The Witcher 3
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About this mod

Better Combat Evolved 3.0 is a combat overhaul mod which aims to add further depth, challenge, and reward to combat.

Requirements
Permissions and credits
Changelogs
Better Combat Evolved 3.0
by
E.T.I. (with permission)
originally made by
Chickenudoom & Dazedy, in association with Kukassin

As of now (and by now I mean period of time that I've spent in hospital) W3EE by one of the original BCEv authors got released. It incorporates all original tweaks made by BCEv and much, much more.
Go and give it a try, it's really good and well balanced.
That being said - I'm stopping with my "maintanance" version of BCEv and moving to bughunting for W3EE.


Latest supported game-version:
1.22



Tread lightly, Geralt of Rivia. These lands are not as you remember them - evil looms in the air, it nips at your heels... It may even gnaw on your skull. Your knowledge is vast, your blade is deadly - but it is not enough. Your knowledge must grow, your blade cannot dull! Human or Beast, a difference it makes not - for if those vile men do not get you, maybe the Nekkers will?
Good luck, White Wolf.

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Better Combat Evolved 3.0 is a combat overhaul mod which aims to add further depth, challenge, and reward to combat. It manipulates Player stats and abilities, as well as NPC stats and behavior to provide a rich and enjoyable combat experience. Difficulty is overall harder than an un-modded game, and makes clever use of statistical values, items, and the Player's intelligence to overcome Geralt's foes.
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Full list of changes:

1. Skill tree
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Geralt is a seasoned witcher and knows some witcher hidden techniques from the "box".

Default skills
:

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Sword Tree
  • Whirl
  • Rend
  • Arrow Deflection

Signs Tree

  • Alternate Aard
  • Alternate Igni
  • Alternate Yrden
  • Alternate Quen
  • Alternate Axii

Alchemy Tree

  • Fixative

General Tree

  • Sun and Stars
  • Cat School Techniques
  • Griffin School Techniques
  • Bear School Techniques
  • Focus

Skill slots must hold really powerful/impactful/gamechanging skills, and not that pesky +5% damage to this or that attack.
And all the skills in General tree are perks and feels more like "passive" effects rather than what we want to see in skill slots.
To fight this issue Better Combat Evolved introduces "passive" skills, which will give you their benefits without being equipped.
All "default" skills are passives plus others from the list below.


Passive skills:

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Sword Tree
  • Crushing Blows
  • Counterattack
  • Deadly Precision
  • Lightning Reflexes
  • Resolve
  • Razor Focus

Signs Tree
  • Aard Intensity
  • Igni Intensity
  • Yrden Intensity
  • Quen Intensity
  • Axii Intensity

Alchemy Tree
  • Heightened Tolerance
  • Protective Coating
  • Steady Aim
  • Pyrotechnics
  • Tissue Transmutation
  • Fast Metabolism
  • Synergy
  • Endure Pain

General Tree

  • Every perk is passive. Period.

While we want to maintain balance and overall difficulty - we want this game to be as diverse as possible.
To account this ideology skill positions and requirements were rebalanced. Most powerful ones were moved to later levels and more common ones are available earlier. Total skill levels for each skill were rebalanced too to make level progression much more fast-passed but still allowing to get this 1 million levels of extra % boost for min-maxers if they really need it.


Point requirements by Tier:

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Tier 1 - 0 points
Tier 2 - 0 points
Tier 3 - 6 points
Tier 4 - 18 points

Skill distribution by Tier:
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Fast Style:
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0 - Whirl - 3 levels / DEFAULT
0 - Precise Blows - 3 levels
6 - Muscle Memory - 10 levels / PASSIVE
18 - Crippling Strikes - 3 levels

Strong Style:
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0 - Rend - 3 levels / DEFAULT
0 - Crushing Blows - 3 levels
6 - Strength Training - 10 levels / PASSIVE
18 - Sunder Armor - 3 levels

