Page 428 of 432 |
|
Posted: Thu, 20th Jun 2013 18:42 Post subject: |
|
 |
Has he done anything about the gear from the Dark Mode or do I still have to use that mod made exactly for that?
Him696 wrote: | Full Combat Rebalance 2 (1.45GB)
Spoiler: | Full Combat Rebalance 2
The Witcher 2 Mod
This is a general combat tweak and bug fix mod.
The main goal was to increase Geralt’s responsiveness and mobility.
• I do not grant permission for this mod to be released from or hosted on any site other than redkit.cdprojektred.com, moddb.com and nexusmods.com.
• You can incoporate this mod with yours as long as you link to original files.
• Requires The Witcher 2 : Enhanced Edition patched to version 3.4.
• This is a private afterwork project. It is not a patch.
• Instructions how to localize the mod can be found in translation.txt file. You can easily translate it yourself.
• Parry animations for moving and walking were done by Tomek Zawada from CDPR.
Personal favorite mods to play with FCR2
• Dynamic HUD by Presskohle
• Grass Color Fix by Diegog5
• The Witcher trailer armor by markoBG
-- Andrzej Kwiatkowski
FCR2 v1.0 – 20.06.2013
CORE CHANGES
• Up to 80% increase in responsiveness per Geralt's animations.
• Up to 50% increase in responsiveness per NPCs animations.
• Added strafing while being locked on an enemy and walking.
• Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
• Geralt automatically parries enemy sword attacks and deflects incoming arrows. It doesn't mean Geralt is invincible. It's not a 100% chance to parry and the value is not constant. It changes depending on how many hits you block in a short time and from where does the hit land.
• Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
• Monster attacks still cannot be parried with a sword.
• While using Guard Stance Geralt channels an active Quen shield.
• Above listed changes to defence mechanics decreased importance of rolling in combat.
ENEMIES
• Durability of enemies is based on their defensive skills and armor, not just high vitality.
• Mages and assassins don't use duration based shields, instead they have a chance to block each attack seperately, including witcher Signs. This removes the duration godmode from enemies that forced player to run away.
• Letho and elite assassins will counterattack when player is relentlessly attacking them.
• Arachas and Endriaga Queens learn they should defend against sword attacks after receiving few hits.
• Removed knockdown effect from enemy swordsmen attacks.
CHARACTER DEVELOPMENT
• Decreased the number of skills to ensure quality over quantity. Experience rewards and leveling were adjusted to current character development.
• Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
• Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
• All skills now have one level ( previously 2 ).
• Aard and Igni Signs have been changed from projectile to cone area of effect.
• Riposte doesn't require Guard Stance to activate, only attacking in a timed window.
• Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
• Experience points are given only for progressing through quests, not for killing enemies. This encourages role-playing without worrying about missing experience.
• Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.
BALANCE
• Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won't survive more hits than a knight in platemail just because the bandit was encountered later in game.
• Decreased the disproportion in stats between starting equipment and late game equipment.
• Changed Geralt's starting equipment. He now carries core alchemical recipies and schematic for silver sword.
• Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt's badass factor as items.
• Geralt's armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
• Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
• Set elixirs and oils duration to 1 hour.
• Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
• Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt's sword DPS.
• NPCs deal full damage to other NPCs.
• Removed 50% Hit Points condition for throwing enemy off height with Aard.
• Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
• Riposte no longer costs Vigor.
• Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
• Made range weapons ignore armors when calculating damage -- armor penetration.
• Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
• Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
• Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
• Geralt gains knowledge about monsters faster.
• Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
• Set minimal damage dealt by Geralt to zero ( was 5 ).
• Removed bonus damage for backstabs. Geralt is not parrying attacks coming from behind, so it is a penalty already. Backstab damage bonus would be an overkill. As for the the enemies, this change removes the urge for immersion breaking behavior, like constantly rolling behind an enemy for bonus damage.
• Changed arena item rewards for each wave to fit mod item progression.
• Decreased amount of enemies in few arena waves.
• Finally soaked boots in tutorial weigh more than dry boots!!
ECONOMY
• Moved DLC armors from starting equipment to quest rewards and shops.
• Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
• Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
• Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
• Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
• Decreased amount of loot dropped from enemies.
• Removed some of the junk items from container definitions.
• Made vendors specialize in certain type of merchandize.
• Witcher specific recipies cannot be bought but also cannot be sold to merchants.
