The Witcher 3: Wild Hunt — the final part of the trilogy of adventures of Geralt of Rivia. In 2022, all its owners received a free next-gen update to... Read more
Version 1.7:
Updated human intelligence
Added new additive resistance to poison for most monsters
Version 1.6:
Changed the gameplay in the "Blood and Wine" add-on - monster characteristics, mutation system and added a new system for vampires called “Elder Focus”
Fixed a bug with combustion
Fixed a bug when the decoction from Katan did not work
You can no longer find tongues from dead drowners, instead you can find water essence
Fixed some other errors
Version 1.5:
Increased fire and fire resistance for human enemies.
The Crippling Strikes skill now takes into account the enemy's resistance to bleeding.
Protective Covering: Resistance to skill damage reduced slightly from 25% to 20%.
Modification for The Witcher 3: Wild Hunt changes many gameplay settings making the game more realistic. The mod changes the usual skills and system for increasing the level of the main character, and in addition, some characteristics of the enemies have been changed. The game will feature a new progressive sign damage system and a stamina system. Now, for example, you will be able to deflect flying arrows from the very beginning, but will not be able to use food during the battle.
Main features:
- Parameters for obtaining adrenaline have been changed. It is now harder to gain in battle and much easier to lose completely, but at the same time it gives a stronger damage boost to your hits, and its ability tree becomes even more deadly.
- Signs have been changed. Now, without investing in improving your magical abilities, they will be much weaker, but when you improve them, you will receive more increased damage compared to the original game.
- Alchemy has been revised in the direction of the previous game in the series - The Witcher 2. Now you cannot get too high a level of intoxication, but the potions and decoctions themselves have become more effective.
- Changed the characteristics of health/damage/experience gained for both people and monsters.
- Added "fatigue" and "damage over time" system
This mod is intended exclusively for the regular "New Game"
GENERAL CHANGES
Thresholds for toxicity showing on Geralt's face have been increased from
Witcher Senses Enhancement originally part of the Metamorphosis Mutation [Blood and Wine] is available from the start.
The Cat potion can be toggled on and off by using the parry key [can be customized - see installation instructions below] when not in combat. It will also automatically turn on if you are entering combat in a dark place.
Arbitrary huge stat bonuses/penalties based on level differences removed. Inability to parry or perform critical hits or effects against enemies that are a much higher level than you has been removed.
Followers do more damage, especially Sorceresses.
Bosses (i.e Eredin) always scale to Geralt's level.
Weapons degrade 25% slower.
Almost all silver swords have been removed as loot from random containers and merchants. Silver swords are rare, and should not be appearing as random loot. They will need to be crafted, given as a reward for a quest or found in a specific "set" container. Toussaint, due to its fairy tale nature, is exempt from this.
Places of Power will show up on the map when unlocked by a notice board. This will persist even if POIs are turned off in the Options menu
Food now heals more Vitality but over a significantly longer period of time (5 minutes real-time).
QUEST REWARD CHANGES
The following rewards have been modified to make them more meaningful. The following weapons have had their stats modified to make them feel like actual rewards when they are received. They've also had their level set to 1 so they will always be able to be equipped:
The following Armors have had stat changes:
The following changes have been made to quest rewards:
GAMEPLAY CHANGES
Consumables (food/drink) cannot be used during combat
Sprinting/Jumping outside of combat costs no Stamina
Geralt can parry arrows from the start — no skill required. To balance, arrows deal triple damage.
Geralt's base attack power at the start of the game has been increased while the attack power increases he receives in the first 10 levels or so has been decreased. Ultimately, you still get the same net gain of attack power. This was done to smooth out the difficulty and Geralt's progression at the start of the game.
Adrenaline generates 60% slower through melee attacks and drains much quicker when hit or combat is over. Finishers generate 0.1 Adrenaline Points. Geralt still loses adrenaline when hit with an active Quen.
The duration of the base "Bleeding" effect Geralt could cause has been decreased from 10 seconds to 5 seconds.
Lowered the global damage reduction value of the "Ice Armor" ability from 50% to 25%. With the below changes to damage resistance and oils, this ability needed to be nerfed otherwise it made fighting Ice Trolls extremely tedious.
Place of Power Sign Intensity boost increased from 20% to 75%.
The stamina delay after casting Quen (basic version) has been increased from 0.5 seconds to 2 seconds.
