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The Witcher 2: Assassins of Kings


Aftrunner

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Yep that is why I suggested 1280 x720 (720p) exactly half of 1080p. Scaling will be much better on the screen (24"). With 1600 x900 scaling will be a little off as that is the native resolution of a 20" monitor.

 

 

 

Sure, it is your prerogative, see the options, weigh their benefits and make a choice.

 

And last I checked forums are for helping fellow enthusiasts out. =]

cool so 1280 x 720 it is..

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  • 1 month later...

 

The Enhanced Edition of The Witcher 2: Assassins of Kings, CD Projekt Red's critically acclaimed 2011 role-playing game, is now available in the Mac App Store, the studio announced today.

The Mac version originally launched in October on Steam and GOG.com.

 

For a limited time, The Witcher 2 will be priced at $19.99 in the Mac App Store, a 33 percent discount off its regular price of $29.99. Players looking to test their configurations for compatibility with the graphics-intensive title can do so here.

 

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  • 4 months later...

 

CD Projekt RED never ceases to amaze me. After releasing some combat tweaks via the official The Witcher 2 patches, the company’s gameplay designer, Andrzej Kwiatkowski, decided to start working a mod (thanks to the REDKit mod tools that were recently released) that will overhaul the game’s combat system mechanics. Our guess is that Andrzej Kwiatkowski will bring to The Witcher 2 some of the tweaks and enhancements that were made for The Witcher 3. The key features for Witcher 2′s Full Combat Rebalance 2 Mod are:

- overall purpose of the mod is to increase Geralt’s responsiveness and mobility

- Geralt can parry attacks while he’s walking and running (new animations)

- Geralt reacts faster to keyboard/gamepad buttons

- active block was replaced by active Quen

- during heavy battle Geralt uses pirouettes and focus (new animations)

- difficulty levels were rebalanced

- Geralt does not “bump” away from opponent’s swords when his attacks are parried which allows quick continuation of the attack sequence

- opponents explode when particular attacks are used, e.g. Igni causes opponent explosion, just like in The Witcher 2 Enhanced Edition intro

- elixirs have negative influence

From our part, we really feel the need to congratulate CD Projekt RED for offering something like that for free. Truth be told, we’ve been spoiled by CDPR as other companies charge for really ridiculous things, yet that beloved company is constantly improving things (and adds new features) to its games for free. According to Andrzej, this mod is completed and weights around 8GB. No ETA has been given as of yet, but we expect to see it in the following days.

 

 

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duqkgptl.png

Mod for witcher 2 but has lots of bugs and demanding system requirements play at ur own risk!

Lykaon will be an adventure with several hours of gameplay and dialogue for The Witcher 2. It is made using Redkit, the official mod tool for the game.
You will be able to explore large landscapes, fight countless enemies and experience a story which will be shaped by the decisions you make.

 

ztqxkkvw.png

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get it here its still in alpha stage

http://thewitcherlykaon.tumblr.com/info

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The Witcher 2′s Full Combat Rebalance 2 Mod Comes Out June 20th, Massive Changelog Revealed

Kwiatkowski himself revealed the release date on CD Projekt RED’s forum, and stated that the mod will be 2GB in size.

The Witcher 2 Full Combat Rebalance 2 Mod Changelog:

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.

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.

CHARACTER DEVELOPMENT

-Decreased the number of skills 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. Geralt is not parrying attacks coming from behind, so there 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

-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

-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.

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  • 2 weeks later...

First things first:

What a stupid installer. Automatically detects your Witcher 2 folder but doesn't install there. It installs in my documents folder. wYGSpAm.gif
(100% disk usage and everything gets frozen or dead slow while installing. )

Anyways, mod is not great as expected. There are some nice tweaks and balance (XP given only for progressing through quests and not by killing enemies)

I enjoyed vanilla combat more than this modded/updated one. This mod makes combat odd and it's still bit buggy. Human enemies get stuck very often and just for you to hit.

Just keep tapping "X" button and DONE! Geralt dives, blocks, rolls and attacks every enemy on screen. wYGSpAm.gif

Don't like passive auto-blocking as well. Might sound good but pz6QwZO.gif


edit: bit down in performance. Might just disable UberSampling and use UberSampling mod instead. Looks pretty much same.