Utility:
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0 - Fleet Footed - 3 levels
0 - Arrow Deflection - 3 levels / DEFAULT
6 - Counterattack - 10 levels / PASSIVE
18 - Deadly Precision - 3 levels

Crossbow:
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0 - Lightning Reflexes - 3 levels / PASSIVE
0 - Crippling Shot - 3 levels
6 - Anatomical Knowledge - 10 levels / PASSIVE
18 - Cold Blood - 3 levels

Battle Trance:
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0 - Resolve - 3 levels / PASSIVE
0 - Flood of Anger - 3 levels 
6 - Razor Focus - 10 levels / PASSIVE
18 - Undying - 3 levels

Aard:
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0 - Aard Sweep - 3  levels/ DEFAULT
0 - Far-Reaching Aard - 3 levels
6 - Aard Intensity - 10 levels/ PASSIVE
18 - Shock Wave - 3 levels

Igni:
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0 - Firestream - 3 levels / DEFAULT
0 - Pyromaniac - 3 levels
6 - Igni Intensity - 10 levels / PASSIVE
18 - Melt Armor - 3 levels

Yrden:
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0 - Magic Trap - 3 levels / DEFAULT
0 - Supercharged Glyphs - 3 levels
6 - Yrden Intensity - 10 levels / PASSIVE
18 - Sustained Glyphs - 3 levels

Quen:
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0 - Active Shield - 3 levels / DEFAULT
0 - Exploding Shield - 3 levels 
6 - Quen Intensity - 10 levels / PASSIVE
18 - Quen Discharge - 3 levels

Axii:
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0 - Puppet - 3 levels / DEFAULT
0 - Delusion - 3 levels
6 - Axii Intensity - 10 levels / PASSIVE
18 - Domination - 3 levels

Potions:
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0 - Refreshment - 3 levels
0 - Delayed Recovery - 3 levels
6 - Heightened Tolerance - 10 levels / PASSIVE
18 - Side Effect - 3 levels

Oils:
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0 - Fixative - 3 levels / DEFAULT
0 - Hunter Instinct - 3 levels
6 - Protective Coating - 10 levels / PASSIVE
18 - Poisoned Blades - 3 levels

Bombs:
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0 - Steady Aim - 3 levels/ PASSIVE
0 - Efficiency - 3 levels
6 - Pyrotechnics - 10 levels/ PASSIVE
18 - Cluster Bombs - 3 levels

Mutagens:
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0 - Acquired Tolerance - 3 levels
0 - Synergy - 3 levels / PASSIVE
6 - Tissue Transmutation - 10 levels / PASSIVE
18 - Adaptation - 3 levels

Test of Grasses:
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0 - Fast Metabolism - 3 levels/ PASSIVE
0 - Killing Spree - 3 levels
6 - Endure Pain - 10 levels/ PASSIVE
18 - Frenzy - 3 levels


2. Skills and Abilities
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Skills:
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Mutagen links:
Blue mutagen link bonus 10% -> 4%
Green mutagen link bonus 200 -> 100
Red mutagen link bonus 10% -> 3.224%

Core skills:
Strong attack damage mult 33.3% -> 66.7%
Attack power gained from adrenaline points 10% -> 7%
Potion duration from skill point 5% -> 10%

Combat:
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  • Whirl cost per sec 50 -> 15;
  • Rend adrenaline bonus power 33.4% -> 45%;
  • Rend stamina max damage mult 50% -> 45%;
  • Rend stamina regen delay 0.5 -> 2 sec;
  • Strength Training attack power 5% -> 3.5%;
  • Crippling Strikes duration 5 -> 10;
  • Crippling Strikes dot damage per sec 25 -> 10;
  • Sunder Armor armor reduction 5% -> 10%;
  • Anatomical Knowledge critical chance 5% -> 2%;
  • Precise Blows crit chance 2% -> 3%;
  • Precise Blows crit damage 15% -> 8.3%;
  • Fleet Footed damage reduction 20% -> 25%;
  • Counterattack bonus damage 30% -> 5%;
  • Counterattack crit chance 100% -> 2%;
  • Crippling Shot duration 5 sec -> 3 sec;
  • Cold Blood adrenaline gain 4% points -> 10% points;
  • Resolve adrenaline drain reduction 20% -> 15%;
  • Crushing Blows crit chance 2% -> 3%;
  • Crushing Blows crit damage 15% -> 8.3%;
  • Undying healing per adrenaline point 5% -> 3%;
  • Undying base healing 25% -> 18%;
  • Flood of Anger spell power bonus 25% -> 18%;
  • Razor Focus adrenaline gain 5% -> 4%;
  • Muscle Memory fast attack damage 5% -> 3.5%;

