The Witcher 3
0 of 0

File information

Last updated

Original upload

Created by

Chickenudoom

Uploaded by

Chickenudoom

Virus scan

Safe to use

About this mod

Better Combat Evolved 2.0 is a combat overhaul mod which aims to add further depth, challenge, and reward to combat.

Requirements
Permissions and credits
Changelogs
Better Combat Evolved 2.0
by
Chickenudoom & Dazedy, in association with Kukassin

Github Repository - Submit issues here





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.

**************************
Better Combat Evolved 2.0 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.
**************************

!!!---BEFORE POSTING ANY "BUGS" OR ASKING QUESTIONS, REFER TO THE "HOW TO USE BETTER COMBAT EVOLVED 2.0" SECTION NEAR THE BOTTOM OF THE PAGE---!!!

===============================================================================

Below is a full list of changes, please click on the spoilers to view them.

CHANGES TO GERALT
Spoiler:  
Show

----- GENERAL
---------- Armor effectiveness has been reduced by 25%
---------- Base Toxicity changed from 100 --> 1,000
                         This change was made to prevent Toxicity degeneration from becoming incredibly fast, and to make Alchemy builds less overpowered in general by allowing us complete control over Toxicity behavior
---------- All actions in combat now either cost Stamina, or delay Stamina Regeneration
  •                          Light attacks drain 8 Stamina, Heavy attacks drain 15 Stamina
  •                          Rolling costs 12 stamina, Dodging/Evading delays stamina regen for 0.2 seconds
  •                          Blocking delays stamina regen for 1 second, Countering costs 18 stamina
---------- Items that Geralt tries to sell yield 40% less gold
---------- Vendor prices are increased by 35%
---------- Quest gold rewards yield roughly x2 more gold
---------- Quests yield 100% of their experience points no matter what level you are
                         Changes to prices/quests are designed to promote doing additional quests, as well as to prevent the player from boring monster grinding
---------- Armor/Weapon Enhancement buffs last for 45 minutes, but their bonuses have been reduced by 10%

----- SKILLS
***Some skill descriptions do not change automatically to reflect their new values***
***Skill descriptions have been adjusted manually to correctly reflect their values and effects, however, this has only been done for ENGLISH localization. You are welcome to submit translations for other languages. Both mod authors of BCEvolved only speak english - sorry!***
---------- ALL signs cost less than 100 Stamina to use
                         This change was made because other actions in combat also consume Stamina
  •                          Igni costs 65 Stamina
  •                          Aard costs 65 Stamina
  •                          Axii costs 70 Stamina
  •                          Quen costs 40 Stamina
  •                          Yrden costs 60 Stamina
---------- Geralt knows 20 "basic" abilities from level 1. These abilities can be used without needing to be equipped into a Mutagen Slot.
                         =======================
                         Swordman Skill Tree
                         =======================
Spoiler:  
Show

  • Rend ================================================
    -- Consumes 35 Stamina immediately, and 25 Stamina per second when charging. Overall 15% stronger. Maximum Stamina consumption gives +35% additional damage. Each adrenaline point consumed gives +35% additional damage. (Basically under the perfect conditions - 3 Adrenaline points and full Stamina consumption - Rend will deal massive damage)
  • Whirl ================================================
    -- Unchanged (though subject to change in future versions)
  • Deflect Arrows ========================================
    -- Unchanged (though subject to change in future versions)
  • Crippling Shot ========================================
    -- Durations changed to 3 seconds per rank 

                         =======================
                         Signs Skill Tree
                         =======================
Spoiler:  
Show

  • Alternate Igni ========================================
    -- Reduced burning damage, increased base damage
  • Alternate Aard =======================================
    -- -15% knockdown penalty
  • Alternate Axii ========================================
    -- NPC stat bonus changed to 10%
  • Alternate Quen =======================================
    -- Consumes ALL stamina when it breaks. Healing amount is based off of your sign intensity and theoretically maxes out at around 17% of maximum HP. Still consumes Stamina at max level.
  • Alternate Yrden =======================================
    -- Initial damage nerfed to 35. Each additional rank increases damage by 75.