630-1-1371754421.jpg

 

edit 2: So after playing more, combat is surely dumbed down. Mods adds nice tweaks and stuff but takes out all challenge. Also, Igni is so over-powered now.

(playing on normal)

 

edit 3: performance seems to be stable now..losses 5-10 fps at some place, but it's fine.

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New update coming this weekend.

 

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.

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I started playing Witcher 2 for the first time few days ago. Bought in in Steam Sale. The game is epic and I wonder why didn't I play it years ago. Defeated Kayran on Chapter 1 today. What an epic BOSS battle. The game is amazing in terms of all elements. combat, story, gameplay, dialogues, side missions. 10/10 from me.

 

Sent from my Nexus 4 using Tapatalk 2

 

 

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New update.

 

The Witcher 2 – Full Combat Rebalance 2 Mod Update Changelog:

 

STILL INVESTIGATING

- Phillipa’s missing head.

 

CORE CHANGES

- Allowed Geralt to parry attacks from behind while he’s standing still. I don’t have animations to allow it for walking and running, which was the reason why it was disabled in initial mod release.

 

FIXES

- Fixed wrong installation directory of localization strings.

- Fixed t-pose on throwing items while being in Focused Stance.

- Fixed becoming permanently stuck in casting animation of upgraded Axii Sign.

- Fixed Resonating Crystals not being affected by Aard and Igni in The Secrets of Loc Muinne quest.

- Fixed progression break on riposte phase in Tutorial.

- Fixed Axii not having effect on enemies.

- Fixed locked rotation on opponent when rolling in strafing mode.

- Fixed crafting schematics that didn’t recognize their ingredients in crafting menus.

- Fixed fullscreen effect problem that occured when player maxed Adrenaline bar with skills Magic Atunnement, Adrenaline Rush or High.

- Fixed respec abilities removing core witcher skills.

- Fixed description in Falka’s blood oil.

 

BALANCE

- Mage friendly fire doesn’t affect Geralt and his allies.

- Increased Geralt’s parry chance. First attack coming in quick succession will always be blocked unless Geralt performs an offensive action.

- Scaled down difficulty levels with Hard becoming new Dark difficulty.

- Scaled up damage reduction of armors.

- Decreased mage’s block and spell block chance.

- Decreased spell block chance of Letho and elite kingslayers.

- Raised Letho’s resistance to Yrden.

- Increased hit points of celaeno harpies.

- Reintroduced 2 second Stamina regeneration cooldown.

- Decreased base Igni damage to 10 and upgraded Igni damage bonus to 10. With Control over the Power skill, Petri’s philter and Maribor Forest potions, player is still able to dish 108 Igni damage with 3 Vigor points.

- 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.

- 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.

- Added Gadwall potion recipy to Geralt’s starting inventory. Previously it was only obtainable by unlocking Witcher Secrets skill in Alchemy tree – shouldn’t be a requirement for items needed in quests.

- Decreased upgraded Aard stun chance to 10% (was 30%).

- Increased Adrenaline generation from Signs for Signs tree ultimate skill.

- Upgraded Quen stuns 3 enemies around Geralt.

- Increased the number of meteorite ores available in shops.

- Increased the number of rare ingredients available in shops.

- 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

- Improved Igni special effect.

- Made enemies rotate to their targets on Aard hit and Parry.

 

OTHER

- Added more informations in skill descriptions.

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Started playing this. (360)

 

I like the combat, but it annoys me that Geralt can't strafe backwards. Usually in other games, locking on an opponent and pressing back will make the person take a few steps back while still facing the opponent. Here he just starts running towards the camera. Kind of annoying.

 

Also, people's movements in conversations are jittery, like DXHR.

 

One last thing - When is the sex scene? I'm playing it on TV in the living room, so I have to know :/ There was already one scene in the encampment. Caught me off guard but nobody was there in the room luckily :P

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Barring the prologue and whores, there's 1 in act one, 3 in act 2 (this depends on your choices)

 

The quests are

 

 

 

 

The rose of remembrance (act 1)

Elf woman Mottle outside vergen (act 2, depends on your choices in act 1)

Ave henselt (act 2 depends on your choices in act 1)

Secrets of loc muine (act 2)

 

 

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