Signs:
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  • Alt. Igni stamina cost per sec 50 -> 20;
  • Alt. Igni stamina cost reduction every sec 25% -> 8%;
  • Alt. Igni fire damage 30 -> 20;
  • Alt. Igni channeling damage 60-70 -> 48-58;
  • Alt. Yrden charges 5 -> 7;
  • Alt. Yrden damage 120 -> 125;
  • Alt. Yrden health drain 5 -> 90;
  • Alt. Quen stamina cost per sec 15 -> 20;
  • Alt. Quen stamina cost reduction every sec 50% -> 25%;
  • Alt. Quen stamina delay 0 -> 0.5;
  • Alt. Axii duration 3 -> 5;
  • Alt. Axii duration on animals 18 -> 10;
  • Alt. Axii attack power 20% -> -75%;
  • Alt. Axii damage reduction 0% -> 50%;
  • Alt. Axii stamina delay 0 -> 0.5;
  • Shock Wave damage 40 -> 70;
  • Igni Intensity spell power 5% -> 3.5%;
  • Melt Armor max armor reduction 15% -> 10%;
  • Melt Armor armor reduction per tick 0.6% -> 1%;
  • Pyromaniac burning chance 20% -> 25%;
  • Pyromaniac fire damage 0 -> 10;
  • Pyromaniac burning damage 0 -> 5;
  • Sustained Glyphs charges 2 -> 1;
  • Supercharged Glyphs ranks 5 -> 3;
  • Aard Intensity spell power 5% -> 3.5%;
  • Exploding Shield physical damage 3-12 -> 6-24;
  • Exploding Shield silver damage 3-12 -> 6-24;
  • Exploding Shield knockdown chance 15% -> 20%;
  • Quen Discharge returned damage 5% -> 8.3%;
  • Quen Intensity spell power 5% -> 3.5%;
  • Yrden Intensity spell power 5% -> 3.5%;
  • Axii Intensity spell power 5% -> 3.5%;
  • Domination duration +15% -> +20%;
  • Far-Reaching Aard range 1 -> 2;

Alchemy:
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  • Heightened Tolerance overdose reduction 5% -> 2%;
  • Refreshment healing 5% -> 6.75%;
  • Delayed recovery deleted O.o;
  • Side Effects apply chance 20% -> 25%;
  • Protective Coating defence bonus 5% -> 3.5%;
  • Protective Coating - Oils of highter level provides better resistance against hunted monster type;
  • Fixative ammo bonus 33.4% -> 300%;
  • Hunter Instinct crit damage bonus 20% -> 15%;
  • Cluster Bombs physical damage 120 -> 100;
  • Cluster Bombs silver damage 120 -> 100;
  • Poisoned Blades skill rank chance multiplier 3% -> 10%;
  • Poisoned Blades oil level chance multiplier 10% -> 5%;
  • Tissue Transmutation vitality gained 200 -> 150;
  • Acquired Tolerance bonus toxicity per receipe 1 -> 6;
  • Synergy mutagen bonus 10% -> 8.3%;
  • Side Effects - Cat and Killer Whale potions removed from the list of possible free potions;
  • Ignore Pain vitality per rank 10% -> 3%;

