved.
+ Improved Bloom/HDR.
- Depth of field / soft particle issue in combination with watersurface.
+ FXAA implemented, edge smoothing removed.
+ Numerous textures corrected, improved or added.
 
 Animation
- Animation of gargoyles and swamp lurkers improved.
- Animals and monsters collapse, too, when the hero "assassinates" them.
- Clipping of shields that are worn on the arm reduced.
 
 Dialogs
+ Randomization of smalltalk sentences improved.
- NPCs don't start to talk to the hero while he is jumping.
+ The "Story helper" offers dialog options to "calm down" an enclave with "red NPCs" (exceptions: Gotha and Ardea), and dialog options to reduce the counter for "liberated cities". Use at your own risk!
+ The "stage directions" (instructions about what gesture a NPC should make while saying a certain text) were moved from the stringtable to the info files.
+ For modders: InfoType=7 adapted from Forsaken Gods.
+ For modders: New info file parameter "SuppressLog".
+ For modders: New info commands "Humanize", "GiveAll", "FailQuest", "JoinPlayer".
+ For modders: New condition "CondPlayerPartyMember".
 
 Quests
+ For modders: New quest type "13" (spell quests) adapted from Forsaken Gods.
 
 Ingame menus
- Corrected height calculation in mission log window.
+ For modders: Implemented the possibility of quest descriptions (QuestDescription).
 
 Inventory related topics (trading, looting, etc.)
+ Trader's amount of money slightly increased.
+ For modders: Included possibility of non-random trade inventories (gETreasureDistribution_Trade_NotRandom).
+ For modders: Traders are now able to sell quest items.
 
 Equipment
+ The hero doesn't put away his staff or torch anymore when eating fruit, meat, fish, or bread.
 
 Items
+ For modders: Two new commands "ShowGameMessage" and "AddQuestLog" added to the script array of item templates.
+ For modders: New property "FullBody" included in Item_PS.
 
 NPC placements
- NPCs don't stand inside other NPCs while having a smalltalk conversation.
 
 NPC navigation
- The hero can't swim underneath water lily leaves anymore.
- Removed invisible barricades from the stairs of the tower above Faring.
- More possible causes for sliding NPCs removed.
 
 Combat
- The hero's companions won't be injured by his area spells.
+ Arena combatants will wake up from unconsciousness sooner than other NPCs.
- Bug resolved where the hero could be attacked by animals after he enchanted them with the spell "Summon animals".
- Ice golems now use the spell "ice lance" on long distances.
- Dead NPCs can't be reanimated by using the "Attack" command in Info files.
+ Mummies now hit slightly earlier, faster and more often than before.
- No "machine gun"-like attacks from Ogres and "Temple guards" anymore.
+ NPCs who watch fights will occasionally give remarks now when the hero hits his opponent.
 
 Unconsciousness and death
- Effect of the console commands "Kill" and "Defeat" on animals and monsters corrected.
- Burning or poisoned NPCs only die from fire or poison when they are hostile to the hero.
 
 NPC behaviour
+ If the hero opens a chest with the proper key, NPCs don't care about the looting.
- NPCs with PAL_Pirate now react on aggressive animals and monsters.
 
 Companions
- Animal companions don't take part in combats of other NPCs anymore.
- Companion won't slide around after being dismissed while waiting.
 
 Skills and magic
- The spell "Banish evil" can't be waisted on inappropriate enemies anymore.
+ For modders: The description of the HP, SP and MP gain at shrines now results from the TeachAttribValue of the corresponding info file.
 
 Interactive objects
- The hero isn't able to go to sleep, open chests, sit down, sharpen any weapons or use other interactive objects while being under attack.
+ If the hero can't use an interactive object, a scroll message will inform about the necessary item.
+ If the hero sits down on a chair or a bench, he slowly regenerates life energy.
+ For modders: There's a new attribute KeyAmount in the Lock-PS of chests. If the hero should need several (identical!) keys to open a chest, here's the place to name the amount.
+ For modders: It's now possible to set a GameEvent when the hero opens a chest (Interaction.ScriptUseFunc). This event will be set every time the hero uses the object. The same applies when using anvils, whetstones, cooking pots, campfires, alchemy tables, prospecting veins, tree trunks (saws), orc drums, water barrels, thrones, stools, benches, waterpipes, and lecterns.
+ For modders: The attribute increase when reading smithing bookshelves is now connected to the AB switch as well.
 
 Camera related topics
+ First person mode camera has been moved up.
 
 Controls
- Default key for "take all" while looting changed from "Z" to "U".
- The hero doesn't re-enter sneak mode automatically after being forced into conversation with an NPC.
- Problem resolved where the hero carried out an action after the player clicked on the "Ok" Button of a tutorial.
- It's not possible anymore to switch back to the main menu during a conversation.
+ Unconscious or dead NPCs and unlocked chests can now be looted by rightclicking them.
 
 Only with AI switch turned on:
+ Arena combatants fight with a higher attack frequency.
+ With difficulty "hard", the attacks moves of arena combatants are slightly faster.
- Fixed bug where animal groups could use sprint attacks when difficulty "easy" was activated.
 