                         =======================
                         Alchemy Skill Tree
                         =======================
Spoiler:  
Show

  • Refreshment =========================================
    -- Heals 3% of max HP per rank
  • Fixative Formula ======================================
    -- Oils have 40% more charges per rank
  • Steady Aim ===========================================
    -- Unchanged
  • Fast Metabolism =======================================
    -- Increases Toxicity degeneration by -2 per second (per rank)
  • Synergy ==============================================
    -- 4% Mutagen Bonus per rank 

                         =======================
                         General Skill Tree
                         =======================
Spoiler:  
Show

  • Sun and Stars ============================================
    -- Vitality Regen +4 and Stamina Regen +10%
  • Cat School Techniques (values are per-armor-piece equipped)===
    --  Light Attack damage +4%-- Light Critical Strike Chance +4%-- Stamina Regen +3%-- Sign Intensity +1%
  • Griffin School Techniques (values are per-armor-piece equipped)=
    -- Vitality +1%-- Sign Intensity +2%-- Stamina Regen +1%-- Light and Heavy Attack Critical Strike Chance +1%
  • Bear School Techniques (values are per-armor-piece equipped)===
    -- Vitality +4%-- Heavy Attacks damage +4%-- Heavy Attacks Critical Strike Chance +4%-- Sign Intensity +1%-- Stamina Regen -2%
  • Focus ====================================================
    -- Sign Intensity +5% per Adrenaline Point 

---------- All Alchemy-related skills have been changed accordingly to fit with the new 1,000 Toxicity value.
---------- Toxicity degeneration has been greatly reduced to make toxicity management actually matter. Unskilled Witchers won't be able to consume more than a couple potions at once. 
---------- Ingi does not burn (but Alt Igni still does), and it's base damage has been increased to 125.
---------- Quen has been re-worked entirely:
  • Base quen absorbs 50% damage, this percent increases with the Quen Intensity skill and maxes out at 75%. 
  • Quen base duration is 12 seconds, and scales with sign intensity. 
  • Quen delays stamina regeneration for 6 seconds after use. 
  • Quen stamina cost changed to 40 
  • Rank 3 of Quen Intensity causes Quen to last for 2 hits before completely breaking 
  • Rank 5 of Quen Intensity causes Quen to last for 3 hits before completely breaking 
  • Alternate Quen's heal is now based off of your sign intensity and how many skill points you've invested into Quen Intensity 
  • Theoretically Alternate Quen's heal maxes out at around 17% of your max HP 
  • Alternate Quen drains ALL stamina once it is broken 
  • Alternate Quen does NOT detinate the Explosive Quen ability if it is manually disabled by the player. 
  • Alternate Quen drains 50% less stamina at max rank 
  • Explosive Quen has double the radious 



CHANGES TO ENEMIES
Spoiler:  
Show

----- GENERAL
---------- ALL enemies have a bonus +75% Stamina regeneration, which allows them to perform more actions in combat. They will dodge, block, and attack you more frequently.
---------- ALL enemies have an additional +20% burning resistance
---------- "Low" "High" and "Deadly" level bonuses have been completely removed. This means that low level enemies won't be extremely easy, and higher level enemies won't be impossible to kill (though still be a challenge if there is a large level difference)

----- MONSTERS
---------- All monster-type enemies have roughly 20% increased health and 30% increased damage
---------- Grouped enemies will swarm you more frequently
---------- Grouped enemies have less health, but hit just as hard as other monsters
---------- Boss-type monsters have an additional base 1000 health and 100 attack power

----- HUMANS/NON-HUMANS
---------- All human-type enemies have roughly 30% increased damage, and their health depends on the type of Armor they're wearing
  • "Light armor" type NPCs will dodge more and block less
  • "Heavy armor" type NPCs will block more and dodge less, and also have increased health based on their specific armor type.
  • NPCs who are wearing common clothing/rags have a minimum of -25% health compared to armored NPCs.
---------- All human-type NPCs have had their base block chance reduced, as common bandits shouldn't be able to block every blow from a Witcher's blade.
---------- Human-type NPCs with heavy weaponry will deal MASSIVE damage if they manage to land a hit.
---------- Fistfigher's damage has been reduced by 75%
***This change was necessary due to some fist fighters beating Geralt in 2 or less attacks.