Perks:
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  • Sun and Stars vitality regen 10 -> 4;
  • Sun and Stars stamina regen per sec 1 -> 0.75;
  • Steady Shot damage 25% -> 200%;
  • Survival Instinct vitality 500 -> 750;
  • Cat School Techniques attack power 0% -> 2.5%;
  • Cat School Techniques sign intensity 0% -> -2.5%;
  • Cat School Techniques crit hit chance 0% -> 1.25%;
  • Cat School Techniques crit damage 25% -> 12.5%;
  • Cat School Techniques vitality 0% -> -2.5%;
  • Cat School Techniques stamina regen 0% -> 10%;
  • Cat School Techniques basic actions stamina cost +1 per piece;
  • GriffinSchool Techniques attack power 0% -> -2.5%;
  • Griffin SchoolTechniques sign intensity 0% -> 7.5%;
  • Griffin SchoolTechniques crit hit chance 0% -> 1.25%;
  • Griffin SchoolTechniques crit damage 25% -> -6.25%;
  • Griffin SchoolTechniques vitality 0% -> 2.5%;
  • Griffin SchoolTechniques stamina regen 0% -> 5%;
  • Griffin SchoolTechniques basic actions stamina cost +2 per piece;
  • Bear SchoolTechniques attack power 0% -> 5%;
  • Bear SchoolTechniques sign intensity 0% -> 2.5%;
  • Bear SchoolTechniques crit hit chance 0% -> -1.25%;
  • Bear SchoolTechniques crit damage 25% -> 6.25%;
  • Bear SchoolTechniques vitality 0% -> 5%;
  • Bear SchoolTechniques stamina regen 0% -> -5%;
  • Bear SchoolTechniques basic actions stamina cost +3 per piece;
  • Focus spell power per adrenaline point 10% -> 5%;
  • Metabolism Control toxicity 30 -> 500;


Abilities:
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  • Whirl has zero chance to insta-kill;
  • Whirl grants critical hit immunity while Geralt performs it;
  • Whirl grants 30% damage resistance while Geralt performs it;
  • Rend now locks stamina while being charged;
  • Sign's special effects chance and damage depends on monster resists;


Signs:
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  • Aard stamina cost 100 -> 65;
  • Aard knockdown logic reworked and properly randomized. Depending on the monster type different effects could occur, but its true random and not the CDPR pseudo-random where after some amounts of spell power (not very hight TBH) you get the strongest effect possible every time;
  • Igni stamina cost 100 -> 65;
  • Igni damage 100 -> 70;
  • Igni's extra damage (which was coming from hacky scripts for whatever reason) removed;
  • Igni's hacky extra damage vs bosses removed;
  • Burning effect mult 2.7% -> 1.5%;
  • Burning effect base damage 0 -> 50;
  • Burning effect duration 3s -> 0.5s;
  • Firestream mult 1% -> 0.75%;
  • Firestream base damage 0 -> 20;
  • Firestream duration 1s -> 0.5s;
  • Yrden stamina cost 100 -> 60;
  • Yrden slowdown fixed to not skyrocket in power with sign intensity and to not freeze enemies in place. Was too OP;
  • Yrden slowdown - Vanilla version of Frost could not be resisted due to missing default resist entry. Fixed ofc;
  • Yrden health drain damage increased and now could be properly resisted by enemies. Now its viable damage tool instead of Vanilla;
  • Quen stamina cost 100 -> 45;
  • Quen stamina delay 0.5 -> 1;
  • Quen shield health 200 -> 400;
  • Quen denyes dot applications but doesn't prevent damage from existing dots;
  • Quen gives resist vs criticals while active;
  • Quen base stats were not properly taken from xml,fixed;
  • Quen shield strength now properly calculates with spell power;
  • Quen visual effects depends on spell power and not on level;
  • Quen do not reduce dot damage;
  • Fix: If attack was dodged/reflected/parried/countered it will not be treated as succesfull attack and will not break quen
  • Quen will only reduce damage up to its shield health (no longer fully negates an attack of lvl 1000 monster vs lvl 1 Geralt);
  • Alternate Quen shield strength now depends on your current stamina and spell power. Less stamina = worse shield;
  • Alternate Quen - more stamina drain per hit overall;
  • Alternate Quen - 8 times less healing compaing to Vanilla. Sorry, very needed nerf, you still can turtle in Alt. Quen but most probably this will not heal you by alot, if it will at all;
  • Axii stamina cost 100 -> 70;
  • Axii - no penalty for a single target cast;
  • Axii - 50% initial chance;
  • Axii - is resisted by Will resist now instead of none;


