This update is informational in nature and pertains to this version of the update. The author of the English translation, who is also a member of our team, is currently working on it, so please be patient. As for the planned Czech translation – it will be released specifically for this version of the modpack by Christmas. It will be based on a ChatGPT translation that has been manually refined to the extent possible and will be gradually polished into a fully manual version. Once both the English and Czech translations are completed, I will, of course, provide an update here. Below, you can read the list of all changes in the new version translated via ChatGPT.
Changelog 14.11.2024
This update brings a new mod starter. Don't forget to check out the new installation instructions!
Change Description
Massive update that alters every aspect of the game. Release of the new mod starter for faster and more convenient installation of modifications.
Mod Starter
A new tool for mod installation is now available.
Ability to create mod presets.
Extremely fast mod installation.
Presets can include custom graphics replacing the original ones when starting the game, as well as a pre-configured file with compiled shaders.
The Options tab includes configuration for installed plugins.
General Changes
Skills:
The requirements and prices for skills have been adjusted.
New perks added: Energy Resistance and Deadly Arrows.
The skill Silent Hunter has been removed.
After learning the Acrobatics skill, the player gains an additional 15 points in hunting abilities.
Spells:
The damage, requirements, and cost of spells have been changed.
New spells added: Fire Storm, Ice Storm, Breath of Death, and Wave of Death.
Magic Teachers:
All spells can now be learned from mage teachers. They can no longer be learned at the temples of Beliar and Innos.
Spell Adjustment:
Spells can now be upgraded and used with additional modes.
For example, you can speed up or slow down the projectile's flight, shorten the cooldown time, or increase the casting speed.The player starts with an item in the
inventory, Spellbook, which allows switching between these modes.
Similar to regular spells, summoned creatures can now also be upgraded.
Magic of transformation:
Druids can upgrade their transformations. Each level gradually increases the strength and speed of the druid stone beast. In total, 40 levels are available.
Most NPCs no longer attack the hero in animal form.
Arrows and bolts:
Changed damage, price and production method of arrows/bolts.
Added new arrows/bolts.
Special effects can be applied to arrows and bolts.
A weakening poison:
Added a debilitating poison and recipes for its production.
The weakening poison can be applied to arrows, darts and daggers.
Weapons:
The requirements, damage, and bonuses for all weapons have been changed.
Weapon damage has been recalculated with reach in mind.
Longer weapons deal less damage, while shorter weapons deal more.
Weapon categories:
One-handed swords
Two-handed swords
Two-handed axes and hammers
Spears and halberds
Swords requiring hunting skills
Daggers
Heavy one-handed weapons
Bows
Crossbows
Staves
Changes to some weapons
Spears and halberds
They are now considered similar to canes
The player holds them in his hands instead of carrying them on his back.
They require the Rod Weapon skill
Daggers
Require thief skills.
When equipped, they grant the skill Dual Wielding.
Can be used to apply weakening poison.
Learning the Murder skill doubles dagger damage.
Swords requiring hunting skills
The only melee weapon that requires hunting skills.
Staffs
Polearm mastery and Magic Staff skills are required to wield staves.
They require little strength and deal low damage, but provide bonuses to mana.
Chests
The lists of items that can be obtained from chests have been changed.
Weapons or blueprints have been distributed into Heavy Chests.
Old chests contain various items with permanent bonuses, jewelry, and staves.
Several new chests have been added, and some have been moved.
Weapon forging
Almost all melee weapons can be forged.
Weaker versions of weapons often serve as the basis for stronger variants.
Weapons plans:
The forging system has been redesigned. Most weapons are now crafted from the following components:
Main material: The primary raw material for weapon crafting (iron, ore, etc.).
Handle: Can be made from wood, iron, or other materials.
Supplementary material: Most often iron, gold, ore, or gemstones.
Quenching: Depends on the main material, such as wine, fat, oil from magical roots, etc.
Raw iron:
New material.
A cheaper version of iron, used to craft most weapons wielded by orcs and weaker NPCs.