VISUALS
• Added Focused Combat Stance. Geralt enters focused state during challenging encounters. It's a visual eyecandy, so it happens automatically based on calculated combat threat level.
• While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
• Enemies explode when killed by mage spells. Does not apply to witcher Signs - they are not that powerful.
• Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
• Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
• Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
• Decreased camera shake effect used on each step of huge creatures like trolls and golems.
• Removed green cloud effect from enemy poisoning FX.
FIXES
• Tweaked anim events in all combat animations to improve timings and responsivness.
• Fixed sword oils not providing bonus damage against monsters.
• Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
• Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.
OTHER
• Removed mashable quick time events. Single button QTEs that can end with player's death can be disabled from game options.
• Decreased cooldown for returning to exploration after combat from 7 to 2 seconds. Geralt will be able to interact with environment quicker after combat.
• Removed necesity to enter meditation panel to learn new skills on difficulty levels above Normal.
• Changed item rarity names to reflect witcher's low level magic setting. Items are no longer MAGICAL and EPIC.
• Decreased attacked enemy importance for targetting to make switching enemies easier.
• Many, many other changes that were required to make features listed above work.
TODO THAT I'LL PROBABLY NEVER DO
• I haven't changed icons in character development, so they do not reflect changes in skill trees.
• Special effects for new Aard and Igni Sign are lacking. I'm not a special effect artist.
I'll probably never fix these unless I won't have anything better to do.
|
http://redkit.cdprojektred.com/index.php?c=mod&m=show&p=77 |
So the release of the mod doesn't get lost in the thread.
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 18:59 Post subject: |
|
 |
Unable to connect - Firefox can't establish a connection to the server at redkit.cdprojektred.com.
:/
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 20:30 Post subject: |
|
 |
Don't forget to place a review guys.
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 20:58 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 21:41 Post subject: |
|
 |
Not sure if I'm doing something wrong, but the only change I've noticed is channeling Quen instead of blocking with the sword. Geralt doesn't dodge or pirouette, he still rolls.
-edit ok he's dodging now, but only when fighting monsters. He still rolls around humans. Weird.
I don't think I like this mod. The swings feel more "floaty" and less responsive to button presses. It's also harder to control Geralt, he sometimes aims the wrong way when using a sign and I've even witnessed him completely freeze when I tried throwing a bomb.
There's also a very annoying screen effect when your adrenaline meter is full.
Last edited by randir14 on Thu, 20th Jun 2013 22:12; edited 6 times in total
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 21:57 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 23:35 Post subject: |
|
 |
Great, the mod puts all the files in My Documents...
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 23:40 Post subject: |
|
 |
Just move W2 directory somewhere else and make a symlink to it.
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
|
|
Back to top |
|
 |
|
Posted: Thu, 20th Jun 2013 23:48 Post subject: |
|
 |
If I would use a weight mod, would it fuck up what FCR changes?
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
Neon
VIP Member
Posts: 18934
Location: Poland
|
Posted: Fri, 21st Jun 2013 02:33 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
tonizito
VIP Member
Posts: 51398
Location: Portugal, the shithole of Europe.
|
Posted: Fri, 21st Jun 2013 04:03 Post subject: |
|
 |
ExcaliburB wrote: | I know, I know. I don't get it. Everybody else loves it, so why can't I?? AHHH!  | Play TW1? 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65078
Location: Italy
|
Posted: Fri, 21st Jun 2013 05:37 Post subject: |
|
 |
I've tried the mod very briefly (did 3-4 fights in the Arena) and I have to say, it's not as great as I expected. There are some good tweaks and better balance (like experience given only for progressing through quests, not for killing enemies) , but the combat itself feels kinda "odd" to me.
Even if the flow is better, the pirouettes system is far from being perfect in my opinion since it's very unnatural and approximative, and about the passive auto-blocking..I'm not a fan of that. Could be very good on paper, but needs some bug-fixing. However, I'll have to play more to express a definitive verdict. 
|
|
Back to top |
|
 |
|
Posted: Fri, 21st Jun 2013 06:03 Post subject: |
|
 |
Well, given it's just a mod I really liked it. But the human enemies (in prologue, at least) got stuck very often, and the only way to unstuck them was to hit them at least once. I played through tutorial area without any mods to check if it's happening in vanilla game as well, but it's all OK there...