Mutations:
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  • Toxic Blood toxicity to damage returned ration 0.005 -> 0.0005;
  • Euphoria toxicity to attack power ration 0.0075 -> 0.00075;

3. Items
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  • Chance to fail application of a non-sign buff/debuff depending on resistance (runes etc.);
  • You can't apply oils in combat anymore;
  • Normal mutagen needs 3 -> 8 lessers to craft;
  • Greater mutagen needs 3 -> 5 normals to craft;

Decoctions:

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  • Different duration modifiers for decoctions and potions (decoctions no longer get passive duration increase from alchemy tree, only from corresponding active skill);
  • Decoctions lock 450 toxicity and adds 350 toxicity (which can be regenerated with time). Overall buff if you got enough toxicity regen and decoction duration;
  • Archgriffin Decoction - % damage amount is now based on % of stamina consumed, so with 50% stamina left you will do only 5% health damage to monster instead of 10%;
  • Ekhidna Decoction - now longer gliches with Rend and Whirl giving full health;
  • Ekhidna Decoction - actions that consume more than 15 stamina heals you (up from 0);
  • Ekhidna Decoction - healing rate 10% -> 2.5%;
  • Foglet Decoction - weather conditions fixed from just 1 type of weather to wider amount (lots of weathers have clouds, but none of them were triggering this decoction previously);

Potions:
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  • Clearing potion now fully redevelops Geralt (including mutations and mutagens spent on them);
  • Potions now costs 1/2 mutagens toxicity ~350;
  • Black Blood duration 30-45-60 -> 90-120-150;
  • Black Blood returned damage 15-20-30% -> 10-16-23%;
  • Blizzard duration 15-20-30 -> 20-30-40;
  • Cat duration 60-120-180 -> 240-480-720;
  • Full Moon duration 60-90-180 -> 90-120-150;
  • Golden Oriole duration 60-120-180 -> 90-120-150;
  • Maribor Forest duration 30-60-90 -> 90-120-150;
  • Maribor Forest focus gain 15-15-15% -> 8-12-15%;
  • Petri Philtre duration 30-60-90 -> 90-120-150;
  • Petri Philtre spell power 15-20-25% -> 10-16-22%;
  • Phetri Philtre lvl3 grants 100% application chance only if monster is not 100% immune;
  • Swallow duration 20-20-20 -> 90-120-150;
  • Swallow out of combat regen 40-65-80 -> 8-10-12;
  • Swallow incombat regen 40-65-80 -> 15-25-35;
  • Tawny Owl duration 30-45-60 -> 90-120-150;
  • Tawny Owl stamina regen 5-8-10% -> 4-7-10%;
  • Thunderbolt duration 30-60-90 -> 90-120-150;
  • Thunderbolt attack power 30-30-35% -> 8-12-16%;
  • White Raffard number of potions 2 -> 1;
  • White Raffard vitality 35-60-100% -> 35-55-70%;
  • White Raffard lvl3 immortality removed;
  • Quest - Village Poison duration 30 -> 120
  • Quest - Village Poison toxicity gain 0 -> 2
  • Quest - Pops Immunity duration 360 -> 120
  • Quest - Pops Immunity toxicity gain 0 -> 2