It can be obtained by dismantling weapons, from chests, or by purchasing.
Handles and grips:
New element.
There are several types: for one-handed and two-handed swords, handles for axes, maces and spears.
Weapons disassembly:
The hero can disassemble axes and other weapons into parts in the workshop.
These parts can be transformed into materials for production.
The price of weapons and the benefits of production:
The price of weapons is calculated by adding up all the materials used and multiplying the total by 2.
This way, the player can earn money from crafting.
NPCs use weapons in combat that are four times cheaper than the standard ones.
These weapons cannot be used by the player. It is recommended to dismantle and smelt them instead of selling.
Blacksmithing skills:
For each new recipe, the player will receive a bonus to their blacksmithing skills.
Each recipe requires a certain amount of skills, so the player will need to gradually increase their abilities.
Additional points can be gained by completing tasks, but not through learning points.
Remelting:
The player can learn the skill of weapon smelting.
Weapons can be smelted, for example:
Raw iron into regular iron.
Tools.
Enemy weapons.
Rusty weapons.
Special ingots.
Weapons of the Guardians and Tools:
Acquisition Limitation: The player can no longer endlessly acquire spears and halberds from the guardians or tools from the slaves. Once a item is taken, it disappears from the inventory.
Scroll Crafting:
The scroll crafting mechanic is now available at the hunter's workbench using cow or pig hides.
Hunting Trophies:
The prices of hunting trophies have been changed and now depend on the strength and rarity of the creature.
New hunting trophies have been added.
Almost all animals in the game now provide skins, claws, or horns.
Jewelry:
Adjustments to the bonuses provided by wearing jewelry.
New types of jewelry have been added.
Stat Limits:
After reaching 250 health, stamina, and mana points, the cost to increase them with experience points is doubled.
After reaching 500 points, these attributes can no longer be increased with points. Further increases can only be made through items and permanent potions.
Bonuses from the Ancestors' Strength:
Akasha: +10 ancient knowledge, +25 mana
Baldar: +10 strength, +25 health
Einar: +10 hunting skills, +25 stamina
Snorre: +10 strength, +25 maximum health
Berek: +10 hunting skills, +25 maximum stamina
Angir: +10 blacksmithing skills, +5 strength, +5 hunting skills
Millstones:
3 millstones that provided +5 strength (2 from Vengard and 1 from the Hammer Clan mine) have been removed.
Permanent Bonuses:
Stone Tablets: Now provide +2 and +4 to ancient knowledge, and their price has been reduced.
Permanent Herbs: Add +2 to stamina, health, and mana.
Permanent Potions: Provide triple the bonus.
Elemental potions cannot be consumed.
Physical and magical defense potions now provide +2 defense against all types of physical/magical damage.
Dragon egg potion: Can only be brewed once, does not require permanent herbs, and its bonus has been increased.
Hidden Treasures:
Adjusted bonuses for jewelry found in hidden treasures (LTM).
New treasures have been added, and some have been relocated.
Food and Potions:
The bonuses from consumable items now restore health, stamina, and mana in units instead of percentages.
New dishes and transformation potions have been added.
Expanded Functionality of the Cooking Table (from the ImmersiveCook mod):
The ability to fry eggs from carrion-eaters and chickens.
The ability to fry all types of meat.
The ability to cook meat in oil from magical roots to restore mana.
The ability to prepare stews from various types of meat.
Frying dragon eggs now provides +5 maximum health.
Fishing:
Fishing now requires bread.
One piece of bread allows the use of a fishing rod 5 times.
The list of items obtainable through fishing and the unlocking of special fish has been changed.
Jewelry Crafting:
The option to forge new types of rings with stronger bonuses has been added.
The jeweler rewards unique recipes upon completing his quests.
Melting Gold Ingots:
The blacksmith in Ben Sali offers a quest, after which the player gains the ability to melt gold ingots.
An additional quest to obtain gold ingots is available from Ishtar.
Taming Animals:
To tame an animal, the player must find a special book describing the animal, available from hunters.
