Disponible el Full Combat Rebalance 2 para The Witcher 2 [Mod]
#1
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[Imagen: en_109cd3b0.jpg]

Como ya ocurrió con el primer The Witcher, Andrzej Kwiatkowski, Gameplay Designer en CD Projekt RED (conocido entre la comunidad de modding como Flash) acaba de lanzar un nuevo mod que aporta una gran cantidad de cambios en el sistema de combate, así como la corrección de algunos fallos generales. Según Flash, su principal objetivo es aumentar la capacidad de respuesta y movilidad de Geralt.

Un par de vídeos:

Arena: http://www.youtube.com/watch?v=oeGeF5eqhXc/
Prólogo: http://www.youtube.com/watch?v=vnHYnc56mGQ/

Se puede descargar aquí (1,5 GB).


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Consideraciones:

- Aún tiene bastantes bugs (algunos deberían estar resueltos este fin de semana).
- Recordad que es un mod, no un parche oficial, por ello se tiene que instalar manualmente.
- No es obligatorio comenzar una nueva partida, pero sí muy recomendable debido a muchos de los cambios introducidos (ver lista abajo).


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La extensa lista de cambios:

GENERAL CHANGES

Up to 80% increase in responsivness per Geralt's animations.
Up to 50% increase in repsonsivness 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.
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.



CHARACTER DEVELOPMENT

Decreased the number of skill to ensure quality over quantity.
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.
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.
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.
Finally soaked boots in tutorial weigh more than dry boots!!



ECONOMY

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.
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 damge 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

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.
#2
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Si estoy jugando The Witcher 2 por primera vez ¿me recomendáis usar este mod?
#3
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(22-06-2013 20:28)Mirthelle link escribió:Si estoy jugando The Witcher 2 por primera vez ¿me recomendáis usar este mod?

Por lo que parece, parecen cambios para facilitar la movilidad en combate, y también para fomentar la parte rolera.

Yo diría que si, que vale la pena. No cambia la experiencia rolera (npcs, decisiones, lugares). Al contrario, la fomenta.

Yo lo jugué cuando salió el juego. Al principio costaba un poco acostumbrarte, incluso había gente que se quejaba que el principio era demasiado difícil xd. Cuando empiezas a acostumbrarte, pillar algunas habilidades y equipo, se vuelve bastante más fácil.

El juego da para 2 partidas completas al menos. Yo desde luego pienso rejugar con este mod instalado.
#4
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Subo el hilo porque acaba de salir un importante parche que corrige gran cantidad de problemas. Se puede descargar aquí (es necesario estar registrado).

En esa página del REDKit podéis ver cualquier actualización subida.

Yo también creo que puede valer la pena echarle un vistazo, aunque soy un poco tiquismiquis con los mods y no suelo instalar nada hasta haber completado el juego "a pelo". Siempre es en sucesivas partidas cuando pruebo con este tipo de cosas.

Como bien ha comentado Lino, este juego se presta a varias partidas (como mínimo dos), así que podéis optar por lo que mejor os venga Wink.


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Lista de cambios:

    FCR2 v1.1
    CORE CHANGES

┬á ┬á ÔÇó Allowed Geralt to parry attacks from behind while heÔÇÖs standing still. I donÔÇÖt have animations to allow it for walking and running, which was the reason why it was disabled in initial mod release.


    FIXES

┬á ┬á ÔÇó Fixed wrong installation directory of localization strings.
┬á ┬á ÔÇó Fixed t-pose on throwing items while being in Focused Stance.
┬á ┬á ÔÇó Fixed becoming permanently stuck in casting animation of upgraded Axii Sign.
┬á ┬á ÔÇó Fixed Resonating Crystals not being affected by Aard and Igni in The Secrets of Loc Muinne quest.
┬á ┬á ÔÇó Fixed various progression breaks in Tutorial.
┬á ┬á ÔÇó Fixed Ves t-posing and doing nothing in the arena fight in Act 2.
┬á ┬á ÔÇó Fixed Axii not having effect on enemies.
┬á ┬á ÔÇó Fixed GeraltÔÇÖs locked rotation on opponent when rolling in strafing mode.
┬á ┬á ÔÇó Fixed crafting schematics that didnÔÇÖt recognize their ingredients in crafting menus.
┬á ┬á ÔÇó Fixed fullscreen effect problem that occured when player maxed Adrenaline bar with skills Magic Atunnement, Adrenaline Rush or High.
┬á ┬á ÔÇó Fixed respec abilities removing core witcher skills.
┬á ┬á ÔÇó Fixed PhilippaÔÇÖs missing head.
┬á ┬á ÔÇó Fixed missing decorations in scribeÔÇÖs room in Lilies and Vipers quest.
┬á ┬á ÔÇó Fixed arachas, endriag queen, gargoyle, troll and bullvore not blocking attacks.
┬á ┬á ÔÇó Fixed Gap in Armor skill applying armor debuff to player.
┬á ┬á ÔÇó Fixed description in FalkaÔÇÖs blood oil.
┬á ┬á ÔÇó Fixed vanilla game quest descriptions wrongly naming grapeshot bombs as beehives.