Bombs:
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  • Dancing Star duration 4-7-10sec -> 1-1.5-1.5sec;
  • Dancing Star burning mult 1% -> 2.5%;
  • Dancing Star burning base damage 20-30-40 -> 70-80-90;
  • Dancing Star lvl3 duration 3s -> 1.5s;
  • Samum Bomb Blind effect 4-6-8s -> 6-8-10s;

Runes:
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  • Stribog chance 2-3-5% -> 5-7-10%
  • Dazhbog chance 2-3-5% -> 5-7-10%
  • Devana chance 2-3-5% -> 5-7-10%
  • Zoria chance 2-3-5% -> 5-7-10%
  • Morana chance 2-3-5% -> 5-7-10%
  • Triglav chance 2-3-5% -> 5-7-10%
  • Svarog armor reduction 10-20-30 -> 20-30-40
  • Veles spell power 2-3-5% -> 5-7-10%
  • Perun adrenaline gain 2-3-5% -> 5-7-10%
  • Elemental attack power 2-3-5% -> 5-7-10%
  • Aard spell power 2-5-10% -> 5-7-10%
  • Axii spell power 2-5-10% -> 5-7-10%
  • Igni spell power 2-5-10% -> 5-7-10%
  • Quen spell power 2-5-10% -> 5-7-10%
  • Yrden spell power 2-5-10% -> 5-7-10%

4. Enemies
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  • Added bleeding, poison, will and burning(not fire) resist for enemies (in Vanilla they have none);
  • Prolog damage modifier -30% -> 0% (Why should we have such hacky modifier in WO anyway? Game is too hard - go lower the difficulty);
  • Fist fighters attack power 0% -> -65% (Needed change to increase immersion);
  • Ciri more health overall;
  • Archers shoot arrows faster;
  • Armored NPC got more health overall;
  • NPCs are more likelly to dodge or parry an attack;

Base stats:
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Base group monster:
Base essence 50 -> 100
Raise guard chance 30% -> 65%
Dodge attack chance 60% -> 75%
Stamina 0 -> 100
Stamina regen 0% -> 30%
Burning resist 0 -> 80%
Fire resist 0 -> 50%
Damage 50-55 -> 60-65

Base solo monster:
Base essence 50 -> 100
Raise guard chance 30% -> 65%
Dodge attack chance 60% -> 75%
Stamina 0 -> 100
Stamina regen 0% -> 30%
Burning resist 0 -> 80%
Fire resist 0 -> 50%
Damage 50-55 -> 70-75

Man:
Stamina 100 -> 200
Stamina regen 7% -> 30%
Light attack damage 100 -> 87
Heavy attack damage 100 -> 92
Fire resist 50% -> 97.5%
Burning resist 0% -> 80%

Boss:
Experience 50 -> 10
Stamina regen 0 -> 0.75
Burning resist 0 -> 30%
Fire resist 0 -> 20%

Mini boss man:
Vitality 150% -> 175%
Burning resist 0% -> 20%

Boss man:
Vitality 250% -> 275%
Burning resist 0% -> 20%


Per level stats:
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Armored:
Essence 240->275
Attack power 42->65
Burning resist 0 -> -1.5%
Fire resist 0 -> -1%

Group Armored:
Essence 80 -> 95
Attack power 5 -> 15
Burning resist 0 -> -1.5%
Fire resist 0 -> -1%

Group:
Essence 90 -> 100
Attack power 5 -> 15
Burning resist 0 -> -1.5%
Fire resist 0 -> -1%

Solo:
Essence 270 -> 285
Attack power 40 -> 65
Burning resist 0 -> -1.5%
Fire resist 0 -> -1%

Man:
Vitality 55 -> 41
Light attack 20 -> 22
Heavy attack 20 -> 27
Burning resist 0% -> -1.5%


Relative to Geralt stats:
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Lower level monster:
Base exp = 1
Base essence = 300
Base attack power = 75
Burning resist 0 -> 1.5%
Fire resist 0 -> 1%