===============================================================================

BCEvolved mainly focuses on enemy attack frequency, and smarter dodging/blocking. Though we have given all enemies a nice boost to their overall stats, some players may want to fine-tune enemies based on their play-style. You can fine-tune enemy stats, as well as get some pretty cool combat effects via this mod: Enemy Scaling and Gameplay Overhaul (ESGO). ESGO is a fantastic mod with several optional effects which can completely transform your combat experience. Both mod authors of BCEvolved (Chickenudoom, Dazedy) use ESGO alongside BCEvolved. 
***BCEvolved and ESGO have a conflicting script, which can be merged using Script Merger***

===============================================================================


CHANGES TO ITEMS
Spoiler:  
Show

----- GENERAL
---------- Useful materials are slightly harder to find out in the world. Geralt is a Witcher, not a looter.
---------- Food and Drink are much harder to come by. You will most likely need to purchase them if you want to stock-up.
***Treasure hunt loot is untouched
---------- Gold is harder to come by just laying around, most of your gold income will be from quest rewards.

----- POTIONS/DECOCTIONS
---------- All potions/decoction Toxicity values have been bumped-up to match the new max Toxicity of 1,000.
***Potions are typically around 350 toxicity
***Decoctions are Typically over 700 Toxicity
---------- Clearing Potions have been added to every Inn vendor in the game, and the price to buy one has been decreased from 1,000 gold to 300 gold.

----- TROPHIES
---------- Trophies now have a HUGE impact on combat. Each one gives a large bonus to 1 or 2 stats, with at least 1 negative attribute as well. 
---------- Trophy attributes:
Spoiler:  
Show
  • Troll: 
    -- Attack power +25%
    -- Spell power -50%
  • Nekker:
    -- Critical Strike chance +10%
    -- Armor -20%
  • Nekker Warrior:
    -- Critical Strike Chance +15%
    -- Armor -30%
  • Drowner:
    -- Igni +125%
    -- All spells -50%
  • Minion:
    -- Elemental Resist + 50%
    -- Armor -50%
  • Leshy:
    -- Poison resist +100%
    -- Bleeding resist +100%
    -- Elemental resist -50%
    -- Armor -50% 
  • Forktail:
    -- Elemental resist +25%
    -- Armor +25%
    -- Attack Power -25%
    -- Spell power -25%
  • Wyvern:
    -- Attack power +20%
    -- Spell power +20%
    -- Critical hit chance -100%
  • Wyvern #2:
    -- Attack power +22%
    -- Spell power +22%
    -- Critical hit chance -80%
  • Gravehag:
    -- Spell power +60%
    -- Armor -50%
    -- Elemental resist -50%
  • Fogling:
    -- Critical damage bonus +75%
    -- Critical hit chance -20%
  • Fiend:
    -- Vitality +25%
    -- Quen +50%
    -- Critical hit chance -95%
    -- Attack power -35%
  • Chort:
    -- Vitality +35%
    -- Quen +100%
    -- Critical striek chance -100%
    -- Attack power -45%
    -- Spell power -45%
  • Wraith:
    -- Yrden +125%
    -- All spells -50%
  • Lamia/Ekhidna:
    -- Axii +125%
    -- All spells -50%
  • Bies:
    -- Critical strike chance +25%
    -- Critical damage bonus +25%
    -- Armor -75%
  • Erynie:
    -- Quen +125%
    -- All spells -50%
  • Water Hag:
    -- Spell Power +75%
    -- Attack power -75%
  • Cockatrice:
    -- Igni +95%
    -- Aard + 95%
    -- All spells -50%
  • Nightwraith:
    -- Poison resist +100%
    -- Bleeding resist +100%
    -- Armor +25%
    -- All spells -80%
  • Ekimma:
    -- Critical strike chance +99%
    -- Armor -99%
    -- Elemental resist -99%
  • Arachas:
    -- Elemental resist + 15%
    -- Poison resist +25%
    -- Bleeding resist + 25%
    -- Bonus Herbs Found +75%
  • Gryphon:
    -- Aard +125%
    -- All spells -50%
  • Gryphon #2:
    -- Aard +100%
    -- Armor +10%
    -- All spells -50%
    -- Elemental resist -20%
  • Gryphon #3:
    -- Aard +125%
    -- Armor +10%
    -- All spells -50%
    -- Elemental resist -30%
  • Succubus:
    -- Axii +75%
    -- Bonus Gold +50%
  • Earth Elemental:
    -- Armor +75%
    -- Elemental resist +75%
    -- Attack power -50%
    -- Quen -80%
  • Doppler:
    -- Attack power +3%
    -- Spell power +3%
    -- Bonus Human experience +100%
  • Noonwraith:
    -- Igni +75%
    -- Yrden +75%
    -- All spells -45%
    -- Monster Bonus Experience +75%
  • Noonwraith #2:
    -- Igni +75%
    -- Yrden +75%
    -- All spells -50%
    -- Monster Bonus Experience +50%