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Dear Green Place
Ok, it actually does work better. That's the first time I got through the fight with the Orcs in the village without a single stutter! Looks cleaner as well. I tested running around and depending on how much is chasing me, things do slow up a bit. With normal play, I think things are good enough to finally play this thing. When I started it up for the first time, it resets all my settings to high so I might tweak that down just a bit. What a beautiful game now I finally can look at it.

I will say that the dialogue system is now on steroids:conversations start without initiating and rip through at breakneck speed. You really have to pay attention or you can miss stuff. Not really bothersome at all.
 
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@ CouchPotato - No offense meant. I probably just had a bad day and took it out on you a little. ;) Being a qualified english teacher probably doesn't help either… (Makes it stand out more!)
If you try just the once to get "their/there" correct in your next post, I'll be happy! :D

Thanks for posting that information, Kostaz. I often wonder whether the classic G3 stutter is just something embedded due to the way the game has been coded and thus just something I'll have to accept. It was never fully eradicated in my experience at least with 1.74. That said, I have to agree with redman5427 - it remains a beautiful game. Playing as a mage whilst exploring Nordmar possibly at too early a level and stumbling into a life-threatening encounter and then to the next one will always hold fond memories for me.

Slightly off-topic, I know - but how many Watchers have tested the Enhanced Edition patch for Forsaken Gods? Or should I just try to erase the first blasphemously nasty and decidedly broken experience from my mind?
 
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I have played the Forsaken Gods with the patch and while it pretty much fixed the technical problems, the game isn't much fun.
 
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You can still get mirrors here.
 
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Dear Green Place
Thanks for all the work on Gothic 3! :party:

I keep hoping they will fix the Dark water effect (almost black in places) or at least let us set the transparency level.

The only other big issue I have is the City Faction Retreat once you get close to killing them all. Really need a switch to turn that off.
 
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I figure its time I'd start on G3 myself, seeing as people generally agree its been mostly fixed. I've started a new game with alternative balancing. And the only issue I have is that it seems to be hard as hell. Upon entering the first village you're dropped into I fought for about 10 mins, and got killed a bunch of times. Is it meant to be this difficult? I remember clearing the village a while ago without many issues. Is it the alternative balancing? The only chance I have is to run around with a bow and arrows and pelt the orcs until they die. But that takes ages.
 
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Yes, it's meant to be that difficult. It's Piranha Bytes after all. :)

I last played 1.74 with alternative balancing and didn't find it that tough - typical PB difficulty really, but with some effort, success is achievable. You can find ways around things.

If you're clever and careful about the way you target orcs in that early part, you should be able to avoid death completely. Maybe work on avoidance and counter-strikes a little more, doing your best to avoid engaging more than one at once.
 
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What? You got killed in the first village? You're supposed to be immortal there, you can only get knocked down. That must be the alternative balancing or some such thing.

The first village is supposed to be a breeze, you can do it just by spamming the left mouse button. Maybe turn off the balancing and give it another go.
 
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Alternative AI would be more likely than Alt Balanceing to cause such problems. You probably need to time your hits and blocks better and forgetting spamming left click altogether.
 
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Dear Green Place
What? You got killed in the first village? You're supposed to be immortal there, you can only get knocked down. That must be the alternative balancing or some such thing.

You're no longer immortal in the beginning as of v1.75. Although you might be correct in that it's connected to the alternative balancing. When I tried 1.75 recently, I noticed I could be killed in Ardea, and I was playing with both AB and alternative AI. Not sure if it's different with those features off.
 
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What? You got killed in the first village? You're supposed to be immortal there, you can only get knocked down. That must be the alternative balancing or some such thing.

The first village is supposed to be a breeze, you can do it just by spamming the left mouse button. Maybe turn off the balancing and give it another go.

Not killed, just knocked to the ground. I was comparing the difficulty of the game to the unpatched version of G3. It's a lot more difficult. Also, i got the feeling of respawing orcs. I killed some of them right at the entrance, killed the Orc leader by using hit&run tactics outside of Ardea, and then when I came back inside there were orcs once more at the entrance fighting with the other allies.
 
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Not killed, just knocked to the ground. I was comparing the difficulty of the game to the unpatched version of G3. It's a lot more difficult. Also, i got the feeling of respawing orcs. I killed some of them right at the entrance, killed the Orc leader by using hit&run tactics outside of Ardea, and then when I came back inside there were orcs once more at the entrance fighting with the other allies.

At the start of this battle there are a bunch of orks at the lighthouse gate and elswhere in the village in addition to the leader and others at the main gate. Maybe they just chopped through the slaves while you were running from the leader. Obviously the half naked slaves are bound to die every time unless you and your mates get there to kick some ork ass first.
 
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I don't let any slaves die in Ardea, attack only orcs battling half dressed slaves, down to just one slave killed is fairly easy, saving them all is a bit harder.

However, it makes no difference to the result, Ardea will be liberated per the fixed opening storyline. I have ran and stood just outside the gate watching the whole fight until the end and with many slaves killed and still Hamlar says "what have you done the orcs would have let us live, now Xardas will send even more orcs"
...........................
Currently playing at 300+ hours with no community patch, the game runs great and is stunningly beautiful.

(Playing without CP is not to be recommended for newbies and greenhorns)
 
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