This page was last updated on 01 September 2016, 6:59AM
Changelogs
Version v1.02.1
-Adjusted the cost to unlock skill tiers in all skill trees. High level sign tiers were locked due to not being able to spend enough points in the tree.
Version V1.02
-Hearts of Stone enemies were adjusted for further balance. Most of the arbitrary stat buffs that the devs put in place did not work well with level scaling
-Slowed down the healing rate of the Caretaker and Wraith Iris on Blood and Broken Bones and Death March
-Lowered the physical resistance and critical hit reduction of the Toad Prince. This fight was unfairly geared toward Igni users while sword fighters got the short end of the stick
-Debuffed Fast Metabolism to -0.18 toxicity/sec. At max level, in addition to Geralt's default toxicity degeneration, you will lose 1 toxicity point a second
-Raised the stamina regeneration bonus of Griffin School Techniques to 3% per piece (up from 2%)
Version 1.05.1
Corrected an issue where mutations could not be researched properly.
Version 1.05 A/B
1.05A
-Tweaked some stats for B&W enemies for balance
-Increased base Igni damage
-Lowered Cat School Technique attack power bonus to 5% per piece of light armor. Expect further changes here. This skill is the dividing line between light armor builds being too weak or too OP
-Adjusted the points to unlock each tier in the skill trees
-Lowered all signs to 85 stamina cost and slightly reduced their stamina regen delays
-Lengthened the duration of bleed and poison critical effects
-Removed the healing factor of Superior Golden Oriole
-Increased the base damage of Superior Grape Shot
1.05B
-Lowered all signs to 85 stamina cost and slightly reduced their stamina regen delays
-Tweaked some stats for B&W enemies for balance
-Increased base Igni damage
-Lowered Cat School Technique attack power bonus to 5% per piece of light armor. Expect further changes here. This skill is the dividing line between light armor builds being too weak or too OP
-Adjusted the points to unlock each tier in the skill trees
-Lengthened the duration of bleed and poison critical effects
-Removed the healing factor of Superior Golden Oriole
-Increased the base damage of Superior Grape Shot
-Adjusted difficulty damage modifiers to 100%/290%/350%/800%
-Adjusted difficult health modifiers to -50%/130%/165%/-30%
Death march is now aimed at being a "realistic" mode where enemies have lower health but very high damage. Blood and Broken Bones is now marginally more difficult than Death March in the vanilla game
Version 1.04
-Reworked from the ground up entirely for patch 1.21
-Fixed issue where "cleardevelop" command was not working properly
Version 1.03beta
Compatible with Blood and Wine/patch 1.21.
Removed my version of level scaling for now as CDPR added level scaling into the game.
Increased Cat School Technique to 50% attack power bonus per piece of light armor. This seems OP but light armor makes you so fragile that the extra attack power is needed to make it viable.
Increased Griffin School Technique to 8% sign intensity per piece of medium armor.
Version 1.03.3
-Fixed an issue where Rotfiends and Scurvers would not explode on death
-Fixed an issue where Gravehags would spawn with no health but be immortal
Version 1.03.2beta
-Further tweaked some enemy health/damage values for better balance
-Fixed an issue where oils were not being applied properly
Version 1.03.1beta
Tweaked some Blood and Wine enemy stat values for balance
Returned to the original way damage over time (bleed/burn/poison) was handled. I discovered my way was interfering with the way enemies like rotfiends and scurvers died when they would choke and then explode. This is only a temporary work around, I'm looking for a solution.
Removed the two sets up script files in the mod. Since the two scripts were only for level scaling, and since CDPR has their own level scaling, the two sets of scripts were unnecessary.
Version 1.01
Version 1.1 is now available with NG+ compatibility. I trimmed a lot of the fat off of v1.0 to streamline gameplay but keep the difficult level high still. Enemies tend to have more health, but proper use of oils, potions, tools, etc etc will prevent them from being too spongey.
Geralt Changes
-Light attacks and dodging no longer cost stamina but instead impose a slight stamina regeneration delay
-In NG+ Geralt will now start with 7500 health automatically since no health per level is gained.
Skill Changes
-Skills have been relocked based on skill points in the tree. I realized that having all skills open removed a sense of progression in the game. Additionally, thanks to the higher "level cap" of Hearts of Stone, and soon Blood and Wine, players will have the ability to max out multiple skill trees at a time
-Alternate Aard, Igni, Yrden, Quen, and Delusion is available from the beginning. Puppet (alt. axii) must be unlocked as in vanilla
-All skills provide their respective stat bonuses again (ie, adrenaline gain, stamina regen, potion duration)
Sword Skills
-Strong attacks how inflict 45% more damage (up from 33%)
-All skills, except for Whirl (still too powerful), have been restored to their default values
Signs Skills
-All signs cost 100 stamina again. In v1.0 it was too easy to spam signs, regardless of your build. Now only medium/griffin builds can frequently use signs
Alchemy Skills
-Refreshment has been lowered to 3 levels with 5% per level
-Fast Metabolism has been restored to it's original value
-Synergy has been restored to 10% bonus per level
Perk Changes
-Restored Cat School and Bear School techniques to their default values
-Restored Griffin School techniques to its default spell power value, maintained the 2% stamina regen bonus
Potion and Decoction Changes
-Potions are back to their vanilla strength and duration
-All potion toxicity is double its vanilla value (this puts most potions in the 40-50 range)
-Ekhidna decoction now works more like a potion in that it only lasts a short while (similar to what I did with Archgriffin decoction). Both Archgriffin and Ekhidna cost less toxicity than standard decoctions.
Oil Changes
-All oils have been restored to default attack power bonus (10%/25%/50%), and charges.
Mutagen Changes
-Red, Green, and Blue mutagens have been restored to their default values
Enemy Changes
-Enemies now gain slightly more health per level
-Many solo type enemies (and some stronger versions of group enemies) now cause bleeding or poisoning with their attacks
General Changes
-Adjusted the difficulty health modifier to 50%/110%/140%/160%
-Adjusted the difficulty damage modifier to 100%/260%/420%/500%
**Note** When you place this mod into your mods folder you will need to open the folder, then open the folder "content". In that folder you will see two scripts folders. One named "Ng+scripts" and one "NGscripts". If you are playing regular new game you need to rename the "NGscripts" folder to "scripts". Alternatively if you are playing New Game plus you need to rename "Ng+scripts" to "scripts". You can leave the other script folder in there as long as they aren't both called "scripts".