Sign Intensity scaling has been re-worked. In general, damage/effects from signs scale in a linear fashion, with +250% (so, 350% in total) Sign Intensity giving you the max chance to apply effects in most cases. Specifically, from +0% to +250% Sign Intensity:
The idea here was to have signs be less useful with lower sign intensity, and more useful with higher sign intensity, making the third tier sign skills that boost SI more viable. Further more, basic Igni needed to be nerfed, as causing burning was far too easy. This also makes alternate Igni much more useful.
Axii's stun effect has been slightly re-worked. In the vanilla version, once you had stunned/turned a human opponent, there was a relatively high chance of performing an instant finisher kill. This was overpowered, so now an attack against a stunned/turned opponent is an automatic critical hit instead.
Base potion overdose threshold has been increased from 75% to 85%.
Progressive Sign Damage Scaling
One issue that I've noticed is that monsters that are "susceptible" to signs in the bestiary aren't actually susceptible to their "offensive" attributes in any meaningful way. In the best case scenario they simply have zero or negative resistance to the special effects but don't actually receive any extra damage. Hence, I've created a multi-tier bracket system for fire and shock damage based on sign intensity. Note that this only applies if the following conditions are met:
This system work in tiers (kind of like a progressive tax system) with each tier providing a greater damage boost for each extra % of Sign Intensity. Each monster also has a different level of susceptibility based on their type. This is difficult to explain in words, so suffice to say that fire/shock damage will become exponentially more powerful as your Sign Intensity increases, but only once it is over +100%. There is no bonus for +0 to +100% Sign Intensity. For those interested in the exact logic, the Sign Intensity tiers are as follows:
Now, let's say I've made it so that vampires have a 200% weakness to fire. If you have a Geralt with +160% SI, and their base Igni damage is 360, they will do an extra 24% damage to vampires (so, 446). This is because they are within the first tier, so each extra % of SI here gives them extra damage up to 20% of the Vampire's total weakness (so, 20% of 200% is 40%).
A Geralt with +350% SI and a base damage of 700, would therefore do the full extra 200%, and do a massive 2100 damage with each hit.
Fatigue
Fatigue is an invisible debuff that only affects Geralt and has the following effects:
Fatigue builds in two ways:
When this occurs, Geralt is afflicted with Fatigue. Fatigue can stack up to 5 times and has the following effects at each level:
Fatigue is automatically removed at the end of each combat scenario. It can also be removed and prevented from generating by drinking a superior swallow potion. The goal here was to nerf the tactic of always just recasting Quen when it breaks which basically allowed you to cheese the combat system. It also makes being stunned or knocked down more of an issue, as each time it debuffs Geralt. This also makes enemies that are able to counter your attacks a lot more dangerous. In vanilla, getting countered usually wasn't a problem, since you still recovered quickly enough to dodge the next attack (assuming you weren't surrounded). Now, get countered enough times and you won't be able to dodge the next attack. This means that once you realise an enemy is able to counter you, you need to re-think your strategy in dealing with them.
DAMAGE OVER TIME RESISTANCES
For some reason, despite the framework being present in the game, none of the monsters have resistances to the actual damage done by DoT effects. Hence, I've added a simple system that decreases the effect of these criticals based on their resistances. For example, if a monster has a 70% resistance to poison, only 30% of the DoT every second will affect the monster.
SKILL CHANGES
The skill system has been majorly re-worked. For one, all skills now only have one level, instead of the usual 3 or 5. This was done to make levelling have greater impact and be less incremental. Each time you receive and use a skill point it should actually have a visible effect on how your Geralt plays. To balance this, skill points are only awarded every 2/3 levels. Specifically, the changes are as follows:
Below are the specific skill changes. In case you don't want to read them all, I've color coded them as follows:
Red = Skill completely re-designed/overhauled
Orange = Skill had a minor design change
Green = Skill buffed/debuffed
White = Same as vanilla version
COMBAT SKILLS
Fast Attack
Strong Attack
Defense
Marksmanship
Battle Trance
SIGN SKILLS
Aard
Igni
Yrden
Quen
Axii
ALCHEMY SKILLS
Brewing
Oil Preparation
Bomb Creation
Mutation
Trial of the Grasses
GENERAL SKILLS
ALCHEMY ITEM CHANGES
Potions/Bombs/Decoctions/Oils have been changed to be more useful. I found that some of the decoctions especially were far too situational and unclear in their effect (what exactly IS cloudy weather?), so I've updated the stats on most of them and overhauled a few.
POTIONS
In general, potions are a lot more useful — especially the upgraded versions — but also more toxic. This means strategic potion usage is essential.