Skin Exchange with Ketil:
After completing the bison skin quest with Ketil, the player can exchange animal hides from Nordmar for ore.
This mechanic replaces the method of obtaining ore from Ingvar.
Pure Magical Ore Rods:
The number of pure magical ore rods is now limited to 4.
The option to purchase these rods from Ingvar has been removed.
The rods have also been removed from the Monterra storage.
NPC Equipment:
The equipment of all NPCs has been changed.
NPCs in all factions have received ranks, and their armor and weapons have been adjusted accordingly.
Nearly all NPCs now wear helmets.
Some NPCs carry weapons that cause elemental damage.
All NPCs carry special weapons with unique damage, different from the original weapons.
The damage is adapted to the player's progression, ensuring that the later stages of the game are not too easy for the player.
Trading:
Nearly all traders now have unique trade inventories. These inventories are based on the NPC's profession and location.
Main professions and a summary of their stock:
Hoarders: Sell food, torches, rags, water, and various junk.
Farmers: Sell various vegetables and sometimes grain.
Livestock breeders: Sell animal trophies, meat, milk, and eggs.
Woodcutters: Sell wood for making arrows and handles.
Alchemists: Sell potions, herbs, and alchemical recipes.
Mages: Sell scrolls, robes, wands, and alchemical goods.
Thieves: Sell locks, jewelry, and scrolls.
Thief-traders: In addition to basic thief equipment, they can sell various items, clothing, and useful items.
Blacksmiths: Sell tools, weapons, armor, helmets, shields, ammunition, and blacksmithing recipes.
Hunters: Sell firearms, hunting trophies, books on domestication, armor, ammunition, and occasionally recipes for food.
Weapon traders: Sell weapons and ammunition.
Warehousemen: Combine the stock of hoarders with various supplies like potions and food.
Druids: Besides the standard stock for mages, they sell transformation potions and recipes.
Innkeepers: Sell food, alcohol, and various recipes.
Miners: Sell ore.
Cooks: Sell food and food recipes.
Artifact traders: Sell artifacts, usually mixed with junk and jewelry.
Water traders: Sell water.
The goods of traders are constant, but their quantity may vary depending on random generation.
The amount of gold is calculated based on the number of items in the trader’s inventory and the NPC's location.
The richest area is Varant, and the richest profession is mage.
Trader goods and gold are not replenishable.
Many NPCs now trade with the player only after certain quests are completed.
The exception is characters who are regular traders.
New traders have been added, and old ones have been removed.
Loot NPCs:
The items that can be obtained from NPCs after their defeat or death have been revised. These primarily include food, pipes, potions, and gold.
The higher the rank of the NPC, the stronger materials can be obtained. Humans and orcs have different items.
Humans in different areas also have different items.
Mages have special items that are shared across all factions.
Pickpocketing:
The pickpocketing system works according to the original mechanics.
With a certain chance, you can steal a random item from a special selection.
The chance of theft depends on the player's thief skills.
Some of the goods can be stolen from traders.
Too expensive items cannot be stolen, but relatively cheap weapons, recipes, and even items with permanent effects, including stone tablets, can be stolen.
Pickpocketing is available from all NPCs, including those without unique names.
Teachers:
The list of skills available for all teachers has been changed.
Many teachers now teach after they have completed their assignment.
New teachers have been added and some old teachers have been removed.
Changes in loot hidden in the game world:
Most of the expensive items that were relatively easy to obtain (weapons, armour, recipes) have been removed from the world.
Chests:
The loot in the chests has been changed.
Their models have been adjusted so that they now fall into one of the following categories:
Wooden – most loot consists of ingredients for various dishes.
Common – contains basic components for some potions, weak scrolls, transformation potions, and ammunition. Tools and silver.
Iron – contains potions and medicines. Medium strength scrolls, transformation potions, and ammunition. Golden jewelry.
Large – contains strong potions, scrolls, transformation potions, and ammo. Ore and gold ingots.
Gold-plated – contains the strongest scrolls, transformation potions, ammunition, and spell stones.
Treasures – contains various gemstones.
