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The Witcher 2: Mod ufficiale sul combat system

Discussione in 'The Witcher 2' iniziata da KillingJoke91, 8 Giugno 2013.

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  1. KillingJoke91

    KillingJoke91 Il guerriero nero. Ex staff

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    The Witcher 2: Mod ufficiale sul combat system

    CD Project RED rilascerà presto una mod atta a modificare il sistema di combattimento di The Witcher 2 con nuove animazioni e feature. La notizia ci giunge dal gameplay designer Andrzej Kwiatkowski che ha affermato che la nuova mod, già completata nello sviluppo, occuperà uno spazio di circa 8GB. Il nostro strego quindi potrà presto esibirsi con rinnovata fluidità d'azione in piroette e parate in movimento introdotte da un nuovo parco animazioni, inoltre la mod interesserà anche il bilanciamento degli scontri e il sistema di danni fisici di armi e magie contro i nemici. Adesso non ci resta che aspettare una data di rilascio ufficiale.

    Segue l'elenco completo delle migliorie che il Full Combat Rebalance Mod apporterà al gioco:

    - 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
     
    Ultima modifica da parte di un moderatore: 8 Giugno 2013
    A paganbeast, Guen e Ayreonaut piace questo messaggio.
  2. Maurilliano

    Maurilliano Sopravvissuto LiberaPay Supporter

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    Quindi non ho proprio sbagliato a non aver ancora giocato a TW2.  :asd:

    Vorrà dire che inizierò una volta rilasciata la mod. :pokerface:  Yuk! (come sono intelligente!)  
     
  3. Emelos

    Emelos Editore Editore

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    Probabilmente vogliono implementare il combat system di TW3 in TW2. Dalla descrizione sembra che molte delle novità introdotte siano poi quelle che per ora sono state annunciate come implementate in TW3. Certo che 8 gb di spazio per una sola mod.... è da guinness!
     
  4. Guen

    Guen Livello 1

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    Amo questi sviluppatori.

    Continuano a supportare con impegno un gioco di 2 anni fa. E con il terzo capitolo in arrivo.

    Lo installerò nuovamente appena possibile.
     
    A Maurilliano piace questo elemento.
  5. Mikel di Uria

    Mikel di Uria Livello 1

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    Non vedo l'ora di provare questa mod! Certo che 8 gb sono tanti, uniti agli altri 10 dell'enhanced più quelli dell'installazione base!

    Sicuramente vogliono abituarci ad usare un sistema di combattimento molto simile a quello che vedremo in the witcher 3, comunque la mia completa ammirazione va a cdproject red per il supporto che sta dando ad un gioco uscito non da poco!
     
    A Vincentvega piace questo elemento.
  6. Maurilliano

    Maurilliano Sopravvissuto LiberaPay Supporter

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    E' esattamente "quello" che stavamo pensando. Ottimo.

    ..........a proposito B e n v e n u t o!  :sorcerer:   :animier:
     
  7. paganbeast

    paganbeast Livello 1

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    Ultima modifica da parte di un moderatore: 11 Giugno 2013
  8. Emelos

    Emelos Editore Editore

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    L'ha ridotta ad una dimensione complessiva di 2 gb. Un buon lavoro insomma.
     
  9. paganbeast

    paganbeast Livello 1

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    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.
    TODO THAT I'LL PROBABLY NEVER DO

    • I haven't changed icons in character development, so they do not reflect changes in skill trees.
    • Special effects for new Aard and Igni Sign are lacking. I'm not a special effect artist.
    •  
     
  10. Vincentvega

    Vincentvega Livello 1

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    Ma quanto diavolo sono fiqi i CDP????
     
  11. paganbeast

    paganbeast Livello 1

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    Un bel po' :sisi:
     
  12. RPG Italia News

    RPG Italia News Inseritore automatico news

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    E' stato rilasciato il changelog della mod in sviluppo presso CD Projekt il cui scopo è rivoluzionare (ancora) The Witcher 2: Assassins of Kings. Intanto è già stata applicata una prima compressione al nuovo materiale prodotto: si è passati da più di 8 Gb della versione originale a soli 2 Gb di spazio aggiuntivo richiesto.

    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.

    TODO THAT I'LL PROBABLY NEVER DO

    • I haven't changed icons in character development, so they do not reflect changes in skill trees.
    • Special effects for new Aard and Igni Sign are lacking. I'm not a special effect artist.


    Ringraziamo paganbeast per la segnalazione.

     
     
    Ultima modifica da parte di un moderatore: 13 Giugno 2013
  13. greg23

    greg23 Livello 1

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    sarà caricabile su una partita in corso o si dovra riniziare il gioco?
     
  14. Emelos

    Emelos Editore Editore

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    Sicuramente ricominciare da capo. Stravolge praticamente tutto.
     
    A paganbeast piace questo elemento.
  15. Ayreonaut

    Ayreonaut Livello 1

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    Nella discussione ufficale dicono che è consigliato iniziare una nuova partita ma non è assolutamente necessario
     
  16. Maurilliano

    Maurilliano Sopravvissuto LiberaPay Supporter

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    A questo punto non ci credo che lo sviluppo di TW2 si fermi.

    Anzi sono convinto che a forza di implementi e correzioni, arriveremo al livello del 3°. O perlomeno quello che per TW3 è il punto di partenza, sarà il punto di arrivo del 2°.

    Avremo una sorta di "anticipo" di TW3. Quello che ci aspetterà in questo 3° capitolo.

    Importante. :stuart:
     
  17. Mikel di Uria

    Mikel di Uria Livello 1

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