  • HOW TO USE BETTER COMBAT EVOLVED 2.0
    • If you want to install BCEvolved2.0 into an EXISTING VANILLA SAVE, NG+, or HEARTS OF STONE ONLY, you MUST drink a Clearing Potion AFTER you've installed the mod.
      ***Clearing Potions have been made available throughout the game at EVERY Inn, and the price has been reduced from 1,000 to 300.*** 
      ***For those of you who have your console commands enabled, you can add a respec potion into your inventory by typing: additem ('Clearing Potion')***
    • If you install BCEvolved 2.0 and create a BRAND NEW save, you do not need to do anything.
    • If you want to use BCEvolved 2.0 but you are worried that your current save is damaged due to other mods, please download the optional file "Safedevelop" located in the files tab. READ THE README THAT IS INCLUDED!
    • The best way to update BCEvolved 2.0 is to completely delete the old version before installing a new one.
      ***Make sure to aslo re-build your merged scripts if you have any***
    • BCEvolved 2.0 does not modify any scripts in a fashion that could potentially break the Script Merger program. Merging our scripts does not require any extra steps or knowledge beyond reading the description of the Script Merger program. If you experience ANY issues while using mulitple scripted mods, it is most likely due to user error.
      Known mods that work perfectly if you've merged your mods properly: If you experience ANY issues while using these mods, you've made an error somewhere.
    • ESGO
    • Friendly HUD
    • Preparations Mod
    • Immersive Cam



    RECOMMENDED MODS 
    Enemy Scaling and Gameplay Overhaul (ESGO) 
    ESGO works closely with BCEv2.0 and is a fantastic mod that adds several features to combat. Also every option included with ESGO can be turned on or off, and allows the user a lot of freedom for fine-tuning your gameplay difficulty.
    Preparations Mod
    Preparations mod makes Alchemy more challenging, yet enjoyable and introduces another level of resource management. 



    --------------------------------------------------------------------------------------------------
    COMPATIBILITY
    --------------------------------------------------------------------------------------------------
    BCEvolved 2.0 edits SEVERAL .xml files, which makes it incompatible with a lot of mods. In spite of this, it includes several similar modifications to that of other popular mods.

    Mods that change meshes/textures are 100% compatible with BCEvolved

    Mods that only edit scripts can be merged together with SCRIPT MERGER.