top of page
Search
Writer's pictureF0rtuno

Gothic 2: New Balance - Experimental Scripts 1.1

Description from the author:


I present to you experimental scripts for the latest NB update. (Scripts by Haart - co-author of New Balance)


The main idea is to change the critical hit mechanics to a steady damage mechanic. Instead of a chance to deal full damage, weapon mastery now influences the damage dealt to enemies (see the changelog for the calculation formula). The second aspect: improving weapon mastery does not affect the acquisition of melee combat animations. These must be trained separately, for LP. This idea has been floating around for a while, and I finally felt like implementing it. I did. However, just creating it and playing it wasn't enough. So, I added a few more things that I thought would make a playthrough a bit more interesting or just felt right to me.


I usually don't share my experiments, but this time I wanted to, so I wish you an enjoyable game.


It is strongly recommended to start a new game when adding these scripts.


Changelog:


  1. When killing while transformed, the player gains 3 strength points and 3 dexterity points for each kill, lasting until the end of the current transformation.

  2. Bleeding now deals three times less damage than before, but the chance of causing a bleeding wound has increased.

  3. The bleeding mechanic now works as a “multi-dot,” meaning each subsequent bleed during an active bleeding effect increases the intensity of the current bleed and adds several ticks/hits.

  4. The “critical hit” mechanic in melee combat has been removed from the game. Instead, the player initially deals 50% of critical hit damage. Every 2% weapon skill increases damage by 1%.

  5. Weapon mastery is now learned in levels from trainers, not in individual percentages. Players can learn up to 4 levels of mastery (80%) from trainers.

  6. Acquiring weapon mastery does not automatically grant the player animations for that weapon type. Instead, the player must search for and learn the necessary animations from trainers.

  7. Minimum damage for both the hero and enemies has been removed from the game.

  8. "Alchemy no longer teaches specific potions but rather alchemy levels, which grant access to certain potions:

    - Alchemy lvl 1 - Healing Essence, Mana Essence, Speed Potion, Endurance Potion.

    - Alchemy lvl 2 - Healing Extract, Healing Elixir, Mana Extract, Mana Elixir, Double Speed Elixir, Endurance Elixir.

    - Alchemy lvl 3 - Elixir of Strength, Elixir of Dexterity, Elixir of Mana, Elixir of Life."

9. "Reworked the implementation of the "Enemy Strength" option. Instead of multiplying stats, NPCs now directly multiply damage by the selected percentage.

- The default setting is now that the multiplication is done AFTER the victim's defense is subtracted.

This means that defense will work for both gothic 100% damage and nightmare 200%. However, on nightmare, the player will take exactly twice the damage.

- Magic damage is calculated a little differently than physical damage, but in general (at 150% or more) the player will take MORE damage than before this modification, by approximately 10%.

- In the settings, it is possible to turn on damage multiplication BEFORE subtracting the victim's defense (roughly as it worked before, but without the stat boost, just with damage multiplication).

10. Expanded the ability to change the "Enemy Strength" setting from 50% to 400%, except for Nightmare, where it is fixed at 200%.

- Expanded the ability to change the "Enemy Health" setting from 25% to 400%, except for Nightmare, where it is fixed at 150%. For bosses, health is always 100% and cannot be changed in the settings.

- Expanded the ability to change the "Enemy Defense" setting from 50% to 200%, except for Nightmare where it is fixed at 150%.

- Extended the ability to change the "Experience for Enemies" setting from 50% to 200%, except for Nightmare where it is fixed at 100%.

11. "Spell damage limits have been removed. However, to prevent players from getting exhausted on low-circle spells, the scaling from low-circle runes' Intelligence is lower than standard.

- The higher the circle of the magic rune, the greater the scaling from Intelligence"

12. "Removed mandatory chapter requirements for learning the next magic circle. Now a magic circle can be learned by gaining the required amount of magic (2-200, 3-400, 4-600, 5-900, 6-1200) in any chapter.

OR by moving to the next chapter (chapter == magic circle) (Does not work with the Path of Trials)."

13. Added the ability to draw intelligence for VB. It can be drawn from any mana teacher. 1 to 1.

14. "Added the ability to change difficulty settings from the ""Settings->Difficulty Settings"" menu. (Enemy hp, strength, defense, %experience, VB per level, hp per level).

- These settings only work on the Gothic difficulty, the settings do not change on the Nightmare difficulty.

- You can also switch the difficulty from Nightmare Dream to Gothic in this menu. However, switching in the opposite direction does not work."

15. The initial stats of the Hero on the Nightmare are slightly changed. Hp 100, stats at 5, control 1. In my opinion, the low hp of the hero at the beginning of the game does not make the game harder, it just delays the moment when the player starts fighting

16. "The bandits have learned to use the spell scrolls, so some (random) bandits have acquired several scrolls. Including the strongest scrolls(small chance), be careful.

- Bandits are not very experienced, so they can use aoe scrolls well in a crowd of their comrades.

- Can be turned off in the settings. (Does not work with the Path of Trials add-on)"

17. Fists are now scaled from strength not 1 to 1, but by the formula: strength * (1 + (strength) * 0.0025). Upper limit: multiplier 3, at strength 800. For the NPCthis formula also works. (It does not work with the Test Path plugin).

18. When the player attacks an npc or monster (except bosses), the npc may become enraged, accompanied by a visual and sound effect. Rage has several effects that do not necessarily strengthen the npc.

19. "All npcs get a random weapon that matches their traits at the start of the game. Can be turned off in the settings, it is on by default. (Does not work with the Path of Trials plugin).


- Created for variety, but overall can help you get a powerful weapon very early on. Use at your own discretion."


Downloadable on the New Balance disc in the NB mods folder (I translated it into English) -https://drive.google.com/drive/u/0/folders/1TCJ5la2zAGBoEUsUgXfmM4id04CQqUr2


F0rtuno's comment


Read carefully what you add to New Balance, on google drive there are a lot of additions from different authors and not everything is necessarily an improvement of the game for the better, sometimes there are people who are surprised by something in New Balance, what they have added themselves with some additions. Some of the additions are more experimental, for testing and so on. It's definitely not built to download everything from google drive and throw it into New Balance all at once, I really don't recommend that :D




43 views0 comments

Comentarios

Obtuvo 0 de 5 estrellas.
Aún no hay calificaciones

Agrega una calificación
bottom of page