Baskets – contain large amounts of scrolls, from weak to strong.
Armors:
The requirements, prices, and properties of the armor have been changed. Armor is now divided into three classes: Warrior, Archer, and Mage.
Warrior Armor requires a gradual increase in strength from 100 to 400.
Archer Armor requires hunting skills.
Mage Armor requires ancient knowledge.
The Archer does not have a fifth set of armor, but all of their armors provide higher protection against impacts.
The Mage has the weakest protection, but compensates for this with a bonus to mana.
Warrior:
Required strength: 100 200 300 350 400
Provides protection: 30/20/15 60/40/30 90/60/45 120/80/60 150/100/75
Price: 5k 15k 30k 75k 75k 150k
Archer:
Required hunting skills: 100 200 300 350 -
Provides protection: 30/30/15 60/60/30 90/90/45 120/120/60 -
Price: 5k 15k 30k 75k -
Mage:
Required ancient knowledge: 50 100 200 200 300 400
Provides protection: 5/5 10/10/5 20/20/10 30/30/15 40/40/20
Price: 5k 15k 30k 75k 75k 150k
Specifika frakcí zbrojí válečníků:
Rebels: No magic protection, but in later stages, the choice between a bonus to maximum health, stamina, or mana.
Orcs: No magic protection. In later stages, physical protection is higher than similar armor from other factions.
Archers in the service of orcs and rebels use similar armor to Myrtana’s armor. They have no reputation requirements but also no magic protection.
Assassins: Protection against fire and lightning. Provides additional heat resistance.
Nomads: Increased fire protection. Provides additional heat resistance.
Raiders: Increased energy protection. Provides additional heat resistance.
Nordmar: Increased cold protection. Provides additional cold resistance.
Mage Faction Armor Traits:
Fire mages: Increased defense bonus. In later stages, they gain a bonus to cold resistance.
Dark mages: Bonus to ancient knowledge.
Water mages: Increased bonus to mana.
Orcs: Additional poison resistance and weakness.
Druids: Provides a bonus to druid skills.
Druid skills can no longer be learned. They can only be acquired by wearing druid robes.
Unique armour:
Battle mage armor for nomads and assassins. Requires ancient knowledge, provides a good defense bonus, but little mana.
Druid armor provides a bonus to mana and the druid skill, allowing players to play as a druid-messenger.
Thief armor. Does not require reputation and can be purchased from thieves.
Depending on the type of armor, it may require thief skills related to strength or dexterity. Pirate armor is similar to thief armor.
Craftsman armor. Some blacksmiths sell recipes for creating unique armors. Recipes cost twice as much as similar armors from this faction. However, crafting them requires certain blacksmithing skills and gathering all necessary ingredients.
Titan armor. Provides the best physical and magical protection, making it the best armor in the game. To craft it, you need to collect all the plans and spend 3 ingots of pure ore, with only 4 such ingots available in the game.
Changelog 19.11.2024
Bug fixes:
The orc leader in Ardei no longer drops the map.
Fixed the issue with unbalanced weapons in New Balance: spear, halberd, and shield.
Adjusted the stats of pirates along the coast of Ardei.
Fixed the issue where acrobatics did not increase hunting skills when learned from the teacher.
Fixed summoning creatures from scrolls in the Total Rebalance and Unlimited Summons mods.
Weakened summoning from scrolls.
Scrolls for summoning golems can no longer be found in baskets.
Fixed the critical issue with jewelry crafting that prevented players from receiving rings.
In the New Balance mod, enemy speed in arenas has been reduced.
Cliff's halberds were removed from sale.
Spear in Reddock's armory has been replaced.
The recipe for meat bait has been removed from the cave of the scared goblins.
Fixed the empty trade inventory of Xardas when the Quest Pack is installed.
Extra daggers were removed from heavy chests.
Fixed the issue where the "Summoner" skill could not be learned from teachers when playing with New Balance.
Fixed missing graphics from the G3Fixes, TimeMultiplier, Quickloot, Locator, and ItemMap m
Comments