Black Blood
Blizzard
Cat
Full Moon
Golden Oriole
Maribor Forest
Petri Philtre
Swallow
Tawny Owl
Thunderbolt
Killer Whale
Pops Mold Antidote:
BOMBS
In most cases, bomb damage has been buffed, but ammo count lowered for the basic bombs. Hence, upgrading the bombs and investing in bomb skills will give you a lethal ranged build.
Dancing Star
Devil's Puffball
Dragon's Dream
Dimeritium
Grapeshot
Samum/Northern Wind
Moon Dust
DECOCTIONS
All Decoctions have had their toxicity offset lowered from 70 to 60. Stats have been buffed on most, debuffed on some overpowered ones and some have been re-designed entirely to be less situational.
Red = Decoction completely re-designed/overhauled
Orange = Decoction had a minor design change
Green = Decoction buffed/debuffed
OILS
Monster Oil (all oils except Beast and Hanged Man's Venom) Attack Power bonus has been increased from 10%/25%/50% to 25%/50%/100%. Enhanced/Superior monster oils now also lower the enemy's physical resistance by 10%/20%, respectively. This means applying oils is now a lot more important. To balance, they can no longer be applied during combat, so proper preparation is key.
ALCHEMY CRAFTING CHANGES
Since all the alchemy items are a lot more powerful now, the superior versions of them are also more difficult to craft. Three new alchemy items have been added to the game:
These alchemy items cannot be crafted in the game and can only be acquired from Gremist on Skellige as part of the "Practicum in Advanced Alchemy" quest and bought from him afterwards. Note that White Gull is still an important component as it is needed to craft the advanced alchemy bases such as rebis. Note that these alchemy items are very expensive.
MONSTER CHANGES
A few tweaks have been made to monster statistics as per below to improve overall balance. Also, most monsters that are encountered solo (so not in groups) have had their damage resistance increased. This is to balance the change to enhanced/superior oils which now lower targeted monster's damage resistance. One thing to note is that, as per witcher lore, vampires are now drastically stronger than vanilla. Fighting a vampire around your level is always a challenge, fighting a vampire well above your level is likely suicide.
BASE CHANGES
These are changes to the base stats of the monsters. This means all monsters of this type are affected. Vitality is red health, Essence is silver health.
INDIVIDUAL CHANGES
These are changes made to individual monsters, usually specific contract or side quest monsters. Note that the monsters listed here will have the below changes on top of any "base changes" of their monster type described above.
HUMAN ENEMY CHANGES
Human enemy statistics have been modified significantly. Fighting humans should be quick — it will either go your way or it won't. Where as monsters come in many varieties, a human is a human. One may be more skilled than another, but a good (or lucky) sword hit will bring them down. Despite Geralt's mutations, those who recall how the books end know that this includes him. So, my goal for modifying human combat was as follows:
With that in the mind, the following changes have been made:
There were also some specific stat changes as below:
MUTATION CHANGES [BLOOD AND WINE]
The mutations have had some minor (and one major) changes made to them to bring them in line with the new skill point system and to give them some buffs/nerfs where needed:
Metamorphosis
DIFFICULTY
I would say the mod makes the game somewhat more difficult than vanilla. If you prepare properly before entering a fight, you should be fine. The only exception are vampires, they have intentionally been made to be a lot more difficult. Ultimately, whatever difficulty level you were comfortable with for vanilla should be fine here as well if you don't mind a slightly elevated challenge.
BETA VERSION
Although everything above has been implemented, there are still some changes outstanding, namely:
However I wanted to release the mod now once I was pretty sure there were no major bugs so that I can get gameplay feedback from anyone who is willing to give it a go. The mod isn't perfect, and I'm sure there's still going to be balance issues in the base game. For anyone who is thinking about using it, I would love to get your opinion on how the difficulty is and if there are any skills that still feel overpowered/under powered. I'm especially interested if you're planning on doing a full sign build, since I'm really not sure how that build will play during the mid-game. I'm currently at the Isle of Mists, so i should have the game completed in the next week or so, and then the expansions after that, so there shouldn't be any risk of anyone catching up to me.