Highter level monster:
Base exp = 1
Essence mult = -0.3
Attack power mult = -0.3

Deadly level monster:
Base exp = 1
Essence mult = -0.4
Attack power mult = -0.4

Lower level NPC:
Base vitality = 50
Base attack power = 25
Burning resist 1.5%

Highter level NPC:
Vitality 500% -> -20%
Attack power 140% -> -15%
Stamina regen mult 10% -> 0%
Resists 30% -> 0%

Deadly level NPC:
Vitality 600% -> -30%
Attack power 400% -> -35%
Stamina regen mult 20% -> 0%
Resists 100% -> 0%

Fist fighter lower:
Vitality mult -8% -> 0%
Attack power mult -5% -> 0%

Fist fighter highter:
Vitality mult 5% -> 0%
Attack power mult 5% -> 0%

5. Geralt
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  • Toxicity drained out of combat is only 10% more (100% in vanilla);
  • Toxicity regen while intoxicated -25% -> -95%,beware Geralt;
  • Character info tabs got new values integrated;
  • Tooltips for signs got fixed to provide new and right values;
  • XP rewards for quests adjusted to be always good;
  • Base Health 3500 -> 3000;
  • Toxicity 100 -> 1000 (adjusted to better control new toxicity logic);
  • Encumbrance 60 -> 80;
  • Stamina regen while blocking 0.1 -> 0.05 (half of normal incombat regen);
  • Poison and Bleeding resist for Geralt 25% -> 0%;
  • Light attack stamina cost 0 -> 2;
  • Strong attack stamina cost 0 -> 5;
  • Counter attack stamina cost 0 -> 5;
  • Roll stamina cost 0 -> 5;
  • Swimming stamina cost 15 -> 9;
  • Sprint stamina cost 12.5 -> 12;
  • Jump stamina cost 12.5 -> 10;
  • Light attack stamina delay 0 -> 1 sec;
  • Strong attack stamina delay 0 -> 2 sec;
  • Parry stamina delay 0.5 -> 1 sec;
  • Counter stamina delay 0.5 -> 1 sec;
  • Dodge stamina delay 0 -> 0.2 sec;
  • Evade stamina delay 0 -> 0.2 sec;
  • Roll stamina delay 1 -> 0.5 sec;
  • Base critical hit damage 0.25 -> 0.5;
  • Enhanced Armor buff duration 900 -> 2700;
  • Enhanced Armor buff 20% -> 10%;
  • Enhanced Weapon buff duration 900 -> 2700;
  • Enhanced Weapon buff 20% -> 10%;

6. Trophies
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Trophies have powerful unique effects now unlike in Vanilla. But beware with strong buffs to some stat there comes strong debuffs for another, its a double-edged sword now instead of no-brainer.

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Pig:
+25% armor
-20% attack power

Sharley:
+35% spell power
-25% attack power

Cave Troll:
Potion duration +20%
Toxicity +200
Stamina regen -10%
vsOgre attack power +10%

Nekker Warrior:
Heavy attack +10%
Heavy attack stamina cost -3
Fast attack -10%
Fast attack stamina cost +5
vsNecrophage attack power +10%

Drowned Dead:
Igni spell power +50%
Spell power -25%
vsNecrophage attack power +10%

Minion:
Fast attack +10%
Fast attack stamina cost -3
Heavy attack -10%
Heavy attack stamina cost +5
vsMagical attack power +10%

Leshy:
Poison resist +25%
Bleed resist +25%
Bonus herbs +50%
vsRelic attack power +10%

Elder Leshy:
Poison resist +35%
Bleed resist +35%
Bonus herbs +75%
vsRelic attack power +10%

Forktail:
Fast attack stamina cost -8
Heavy attack stamina cost -8
Attack power -15%
vsDraconide attack power +10%

Wyvern:
Fast attack stamina cost +6
Heavy attack stamina cost +6
Attack power +15%
vsDraconide attack power +10%

Wyvern2:
Crit +25%
Crit damage +50%
Armor -90%
Elemental resist -90%
vsDraconide attack power +10%

