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The Witcher 2 - Full Combat Rebalance 2 Mod Patch
December 18th, 2013, 00:49
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.
Here are the details , and thanks go to Kostas for sending in the information.

FCR2 v1.2 - 07.12.2013More information.
======================
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.
December 18th, 2013, 00:49
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 )
December 18th, 2013, 01:13
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.
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.
December 18th, 2013, 01:27
Originally Posted by DajjerI'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.
They are dead to me:
![]()
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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 03:24.
December 18th, 2013, 01:41
Heh… I had the exact same reaction when I saw that. I won't be trying this mod unless be removes the level scaling.
December 18th, 2013, 01:45
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.
--
Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.
Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.
December 18th, 2013, 02:02
Originally Posted by JDR13Well if your going to be lazy there is nothing you can do about it.
Or maybe people don't feel like having to manually edit every enemy in the game.![]()
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.
--
Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.
Opinions are like assholes, everybody's got one and everyone thinks everyone else's stinks.
Last edited by Couchpotato; December 18th, 2013 at 04:53.
December 18th, 2013, 02:11
Every enemy? Should it just be a single global variable that affects every enemy? Bad design. Phooey.
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