Intel Core i7 6700K @ 4.6 GHz | Asus Z170 Pro Gaming | Corsair Vengenace LPX 16GB DDR4 3200 MHz | MSI GeForce GTX 1080 FE | Samsung 850 EVO 500 GB + 250 GB | EVGA SuperNOVA 750 G2 | Fractal Design Define R5 | Noctua NH-D14
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Fri, 21st Jun 2013 06:36 Post subject: |
|
 |
Please leave the premises.
Spoiler: |
No, but seriously, The Witcher is leagues superior to Skyrim.
|
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
|
Back to top |
|
 |
|
Posted: Fri, 21st Jun 2013 10:13 Post subject: |
|
 |
Is the mod modular at all? I like a lot of the changes, but would like to skip animation changes and some combat tweaks that sound questionable.
|
|
Back to top |
|
 |
|
Posted: Fri, 21st Jun 2013 17:39 Post subject: |
|
 |
Last edited by Yondaime on Mon, 2nd Dec 2024 15:39; edited 1 time in total
|
|
Back to top |
|
 |
|
Posted: Fri, 21st Jun 2013 17:57 Post subject: |
|
 |
Flash, the creator of the mod, posted this a while ago:
Quote: | OK,
Since today, suddenly mod's audience increased from one guy to thousands of players, few bugs were discovered in matter of hours after mod release.
So,
- becoming stuck after using upgraded Axii - fixed,
- no charm effect on enemy after using Axii - looking for the cause,
- wrong install directory of localization strings - fixed,
- overpowered Igni - fixed,
- need to reintroduce stamina regeneration cooldown after Sign use - done,
- fix roll/piruette direction while strafing - wip,
- add info about restarting the game, not using old savegames with the mod installed - done,
- fix typos in readme and translation - wip,
- scale dark difficulty down,
- tutorial, I'll probably leave it as it is.
Did I miss anything?
Thanks for your patience. That's a nice motivation boost.
Now, to sleep, to work, back to the mod.
I'll update the mod this weekend. |
So at least the overpowered Igni sign is something to be fixed in the next few days.
i7 6700k @ 4.4 GHZ, 2060s, 16 GB RAM, SSD, Windows 10x64.
|
|
Back to top |
|
 |
|
Posted: Fri, 21st Jun 2013 18:08 Post subject: |
|
 |
- scale dark difficulty down
Why?! It's quite damn brutal on dark mode now and less frustrating than in the vanilla version, meaning more brutal in an enjoyable way.
Yeah, the mod is quite questionable, just like the one for the first game. I do like this one though, unlike the one for the first game... mostly. What I think he should have done is replace the roll with the piruette completely. It looks so much better and makes more sense. I like what he did with the Quen, but the normal block should still be something active, on a separate button. This passive blocking just doesn't feel right, then again I never really used blocking in this game. The way the targeting works is still really crappy, just like in the vanilla version, but the game does feel more responsive in general to me. I have no idea about the Igni. To me the Aard seems overpowered now, hehe. Oh yeah, the opponents just turning off their brain in the middle of the fights should be a top priority when it comes to things to fix.
|
|
Back to top |
|
 |
Neon
VIP Member
Posts: 18934
Location: Poland
|
Posted: Sun, 23rd Jun 2013 19:40 Post subject: |
|
 |
I played through almost all of chapter 1 using that mod and promptly uninstalled it.
Then started over using the vanilla W2 combat system just to check if it weren't nostalgia glasses covering my judgement.
Nope, vanilla combat is vastly superior to the modded one. (IMO)
|
|
Back to top |
|
 |
|
Posted: Sun, 23rd Jun 2013 19:41 Post subject: |
|
 |
|
|
Back to top |
|
 |
xExtreme
Posts: 5811
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
|
Posted: Sun, 23rd Jun 2013 19:51 Post subject: |
|
 |
Neon wrote: | I played through almost all of chapter 1 using that mod and promptly uninstalled it.
Then started over using the vanilla W2 combat system just to check if it weren't nostalgia glasses covering my judgement.
Nope, vanilla combat is vastly superior to the modded one. (IMO) |
Kinda the same, I was expecting something more, all that changelog sound awesome on paper, but I'm not impressed by the mod at all,
|
|
Back to top |
|
 |
|
Posted: Sun, 23rd Jun 2013 21:22 Post subject: |
|
 |
I'm actually replaying this (no mods)
|
|
Back to top |
|
 |
Page 428 of 432 |
All times are GMT + 1 Hour |