Two Worlds - v1.1 Patch

According to a Zuxxez dude (Dirk P. Hassinger, VP Business Development), the patch adds some multiplayer quests and improves the city overview map.
 
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Do we assume that these will be included in the English release?
 
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He didn't say but I would assume so. Why would they not ship the latest version to the international publisher when the international versions are up for release in a few weeks, right?
BTW, the German Royal Edition is multilingual so the English version is already finished (except for these post-German-release patches). It's just a matter of a different publishing company that is responsible for the delay.
 
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Which is no guarantee the patches will be included, but let's be hopeful!! :)
 
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Release Notes:

" Reputation Stats of Clans added to F5 Menu
" Spell Shockwave FX 3D sound improved
" VO mute for English VOs added
" Tooltip windows transparency added
" 2W startup logo for 16:10 added
" chests in the cave next to Covengor added
" cave under Gorgammar: torches added
" cave under Outpost: torches added
" quest imprisoned guard(228): torches added
" beaver - inventory items added
" teleport stones can be multiple in inventory
" additional NPCs dialogs from the brotherhood outpost added
" enemies added: Lava dragon, giant wasp
" Covengor cave added
" Shopkeepers icon added (according to printed manual)
" level up "Star" disappears, if skill points are unused after 30 secs
" 10 new daggers added
" MP teleporters added
" MP 21 quests added

Bug fixes

" E1 area collision problem fixed
" female MP character voices adjusted
" enemy swordsman sight range adjusted
" Moonshine in Covengor: menu subtitle amount number 2 digits support fixed
" Qudinar: Maliel Shrine missing symbol added
" Qudinar: floating furniture in the house south from the teleporter fixed
" missing part of the route between Excavation and wolfs dent fixed
" Thief's Cave: channel added
" dead fox - animation fixed
rock collision boxes fixed
horse main texture fixed
Quest Loth Oldrot: logic fail back procedure adjusted
" Basil Tylar /Necromant: Questlogic fixed
" Karkat Cave: burning wall fixed
GorGammar: Cave south of GorGammar name tag addedissing
Tharbakin Dungeon: path finding logic adjusted
" Orna mine with the Dwarves. Chests added
" Monster: Miamat inventory added
" Price calculation of joint items adjusted
" NPC hit by accident during fight attack hero no more
quest King's Tomb: quest fail back added, when QG killed by player
" Map signs visibility improved
" LOD for barrels added
NPC logic for open / close doors improved
" Inventory of a killed horse fully accessable
" Grass around res place around Cathalon added
" Gate112 opening animation fixed
Reist conversion to daemon FX effect added
Quest 147: skill points added.
prices of alchemy potions recalculated
Targeting Symbol exchanged
" LOD of horses added
" MP start quests rebalanced
" killing guards effect behaviour of guarded persons
" horse collision box adjusted
" NPCs reaction on burglary fixed
" horse behaviour on collision boxes improved
" mouse wheel zoom direction changed
" NPC collision boxes improved
" HO´s HP increased
 
If RPGWatchs german visitors have any experience with 2world dont hesitate and post your feelings about it please :).
 
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A quick one on my notebook here (which is a tad too slow for the game): Looks promising. More details after I have played it on my home PC.
 
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First game hour looks good.

hint: to see the intro click on .wmv-file in the video folder -> a codec needs to be installed.
 
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Come on guys, dont be so brief .

Detail, details :) .

How does the gameplay feel? Hopefully not like a hack&slash(or so called Action-RPGs)?
 
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There's a first(?) German review here at 4Players. The reviewer is the same as the one who tore Gothic III a new one and he awarded Two Worlds a score of 78% saying that it's a pretty good action RPG that is better than Gothic III but not as good as Oblivion.

The main points of criticism are a lack of polish (bad collision detection that makes -not only- horse riding very annoying apparently), a lack of highlights during the course of the story, weak cutscenes, various logical bugs/issues, little response/reactiveness of NPCs to your actions, poor dungeon design, lots of recycled non-unique NPC faces, one-way dialogues almost throughout the entire game, a few really stupid quests (his words, not mine ;) ), poor animations, no physics, no traps, no puzzles, mediocre soundtrack, no real city life, lack of complexity in character creation, tedious combat against wild critters (Gothic III boars anyone?).

And the positive stuff (some seemingly contradicting the negative aspects so there's probably a bit of both in those cases, like e.g. some really good quests and some really dumb ones etc) according to this review is... an interesting story, a huge game world, great looking landscapes & scenery & weather effects, nice selection of flora & fauna, lots of freedom in choosing a career, intuitive combat system, great choice of weapons and armor, seven factions that react to the player's actions, complex character development, tons of quests including a few really good ones, great journal, zoomable map, great (German) voice acting, horse riding & combat, comfy teleport system, three difficulty levels, five schools of magic, tons of alchemy ingredients and a good alchemy system, densely populated cities, classic & bizarre monsters, ability to improve weapons and armor.

All of that taken from the lengthy pro & con list at the end of the review.
 
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I do not agree very often with 4Players. They are a little bit to harsh and always argueing their tests are not meant to be neutral. But it always sounds like a lame excuse, because there is no regularity in this tester's criterias - imho.
 
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can anyone tell a bit more of how the compass works? Does it really lead you from quest to quest? like some action rpgs?
 
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