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Gothic 3 - Union Modpack 1.2.6 Update

UNION+ Hotfix 1.2.4 Changelog


New content:


Added custom ModPack by DenRigel.

1) Achievements Mod - This mod contains a set of hidden mini quests/achievements that reward players for meeting certain conditions. This is the successor to the mini quests from the QuestPack and Lively Towns Mod.

2) Quest Edit - This modification contains localized fixes to the quests of the original game. These include resolving the conflict situation around Avogadro in Trelis (it is now possible to collect 100% reputation without killing the alchemist), removing quest items from NPC inventories, a small redistribution of reputation in enclaves, and more.

3) Fixed Pockets - this modification revises the pocketing mechanics, making it similar to its counterparts in "Gothic 2: Night of the Raven" and "Chronicles of Myrtana: Archolos". All named NPCs have personalized scripts for stealing and unique loot; the possibility of failure is completely eliminated: the hero can either pick his victims' pockets or not.

4) Paid Bonus Mod - the modification reworks the earning of permanent bonuses, which the player achieved in the original game by completing certain quests.


Arcania/Risen Model Pack:


1) The modification is renamed to Knight Chronicle due to a change in concept. It is now a story modification.

2) Added a large macro quest with two storylines leading to different endings.

3) Added a set of armor upgrades for Dexterity, similar to the previous armor for Strength. Rebalanced armor properties, armor production, recipe costs, and armor acquisition.

4) Now almost all high level items from the mod are not sold at vanilla merchants (with rare exceptions), but can be obtained as quest rewards.

5) Added new weapons (two-handed, one-handed swords, hand weapons) as well as new items, crafting recipes, arrows, etc.

6) Added new NPCs as well as unique enemies.

7) Added a new type of monster with a unique hunting trophy.

8) Thanks to our friend fyryNy, crocodile rats now have Gothic 2 voiceovers and don't use varan sounds.

9) Changed lord armor from LTM mode. It now comes with a helmet, changed its properties and how to get it (slightly).

10) Increased the number of desert vultures to make it easier to find their skins. The large egg is now called a vulture skin, as originally intended (less than half a year ago).

11) Fixed normal maps and textures of some items.

12) The mod is fully voiced in Russian.


Immersive World:


1) Redesigned handling of arrows and darts on the workbench. For this purpose, the possibility of collecting firewood from Myrtle tribes was implemented.

2) Added a passage from the grain thieves' cave in Gotha.

3) Implemented the production of set rings. Need to complete quests and learn the Jewelry Making skill.

4) Extensive lighting work done on all objects that appear in the mod.

5) Immersive Gui is now part of the main Immersive World mod.


Intuitive Combat System:


1) ICS for the BU mod is now part of the main ICS mod, as the bugs with fast attacks have been partially fixed.

2) Improved attacks with one-handed weapons have been slowed down, and the original animations have returned.

3) New animations for common one-handed weapon attacks have been implemented. All animations are more horizontal compared to the original, so they hit more opponents.

4) Different sets of animations will work with and without a shield.


Tame Animal:


1) Fixed a bug with the missing option to tame an animal using meat bait, antelope meat, pork and venison.

2) Added recipe for tarantula sting venom and corresponding drops. Increased their quantity.

3) Added desert predators to the ruins of Al-Shedim.

4) Sabertooths can now only be tamed using strong meat bait.


Conquest:


1) Fixed a bug where Captain Hugo was not issuing his rapier to players.

2) Reduced the price of the Pilgrim outfit that can be purchased from Farmon during the "Fugitive Pilgrim" quest.

3) Minor changes to the "Strange Behavior" quest.

4) The mercenaries on the grain and dairy farms no longer belong to Montera after you take the quest to clean them up from Sanford.

5) Assassins in Orc cities no longer disappear at the end of the revolution.


CNQ_MagicWeapons:


1) Shields are no longer equipped automatically when enchanted.

2) Fixed a bug with the missing ability to cast all types of spells on rune weapons.


CNQ_Dragons:


1) The ice blade lies in Runak's cave again.

2) The corpse of the EndGame pirate on the island with the two priests has been recovered, but the Dragon Hunter's armor cannot be found in his inventory.


Balance Ultimate:


1) Koraz is no longer fighting for the rebels.

2) Ore and jagged arrows can be produced again.


Bug fixes:


1) The "Door" sign is now at the top center of the door, not in the corner as before.

2) Fixed bugs when buying armor via dialogue.

3) The treasure at the tent above Braga now contains nomad light armor again.

4) The recipe for hunting armor now requires those sabertooth skins that fall off those monsters, regardless of the mods installed.

5) Several rusty swords have been pulled from the ground.

6) The boar near Creighton's hermit no longer revives after loading.

7) Removed the apple hanging in the air above the mercenary Tran.

8) Fixed graphical bug with Lester's head.

9) Without the LTM_NPC modification, new items, including Tyrone's chest, do not appear in Liberated Cape Dun.

10) Fixed bug with two rebel bodies missing in liberated Cap Dun without LTM_NPC modification.


Others:


1) The Mercenary and Assassin texture mods are now installed after the main mod to avoid compatibility issues.

2) Added missing textures for some armor and inventory icons (thanks to Den Rigel).

3) A few design changes to build and mod descriptions.


Updated English for this latest version of Union Modpack by Romanez78 All downloadable here - https://www.nexusmods.com/gothic3/mods/32



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