Требования:
Дополнения — Blood and Wine и Hearts of Stone
Unification patch for 1.32 — 1.31 — 1.31GOTY — 1.31A game versions (UPatch)
Версия 1.7:
Обновлен интелект людей
Добавлены новые аддитивные сопротивления яду для большинства монстров
Версия 1.6:
Изменен игровой процесс в дополнении "Кровь и вино" — характеристики монстров, система мутации и добавлена новая система для вампиров под названием «Elder Focus»
Исправлена ошибка с горением
Исправлена ошибка когда отвар из Катана не работал
С убитых утопцев больше нельзя найти языки, вместо них можно найти водную эсенцию
Исправлены некоторые другие ошибки
Версия 1.5:
Увеличено сопротивление огня и огня для врагов людей.
Умение «Crippling Strikes» теперь учитывает сопротивление противника кровотечению.
«Защитное покрытие»: сопротивление урону от умений немного снижено с 25% до 20%.
Модификация для The Witcher 3: Wild Hunt изменяет множество настроек игрового процесса делая игру более реалистичной. Мод изменяет привычные навыки и систему повышения уровня главного героя, а кроме этого были изменены некоторые характеристики врагов. В игре появится новая прогрессивная система урона знаками и система выносливости. Теперь к примеру, вы с самого начала сможет отбивать летящие стрелы, но не сможет использовать еду во время боя.
Главный особенности:
- Изменены параметры получения адреналина. Теперь его сложнее набирать в бою и намного легче потерять полностью, но в то же время он дает более сильный прирост урона к вашим ударам, а его ветка способностей стнет еще смертоноснее.
- Изменены знаки. Теперь не вкладываясь в улучшение магических способностей они будут гораздо слабее, но при их улучшении вы получите более увеличенный урон в сравнении с оригинальной игрой.
- Алхимия была пересмотрена в сторону предыдущей игры в серии — Ведьмак 2. Теперь вы не можете получить слишком большой уровень интоксикации, но сами зелья и отвары стали более эффективными.
- Изменены характеристики здоровья/урона/получаемого опыта как у людей так и монстров.
- Добавлена система "усталости" и "урон в течении времени"
Этот мод предназначен исключительно для обычной "Новой игры"
GENERAL CHANGES
Thresholds for toxicity showing on Geralt's face have been increased from <25%/<50%/<75%/75%+ to <45%/<65%/<85%/85%+
Witcher Senses Enhancement originally part of the Metamorphosis Mutation [Blood and Wine] is available from the start.
The Cat potion can be toggled on and off by using the parry key [can be customised — see installation instructions below] when not in combat. It will also automatically turn on if you are entering combat in a dark place.
Arbitrary huge stat bonuses/penalties based on level differences removed.Inability to parry or perform critical hits or effects against enemies that are a much higher level than you has been removed.
Followers do more damage, especially Sorceresses.
Bosses (i.e Eredin) always scale to Geralt's level.
Weapons degrade 25% slower.
Almost all silver swords have been removed as loot from random containers and merchants. Silver swords are rare, and should not be appearing as random loot. They will need to be crafted, given as a reward for a quest or found in a specific "set" container. Toussaint, due to its fairy tale nature, is exempt from this.
Places of Power will show up on the map when unlocked by a notice board. This will persist even if POIs are turned off in the Options menu
Food now heals more Vitality but over a significantly longer period of time (5 minutes real-time).
QUEST REWARD CHANGES
The following rewards have been modified to make them more meaningful. The following weapons have had their stats modified to make them feel like actual rewards when they are received. They've also had their level set to 1 so they will always be able to be equipped:
The following Armors have had stat changes:
The following changes have been made to quest rewards:
GAMEPLAY CHANGES
Consumables (food/drink) cannot be used during combat
Sprinting/Jumping outside of combat costs no Stamina
Geralt can parry arrows from the start — no skill required. To balance, arrows deal triple damage.
Geralt's base attack power at the start of the game has been increased while the attack power increases he receives in the first 10 levels or so has been decreased. Ultimately, you still get the same net gain of attack power. This was done to smooth out the difficulty and Geralt's progression at the start of the game.
Adrenaline generates 60% slower through melee attacks and drains much quicker when hit or combat is over. Finishers generate 0.1 Adrenaline Points. Geralt still loses adrenaline when hit with an active Quen.
The duration of the base "Bleeding" effect Geralt could cause has been decreased from 10 seconds to 5 seconds.
Lowered the global damage reduction value of the "Ice Armor" ability from 50% to 25%. With the below changes to damage resistance and oils, this ability needed to be nerfed otherwise it made fighting Ice Trolls extremely tedious.
Place of Power Sign Intensity boost increased from 20% to 75%.
The stamina delay after casting Quen (basic version) has been increased from 0.5 seconds to 2 seconds.