    BALANCE

┬á ┬á ÔÇó Mage friendly fire doesnÔÇÖt affect Geralt and his allies.
┬á ┬á ÔÇó Increased GeraltÔÇÖs parry chance. First of a series of attacks will always be blocked unless Geralt performs an offensive action.
┬á ┬á ÔÇó Scaled down difficulty levels with Hard becoming new Dark difficulty.
┬á ┬á ÔÇó Scaled up damage reduction of mid-tier and high-tier armors.
┬á ┬á ÔÇó Decreased mageÔÇÖs block and spell block chance.
┬á ┬á ÔÇó Decreased spell block chance of Letho and elite kingslayers.
┬á ┬á ÔÇó Raised LethoÔÇÖs resistance to Yrden.
┬á ┬á ÔÇó Increased hit points of celaeno harpies.
┬á ┬á ÔÇó Reintroduced 2 second Stamina regeneration cooldown.
┬á ┬á ÔÇó Removed extreme enemy damage multiplier in situations when Geralt didnÔÇÖt have any sword equipped in combat (non-qte fistfight stance).
┬á ┬á ÔÇó Added high Vitality regeneration to ghost player characters in Eternal battle quest in Act 2.
┬á ┬á ÔÇó Added riposte ability to all replacer player characters but Henselt, Stennis and Dandelion.
┬á ┬á ÔÇó Set riposte timed window to 0.6 seconds in every attack animation where it was possible. Some attacks are faster than 0.6 seconds, these, obviously, couldnÔÇÖt be fixed.
┬á ┬á ÔÇó Decreased base and Igni damage to 10 and upgraded Igni damage bonus to 10. With Control over the Power skill, PetriÔÇÖs philter and Maribor Forest potions, player is still able to dish 108 Igni damage with 3 Vigor points.
┬á ┬á ÔÇó Increased duration of all potions and oils to 1 hour (was 10 minutes) with the exception of Cat potion, White Raffard Decoction and Anabolic Steroids.
┬á ┬á ÔÇó Changed the function of White Raffard Decoction to a very potent version of Swallow potion. Previously it worked like traditional healing potion known from other games.
┬á ┬á ÔÇó Added Gadwall potion recipy to GeraltÔÇÖs starting inventory. Previously it was only obtainable by unlocking Witcher Secrets skill in Alchemy tree ÔÇö shouldnÔÇÖt be a requirement for items needed in quests.
┬á ┬á ÔÇó Decreased upgraded Aard stun chance to 10% (was 30%).
┬á ┬á ÔÇó Increased Adrenaline generation from Signs for Signs tree ultimate skill.
┬á ┬á ÔÇó Upgraded Quen stuns 3 enemies around Geralt.
┬á ┬á ÔÇó Increased the number of meteorite ores available in shops.
┬á ┬á ÔÇó Increased the number of rare ingredients available in shops.
┬á ┬á ÔÇó Put another effort to discourage players from immersion-breaking behavior where they constantly rolled behind enemy back to attack with impunity. Removing backstab damage bonus was not enough, so now enemies are allowed to Parry back attacks.


    VISUALS

┬á ┬á ÔÇó Improved Igni special effect.
┬á ┬á ÔÇó Made enemies rotate to their targets on Aard hit and Parry.
┬á ┬á ÔÇó Made Geralt rotate to targeted enemy upon Quen activation.
┬á ┬á ÔÇó Changed max adrenaline full screen special effect from Heliotrope to modified dark difficulty effect and used Heliotrope VFX for alchemy ultimate skill.
┬á ┬á ÔÇó Added 5 minute delay for dead bodies to disappear with the exception of the Arena location.


    OTHER

┬á ┬á ÔÇó Added more informations in skill descriptions.
┬á ┬á ÔÇó Added information about armor types and debuffs in item tooltips.
┬á ┬á ÔÇó Added information about trophy stat bonuses in item tooltips.
┬á ┬á ÔÇó Updated informations about riposte and parry in Tutorial.
┬á ┬á ÔÇó Reverted changes to QTEs. First attempt to remove them failed, may try to fix that later. Or not.


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