Gravehag:
Stamina regen +12%
Spell power -20%
Igni spell power -30%
Attack power -5%
vsNecrophage attack power +10%

Fogling:
Spell power +5%
Attack power +5%
vsNecrophage attack power +10%

Fiend:
Vitality +200
Slashing damage +20%
Spell power -20%
vsRelic attack power +10%

Czart:
Vitality +200
Silver damage +20%
Spell power -20%
vsRelic attack power +10%

Wraith:
Yrden spell power +50%
Spell power -25%
vsSpecter attack power +10%

Lamia:
Axii spell power +50%
Spell power -25%
vsHybrid attack power +10%

Erynie:
Quen spell power +50%
Spell power -25%
vsHybrid attack power +10%

Waterhag:
Aard spell power +50%
Spell power -25%
vsNecrophage attack power +10%

Cockatrice:
Toxicity +400
Potion duration -35%
vsDraconide attack power +10%

Nightwraith:
Spell power +15%
Slashing damage -15%
vsSpecter attack power +10%

Ekimma:
Potion duration +35%
Toxicity -400
vsVampire attack power +10%

Arachas:
Toxicity -200
Potion duration -20%
Stamina regen +12%
vsInsectoid attack power +10%

Gryphon:
Aard spell power +50%
Spell power -25%
vsHybrid attack power +10%

Gryphon2:
Adrenaline gain +15%
Stamina regen -10%
vsHybrid attack power +10%

Gryphon3:
Stamina regen +12%
Adrenaline gain -15%
vsHybrid attack power +10%

Succubus:
Bonus money +50%
vsHybrid attack power +10%

Katakan:
Vitality regen +5
Vitality regen in combat +8
Potion duration -35%
vsVampire attack power +10%

Dao:
Armor +20%
Quen chance on projectile +50%
vsMagicals attack power +10%

Doppler:
Bonus EXP from humans +2
Bonus EXP from monsters +2
vsRelic attack power +10%

Noonwraith:
Spell power +15%
Silver damage -15%
vsSpecter attack power +10%

Noonwraith2:
Spell power +15%
Silver damage -15%
Bonus EXP from humans +1.25
vsSpecter attack power +10%

Werewolf:
Vitality +10%
Crit +7%
Elemental resist -35%
Poison resist -35%
Bleeding resist -35%

7. Other random tweaks
Spoiler:  
Show

  • Instant kill cooldown removed completely;
  • You can't penetrate armor to the negative numbers anymore, armor penetration stat is still THAT good vs armored enemies but is worthless vs unarmored ones. Armorpen no longer a nobrainer;
  • Frozen debuff hp damage per hit 0% -> 15%;
  • Dots do atleast 1 dmg per second no matter what;
  • All sell to merchant prices dropped down from 0.85-1.35 to 0.5;
  • Things costs 2-3 times more to buy from a shop;
  • Junk is junk and costs nothing
  • Reduced amounts of junk loot;
  • Alcohol is less common in loot, you will not be drowning in it anymore. And maybe will even need to buy some to refill your potions;
  • Food and water greatly reduced in loot tables;
  • Weapon and armor kits are less common in loot;
  • Lots of merchants got clearing potions in their shops, go check them out;
  • Quest's gold rewards got increased by ~100% for most of the quests;


Difficulty settings:

This effects applyes to EVERY enemy you encounter depending on your difficulty setting.
Spoiler:  
Show
Easy:
Health mult -50% -> 50%
Damage mult 0% -> 150%
Burning resist 0% -> 30%

Medium:
Health mult 10% -> 50%
Damage mult 40% -> 195%
Burning resist 0% -> 30%

Hard:
Health mult 20% -> 60%
Damage mult 130% -> 210%
Burning resist 0% -> 30%

Hardcore:
Health mult 80% -> 60%
Damage mult 230% -> 240%
Burning resist 0% -> 30%

8. Compatibility

TBD

9. Honorable mods

TBD

10. Credits

TBD