Sign Intensity scaling has been re-worked. In general, damage/effects from signs scale in a linear fashion, with +250% (so, 350% in total) Sign Intensity giving you the max chance to apply effects in most cases. Specifically, from +0% to +250% Sign Intensity:
The idea here was to have signs be less useful with lower sign intensity, and more useful with higher sign intensity, making the third tier sign skills that boost SI more viable. Further more, basic Igni needed to be nerfed, as causing burning was far too easy. This also makes alternate Igni much more useful.
Axii's stun effect has been slightly re-worked. In the vanilla version, once you had stunned/turned a human opponent, there was a relatively high chance of performing an instant finisher kill. This was overpowered, so now an attack against a stunned/turned opponent is an automatic critical hit instead.
Base potion overdose threshold has been increased from 75% to 85%.
Progressive Sign Damage Scaling
One issue that I've noticed is that monsters that are "susceptible" to signs in the bestiary aren't actually susceptible to their "offensive" attributes in any meaningful way. In the best case scenario they simply have zero or negative resistance to the special effects but don't actually receive any extra damage. Hence, I've created a multi-tier bracket system for fire and shock damage based on sign intensity. Note that this only applies if the following conditions are met:
This system work in tiers (kind of like a progressive tax system) with each tier providing a greater damage boost for each extra % of Sign Intensity. Each monster also has a different level of susceptibility based on their type. This is difficult to explain in words, so suffice to say that fire/shock damage will become exponentially more powerful as your Sign Intensity increases, but only once it is over +100%. There is no bonus for +0 to +100% Sign Intensity. For those interested in the exact logic, the Sign Intensity tiers are as follows:
Now, let's say I've made it so that vampires have a 200% weakness to fire. If you have a Geralt with +160% SI, and their base Igni damage is 360, they will do an extra 24% damage to vampires (so, 446). This is because they are within the first tier, so each extra % of SI here gives them extra damage up to 20% of the Vampire's total weakness (so, 20% of 200% is 40%).
A Geralt with +350% SI and a base damage of 700, would therefore do the full extra 200%, and do a massive 2100 damage with each hit.
Fatigue
Fatigue is an invisible debuff that only affects Geralt and has the following effects:
Fatigue builds in two ways:
When this occurs, Geralt is afflicted with Fatigue. Fatigue can stack up to 5 times and has the following effects at each level:
Fatigue is automatically removed at the end of each combat scenario. It can also be removed and prevented from generating by drinking a superior swallow potion. The goal here was to nerf the tactic of always just recasting Quen when it breaks which basically allowed you to cheese the combat system. It also makes being stunned or knocked down more of an issue, as each time it debuffs Geralt. This also makes enemies that are able to counter your attacks a lot more dangerous. In vanilla, getting countered usually wasn't a problem, since you still recovered quickly enough to dodge the next attack (assuming you weren't surrounded). Now, get countered enough times and you won't be able to dodge the next attack. This means that once you realise an enemy is able to counter you, you need to re-think your strategy in dealing with them.
DAMAGE OVER TIME RESISTANCES
For some reason, despite the framework being present in the game, none of the monsters have resistances to the actual damage done by DoT effects. Hence, I've added a simple system that decreases the effect of these criticals based on their resistances. For example, if a monster has a 70% resistance to poison, only 30% of the DoT every second will affect the monster.
SKILL CHANGES
The skill system has been majorly re-worked. For one, all skills now only have one level, instead of the usual 3 or 5. This was done to make levelling have greater impact and be less incremental. Each time you receive and use a skill point it should actually have a visible effect on how your Geralt plays. To balance this, skill points are only awarded every 2/3 levels. Specifically, the changes are as follows:
Below are the specific skill changes. In case you don't want to read them all, I've color coded them as follows:
Red = Skill completely re-designed/overhauled
Orange = Skill had a minor design change
Green = Skill buffed/debuffed
White = Same as vanilla version
COMBAT SKILLS
Fast Attack
Strong Attack
Defense
Marksmanship
Battle Trance
SIGN SKILLS
Aard
Igni
Yrden
Quen
Axii
ALCHEMY SKILLS
Brewing
Oil Preparation
Bomb Creation
Mutation
Trial of the Grasses
GENERAL SKILLS
ALCHEMY ITEM CHANGES
Potions/Bombs/Decoctions/Oils have been changed to be more useful. I found that some of the decoctions especially were far too situational and unclear in their effect (what exactly IS cloudy weather?), so I've updated the stats on most of them and overhauled a few.
POTIONS
In general, potions are a lot more useful — especially the upgraded versions — but also more toxic. This means strategic potion usage is essential.
Black Blood
Blizzard
Cat
Full Moon
Golden Oriole
Maribor Forest
Petri Philtre
Swallow
Tawny Owl
Thunderbolt
Killer Whale
Pops Mold Antidote:
BOMBS
In most cases, bomb damage has been buffed, but ammo count lowered for the basic bombs. Hence, upgrading the bombs and investing in bomb skills will give you a lethal ranged build.
Dancing Star
Devil's Puffball
Dragon's Dream
Dimeritium
Grapeshot
Samum/Northern Wind
Moon Dust
DECOCTIONS
All Decoctions have had their toxicity offset lowered from 70 to 60. Stats have been buffed on most, debuffed on some overpowered ones and some have been re-designed entirely to be less situational.
Red = Decoction completely re-designed/overhauled
Orange = Decoction had a minor design change
Green = Decoction buffed/debuffed
OILS
Monster Oil (all oils except Beast and Hanged Man's Venom) Attack Power bonus has been increased from 10%/25%/50% to 25%/50%/100%. Enhanced/Superior monster oils now also lower the enemy's physical resistance by 10%/20%, respectively. This means applying oils is now a lot more important. To balance, they can no longer be applied during combat, so proper preparation is key.
ALCHEMY CRAFTING CHANGES
Since all the alchemy items are a lot more powerful now, the superior versions of them are also more difficult to craft. Three new alchemy items have been added to the game:
These alchemy items cannot be crafted in the game and can only be acquired from Gremist on Skellige as part of the "Practicum in Advanced Alchemy" quest and bought from him afterwards. Note that White Gull is still an important component as it is needed to craft the advanced alchemy bases such as rebis. Note that these alchemy items are very expensive.
MONSTER CHANGES
A few tweaks have been made to monster statistics as per below to improve overall balance. Also, most monsters that are encountered solo (so not in groups) have had their damage resistance increased. This is to balance the change to enhanced/superior oils which now lower targeted monster's damage resistance. One thing to note is that, as per witcher lore, vampires are now drastically stronger than vanilla. Fighting a vampire around your level is always a challenge, fighting a vampire well above your level is likely suicide.
BASE CHANGES
These are changes to the base stats of the monsters. This means all monsters of this type are affected. Vitality is red health, Essence is silver health.
INDIVIDUAL CHANGES
These are changes made to individual monsters, usually specific contract or side quest monsters. Note that the monsters listed here will have the below changes on top of any "base changes" of their monster type described above.
HUMAN ENEMY CHANGES
Human enemy statistics have been modified significantly. Fighting humans should be quick — it will either go your way or it won't. Where as monsters come in many varieties, a human is a human. One may be more skilled than another, but a good (or lucky) sword hit will bring them down. Despite Geralt's mutations, those who recall how the books end know that this includes him. So, my goal for modifying human combat was as follows:
With that in the mind, the following changes have been made:
There were also some specific stat changes as below:
MUTATION CHANGES [BLOOD AND WINE]
The mutations have had some minor (and one major) changes made to them to bring them in line with the new skill point system and to give them some buffs/nerfs where needed:
Metamorphosis
DIFFICULTY
I would say the mod makes the game somewhat more difficult than vanilla. If you prepare properly before entering a fight, you should be fine. The only exception are vampires, they have intentionally been made to be a lot more difficult. Ultimately, whatever difficulty level you were comfortable with for vanilla should be fine here as well if you don't mind a slightly elevated challenge.
BETA VERSION
Although everything above has been implemented, there are still some changes outstanding, namely:
However I wanted to release the mod now once I was pretty sure there were no major bugs so that I can get gameplay feedback from anyone who is willing to give it a go. The mod isn't perfect, and I'm sure there's still going to be balance issues in the base game. For anyone who is thinking about using it, I would love to get your opinion on how the difficulty is and if there are any skills that still feel overpowered/under powered. I'm especially interested if you're planning on doing a full sign build, since I'm really not sure how that build will play during the mid-game. I'm currently at the Isle of Mists, so i should have the game completed in the next week or so, and then the expansions after that, so there shouldn't be any risk of anyone catching up to me.
Требования:
Дополнения — Blood and Wine и Hearts of Stone
Unification patch for 1.32 — 1.31 — 1.31GOTY — 1.31A game versions (UPatch)
Useful links: