The Witcher 3
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Fnts

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About this mod

Less Hardcore Witcher 3 Enhanced Edition (according to my taste). Contains bug fixes, general overhaul and changes in logic to make the game more pleasant. Includes crossbow overhaul, decoctions logic rework, toxicity rules changes, armor/poise logic overhaul, whirl/rend balancing, Aard and Axii overhaul, less hardcore food and many more.

Requirements
Permissions and credits
Changelogs
This mod is a publication of my own taste Witcher 3 Enhanced Edition. So obviously credit goes to the god of modding, mighty Reaperrz and all the authors of the mods that he used. The goal is to make W3EE less hardcore and more pleasant to play for non ultra hardcore players. Contains also bugfixes.

Typically most balance changes will be done evening up. I will promote stuff that is underpowered in my opinion. That may require counter-balances, so some stuff is nerfed. The mod is meant to be continously developed.

Repository on github: https://github.com/Fnts7/LHW3EE


Requirements:
W3EE


Installation instructions:
  • Install original W3EE properly
  • Delete whole folder [Witcher3_installation]\Mods\modW3EE\content\scripts
  • Copy 'modLHW3EE' from this mod archive to [Witcher3_installation]\Mods\
  • Set the proper mod priority. Go to [Your Windows documents folder]\The Witcher 3
  • Create file named 'mods.settings', open in any text editor and paste*:
    [modLHW3EE]
    Enabled=1
    Priority=0

* If you already have that file, you must make sure that this mod has higher priority then W3EE. Priority can be 0-9999. The lower the higher prioritized the mod will be. Mods with no priority set in that file, will be loaded last in alphabetical order. This mod overrides some *.xml assets of W3EE, that is why it must have higher priority. All the other files will be taken from W3EE, so nothing will be broken. For example, here is how my file looks like (merging is officially not supported, but I managed to run W3EE with some other mods successfully):
[mod0000_MergedFiles]
Enabled=1
Priority=0
[modLHW3EE]
Enabled=1
Priority=1

Which simply means that merged script files should come first, then this mod for *.xml files then all others including W3EE.

Warnings
  • About optional files. When it comes to optional files: 'All Quest Objectives On Map Patch' and 'Immersive Cam Patch' for LHW3EE, you can only apply them when the version matches! When the version of those is older, you need to either wait for an update of optionals or download the main file and don't patch it yet. (I'm not maintaning those optionals)
  • About updating the mod. When updating avoid loading a save in which you have effects on you (like potions). Better make as most "state light" save as possible - not in the middle of action, safe location, clear from effects etc.


Other notes:
Not all UI descriptions in game are updated. So don't worry, the changelog here is the key.


Recommended W3EE settings (for this mod's changes best compliance or making less hardcore gameplay):
  • gameplay -> injuries : set player immunity on
  • gameplay -> abilities -> rend: don't raise stamina dmg mult above 2
  • gameplay -> abilities -> vigor: intensity lost per vigor reduce to 15-18.
  • gameplay -> abilities -> toxicity. IMPORTANT! Residual Toxicity Degeneration should be lowered to at least 0.05. Even lower values like 0.03-0.04 won't hurt either. That is because of toxicity degen logic changes, see below. I suggest also raising Standard degeneration rate to like 0.5-0.7, and lowering accelerated one to like 0.9-1.2.
  • gameplay -> abilities -> stamina & speed: 
    • stamina cost block: lower to 4
    • stamina regen delay block: lower to 0.50
    • Speed penalty - max reduction at no health: raise to 16 (default: 10)! (this is compensation for turned of injuries)
  • Damage Modifiers
    • NOT recommended to raise 'Damage Multiplier - Player Crossbow' - with my crossbows overhaul, there are more possibilities to raise crossbow damage. Perhaps even could be lowered to 0.9.
    • Armor Piercing - Enemy Fast Attacks. I suggest lowering it on difficulty level 'Easy'+ (like 0.6, 0.5 Normal). That will give more balanced damage dealt to player. In W3EE most enemies have at least some armor piercing, so this will directly effect most damages received with all armors.
    • Armor Piercing - Enemy Heavy Attacks - (about 0.1-0.15 higher than fast, so 0.7 Easy, 0.65 Normal, general enemy AP setting has no effect)
  • preparation -> alchemy: set yield to 3 (with this mod, it means 1.5 quantity). Unless you have an alchemy table buff - in this case yield should be just 1 or 2 (will be then 2 items brewed always).

Changes list:

-bug fixes-

Fixed a bug of attack stamina cost bonus and parry stamina cost bonus on weapons not working at all. Now note that positive value of that param reduced stamina cost, while negative increases. Parry stamina cost also counts for counter-attacks.
Explosive bolts can do self damage (vanilla bug), but reduced self burning damage greatly
Fleet footed skill doesn't give any safe dodge angle bonus in W3EE, unlike the description says. However I rebalanced that in this mod.
Water Hag decoction bug fix, so now it really works according to descriptions. Gives +20% attack power on full life, then reducing proportionaly to 0% at 0 life. Also added small buffer - full effect when curent HP > 90%.
Fixed a bug of overpowered Temerian, Nilfgard and Skellige armor sets available to buy. They were actually NG+ versions but it is irrelevant with W3EE, so the merchants should always have base versions. 
Dragon's Dream bomb explosion damage is now properly affected by Cluster Bombs skill.
Fixed a bug that many crit damage bonuses won't apply in melee combat
Fixed a bug that in various places toxicity offset from decoctions was not taken into account in calculations
Fixed bugs in Rend mechanics connected with heavy attack speed and wrong ratios when having improved conditioning perk
Fixed a bug with strange well rested buff stacking.
Fixed Iris being weak (as normal wraith?) bug.
Axii erroneous duration calculations (made in OP)
Fixed a bug that Aard circle cast from whirl with Runeword Severance 3 had no effect apart from visual.
Fixed a bug, that quen shield damage was not normalized properly through different difficulty levels
Fixed a bug in runeword Levity (lightness) that resulted in to high stamina regen gain for heavy armor.
Fixed a bug that with second gryphon set, alternate cast could be allowed with insufficient vigor. 

Fixed a minor bug of wrong stamina regen display in character stats.
Small toxicity degeneration fixes including stange mechanics, in which toxicity caused by White Raffards would degenarate slower with potion duration skill. This caused a negative effect of that skill in this field, which is wrong. 


-Almost bugs, very strange logic in my opinion-
Aard sweep is no longer stronger than basic cast


- important mechanics and logic-
Rend is now more armor-piercy, less max damage. Rend with no talent has +10% armor pierce on full load, +5% per skill level.
Also rend now gains base damage faster (fast rends start from great penalty) and that is also improved per skill level. Boosted crit chance bonus to 7% per skill level on full load. Rend now also raises a bit stamina dmg bonus per level. Rend stamina usage can be now reduced by 'attack_stamina_cost_bonus', medium armor set bonus and also small amount when having lighter armor then heavy.  Heavy attack speed now influences only total Rend animation time and not stamina usage!

Adjusted the overall logic of special heavy bash (the stationary double strong swing).The main problem is was that this attack was overpowered in combination with any damage through blocks. Also balanced it better overall. So special heavy bash is treated as type of heavy attack and so most heavy attack skills also apply. Besides that after my changes: 
1) First stage swing: deals 80% of damage, but has 100% small stagger chance (hit reaction), except for shielded enemies. 
2) Second stage swing: deals 60% of damage, but has lots of other properties: 
a) 100% hit reaction chance also for shielded 
b) Is unpariable except for shielded and guarded, which have 60% parry chance  (NOTE: sundering blows skill success in first hit influences that) 
c) Significant chance of breaking a shield (requirement - first stage hit cannot miss) 
d) Significant chance of causing injury - requirement must deal some damage. If first hit was 'significant (chance depends on damage dealt), the injury chance is even higher and 100% if crit. 
e) If enemy HP goes below 25%, finisher can be performed (requirement - first stage hit cannot miss). 


Adjusted mutagen and skill slots unlocking, so that they are more logical - always now first a mutagen slot unlocks, then sequentially skill slots to enhance mutagen. 4th mutagen slot is now opened 5 skill points later, and last skill slot 10 skill points later. 1st mutagen is open from start.
IMPORTANT! This will not apply in saved games automatically. In order to reset your mutagen and skill slots in existing game you need to: 
1) Remove all mutagens and equipped skills. 
2) Type and enter in console: 'UpdateMutagenSlots()'. 
3) Save game and reload to get rid of missing color on skill trees (nothing should be wrong) 

Strong attacks have now base dmg multiplier of 1.2, removed attack power bonus of 20%. Gives also constant, multiplicative bonus of 20% to the power of effects applied on hit. Medium and long distance strong attacks have a bit lower stamina cost.


Eating food will now also give instant heal of small amount, based on food level: 100, 200, 400 accordingly on 'baby mode' difficulty level. Lower or higher difficulty levels come up with increase or lowering of those values. This is reduced when intoxicated at almost quadratic rate from zero reduction to 100%. Food regen now also has effect in combat (surprised it didn't as it is such low value). 

Made dodging less pain in the ass against huge monsters - graze damage has now a cap, that is 600 divided by player health setting. This is before reduction by skill and armor graze damage. Also buffs applied for attacks partially dodged by player (graze dmg), will have / 3 general power. This way a cocatrice won't finish you off with bleeding even if an attack was dodged not that bad.

Changes in adrenaline loosing logic. Now there is some chance to maintain at least some portion of adrenaline when hit. Heavy and medium armor parts increase that chance. Partially dodged attack (graze damage) will reduce the adrenaline loss even more - take away 30% of rolled adrenaline loss (up to 30% then). Added possibility that in case of failed parry, toxicity can prevent adrenaline loss, but only 50%. When a hit ends quen and deals partial damage, that will also save 50% adrenaline, cumulates with other saving circumstances. If hit penetrates quen, but doesn't end it, the reduction will be even higher, saving 70% of adrenaline.

Changed how Preparation -> Alchemy -> Yield setting works. Now it sets the amount of prepared oils or potions with one brewing to: Yield value / 2.  Allowing halved quantity values. So e.g. if yield is set to 3, then there is 50% chance of preparing 2 items, otherwise 1. Similar rule as with bombs optimization skill. Yield setting value 2 or less simply means 1.


Big toxicity rules changes. First of all removed strange rule of greatly increasing potions toxicity when decoctions active. I find it nonsense, because there is no point in investing in toxicity (green mutagens, perk, also red wolf armor), if you practically cannot use normal potions with reasonable efficiency in addition to decoctions.
Changed the logic of toxicity damage threshold, now it is not constant 50, but following:  Min ( Max(33.333 + maxTox / 6.0f, decoction_offset), halfTox)
  
where
  maxTox - maximum toxicity, halfTox - half of toxicity
  decoction_offset - total toxicity of active decoctions
  
Explanation - toxicity damage threshold is increased by 1/6 of  max tox above initial 100. But if only decoctions intoxication is present, the damage is not taken by Geralt. However if decoctions alone use more than 50% of maximum toxicity, that triggers the damage also. Both 2 toxicity positive bonuses skills are changed so that they are active only if the toxicity is above the new current threshold. Means that e.g. having just 1 decoction that is not 50% toxicity will not activate those skills. Toxicity dmg curve adjusted a bit, so that dmg increase on very high intoxication with high max tox is a bit lower. Toxicity change needed some other balancing (e.g. raising toxicity of some potions), it is in other parts of the description.

Improved toxicity degeneration logic. Residual toxicity degeneration now also can happen when the effects of potions are present, but at much lower tempo (/5 of normal residual regen). Normal residual regen tempo occurs when you have no potion effects (decoctions can be present). Residual toxicity comes from two sources: 
1) When effect of potion wears off and some toxicity still remains, it is transfered to residual. The tempo of non residual toxicity degen (active potions) has other settings for control, so it can happen that there will be no residual toxicity at all for example. Also because of fast metabolism skill.
2) Enemies can have toxicity venom in their attacks. Such toxicity gained is counted as residual from start. 
Example. You drink two potions each has toxicity 30 and duration 6 min. In that moment your tox is 60, residual 0. After 6 min suppose 2/3 tox is degenerated. So at that point you have 20 tox, 20 residual. Some short time passes 5 residual toxicity is gone and you apply another potion with toxicity 50. Now you have 65 toxicity, 15 residual. Then almost immediately you get hit with toxicity venom of value 5. 70 toxicity, 20 residual. Degeneration progresses with one potion effect and some residual toxicity. 

Overall bombs impact/explosion damage is nerfed to 85% of original value. But that is part of small bombs overhaul.

Experience rates and curves overhaul. 
1) Changed the way of lowering exp gain rate with overall progress. Previously exp for given path was lowered only based on skill points allocated in just that path. Now this penalty is reduced, but instead another multiplicative penalty is added - based on overall number of skill points. This way it is easier to do more specialized builds - if you skip some skill columns on purpose, you will gain more exp in others. So per path penalty purpose is not to get too powerful in one field, overall skill points penalty is for compensation, so having less skill points whereever, will make that penalty lower, thus allowing better specialization elsewhere.
2) General skill exp gain was lowered and penalty when having more perks is more harsh. That is mostly because in this mod, perks are boosted, so one should have less amount of them. 
3) Other base exp rates modifications: signs - lowered on average like 25-35%. Crossbow - lowered about 30% and non aimed shots give much less exp. Defense - lowered about 25%. Oils - raised about 30%, bombs lowered a bit, but bombs also give exp on hits. mutation - raised like 15%. One decoction brewing has much lower factor, but more mutagens available.  Strong - fast attack balance change - a bit more exp for strong attacks, as they are generally harded to perform, a bit less exp for fast attacks as they are easier. Even less when whirling.
4) Sword Battle Trance path way of gaining exp reworked totally. Was one time significant amount gain on combat end. Now it works this way - when in combat, a timer ticks every short amount of time. In each tick you get an exp amount that is proportional to the current vigor. Also being active in combat, hitting enemies and countering increase the gain. So having more vigor and being active makes the progress faster. Meaning that more usage of signs will have a con of slower progress in battle trance. Also there is big one time exp award for each Flood of Anger usage - because it is an active skill that drains most vigor, so that needs to be compensated.
5) Small rework how Trial of Grasses exp is gained. At base it has lower gain rate, but is boosted by both potion toxicity (decoctions are the strongest) and current intoxication. Also fixed here a bug - decoction usage extra exp gain didn't work.

Major improvement in armor logic towards possiblity of mixing armor types.
In W3EE armor has many influences that are not listed in item's tooltips, some listed on stats screen. So they are: action speed influence, poise, stamina cost of actions. 

1) Now armor parts are not just counted, but they have weights when it comes to speed influence, poise and stamina costs so standard average became weighted average. The weights are following: body: 45%, pants: 25%, gloves and boots: 15% 
For example if you have no armor, the attack speed bonus is now + 4.8%. If you put on just heavy body part, it will drop down to ~0. Similar if you have no chest armor and put on heavy gloves, boots and pants. If you put all heavy, it will be then -4.8%. And the opposite way - body part will give you the highest poise gain. 
2) Now all the armor pieces influence all of: attack speed, evasion speed. Boundaries (so values when all naked or all heavy) were adjusted a bit. I see no logical reason why pants and boots shouldn't influence attack speed, as obviously whole body is involved in proper attacks of a witcher. 
3) Basic light, medium, heavy set bonuses are now fully divisible, so will work with 1,2,3 pieces of the kind. 4 is the full bonus, while 1, 2,3 is 25%, 50%, 75% of the bonus. So e.g. wearing 2 medium armor parts will give you -5% stationary attack stamina action cost, instead of full -10%. 
4) Adjusted weights for armor parts concerning influence on stamina regen.
5) Medium armor set bonus was nerfed, so that the bonus applies only for stationary (shortest distance) attacks and counters. Heavy armor full set value boosted to 24%.
6) Attacks and parries stamina cost penalties with medium and heavy armor are significantly higher - balance as heavy armor is generally easier.

Reworked poise and stagger resist (general and while whirling) logic. Gives more smooth scaling over poise value and whirl skill level. Most important fact is that unblockable attacks threshold was lowered  to 60 poise, but such attacks also require successful poise roll reduced by the threshold value. Successful poise roll will typically reduce long stagger to short and negate any stagger if there was no long stagger in hit. For example if you stand still and have 80 poise, receive unblockable hit, you will have 80 - 60 = 20% chance to reduce stagger severity. While when it comes to blockable attacks that chance is 80%. That threshold can be lowered even more by e.g.: medium armor perk, level 5 whirl skill, earth elemental decoction.
Small red mutagens balance shift - reduced poise they give, increased HP. Toxicity poise increasing curve adjusted a bit, so that it gives more poise faster.

Adjustment in armor piercing against player. Now armor piercing is split better between percentage dmg resists and point armor value. This adjust the damage curves against player and has mostly three effects:
- damage normalization - extreme damages will be a bit lower, while small damages (but not ultra small) a bit higher 
- a bit smaller differences between armor tiers 
- percentage resists on armor matter now more 


Crossbow and Bolts Overhaul (as I'm the Crossbow Damage Boost and Balance author)


- Bolts now differ better between each other and tried to made other bolt types then explosive more useful. Armor piercing of target point bolts is more siginificant and
at same time precision skill gives less bolt armor piercing bonus.  Reduced overpowered burning effect of explosive bolts (duration was too long due to some weird logic). Split bolts deal much more damage (same as bodkin bolt, but have 2, or 3 projectiles), but have no armor piercing. They are now also great for dealing point blank damage (but not that great on armored).
- Bolt prices adjusted.
- Made crossbow crit damage more significant.
- Manually aimed shots now have +15% dmg bonus, but not split bolts nor explosive ones.
- Aimed shots bonus can be further raised with Lightning Reflexes skill: +3.33% per level.
- Auto shots will now have / 1.5 crit chance penalty
- Explosive bolts can deal self damage (it was vanilla bug that they didn't), however reduced self burning damage greatly
- Adjusted crossbow experience awarding: manually aimed shots will give more exp than auto ones. Due to nature of explosive bolts, per target hit exp is much lower.
- Mechanics improvement - if Geralt has to reload after the shot and there are enemies very close, crossbow will force holster instead. This way you can avoid getting stuck for too long with reload and can defend or combo with sword right after shot. This mechanics triggers after shot only, so you still can reload with enemies very close.
- Small input handling fix - if you cancel aiming by pressing e.g. space, then release crossbow button, Geralt won't draw and shot anymore. So one can cancel crossbow shooting in more convinient way. That fix doesn't work on horse yet.
- Steady Shot skill damage bonus is now applied to base dmg, not attack power which made that perk useless. Now it is better, so worth using in addition or as an alternative to Trick Shot.
- Anatomical Knowledge skill armor piercing lowered to 6% per level, crit chance raised to 6% per level, but note that auto aimed shots have global crit chance penalty. The skill has now max level of 4.
- Cold Blooded skill boosted - bonus per hit is doubled. Max boost remains the same. Also raised to 7s effect reset time.
- Crippling shots skill improved for broadhead bolts. Since bleeding is not stacking, instead, for that type of bolts, bleeding effect is simply boosted - by 9% per skill level. Adjustments - 15% immobilize chance on crit per skill level. /2 if non crit, /2 if non manually aimed shot. Both penalties can stack. Raised to 9% of bleeding chance per skill level. 
- Added crafting recipe for stronger blunt bolts. Should be available where the ordinary one was. In console item code: 'Blunt Bolt Legendary schematic'.
- Bear and Lynx crossbows small adjustments. The first one has lower basic attack power, but better crit capabilities.
- Adjusted Nilfgaard, Elven, Skellige, Touissant crossbows stats, so that they are usable.



- Enemies balancing -

- Reduced regen rates of many high HP enemies (fiend, noon, nightwraiths, vampires a little bit). Also noon, nightwraith drain dance has 25% lower healing rate. 
- Normalized human ranged weapons damages and armor piercing. Bows have lower AP, short bow a bit higher dmg. Crossbows have extremely high AP still, but reduced damage greatly.
- Weakened the 3 Wild Hunt bosses - Imlerith, Caranthir and Eredin. The fights with them where ridiculously difficult and/or laborious. Imlerith is mostly significantly weakened in second stage - slower, lower dmg, lowered most resistances. Caranthir and Eredin lower HP and slightly lower damage, armor piercing and physical reses. Eredin also a bit slower and lower fire res. 
- slowed down rotfiends and graveirs and a bit endriaga workers
- player's actions that ignore armor vs. bosses now will instead reduce resistances by 2 instead of neglecting them completely. For example physical damage of grapeshot bomb.
- archespor a bit slower and lower HP.
- Iris healing rates from pictures on two of higher difficulty levels lowered. 
- Boosted Caretaker boss (Olgierd's backyard thing). Has small boosts to: vitality, damage, speed. Moderate boost to life leech. As a compensation lowered a bit most magical/elemental resistances. 
- Cyclop is a bit slower and deals a bit less damage. Also raised physical res to 30%, other reses raised to even lower values, but lowered HP by about 20%. 
- Dracolizards weakened a bit - a bit lower damage, lowered physical resistance, but raised vitality a bit. Fire resistance lowered from 100% (immunity) to 80%.


- skill balances -

Battle Trance perk now does not cancel basic BT effect which is +10% attack power per vigor point, but just adds its effect of crit chance per vigor. Lowered that from 8% to 4%.

Hunter Instinct skill boosted to +4% crit damage per level on max vigor. Also the effect is now proportional to the vigor percentage.

Protective Coating skill reworked, so that it has decent effect even when having low reses armor. The bonus resistance is now applied multiplivatively and the value is boosted to 35% on skill level 5. If NOT applied during meditation the skill will still work, but with a penalty. Applying oils during meditation will now give some oil experience. 

Acquired Tolerance skill toxicity increase changed - instead of 10% per level, now grants flat 12 toxicity per level. Also gives small adrenaline gain bonus: 3% per skill level. 

Poisoned Blades rebalanced, so that skill level matters more and oil level less. lvl 3 oil and lvl5 skill will give 40% chance of poisonin. 4% per level, x1,x1.5,x2 for oil levels accordingly.

Heightened Tolerance has now max level 4. Gives 8% toxicity damage reduction per level. And took over the vitality regen part from Endure Pain skill. Vitality regen reduction on full toxicity is now 50% and reduced by 6% per skill level. 

Enzymatic Reduction skill has an extra effect. Now every active potion reduces toxicity of next applied potion a bit. 

Side effect skill boosted to 15% chance per level. 

Frenzy skill boosted a bit now has max 24% speed bonus at lvl 3. 

Endure Pain skill doesn't concern vitality regen anymore. Chance of loosing adrenaline when toxicity is above safe threshold is now 70% at base and reduced by 6% per skill level down to 40%. Was 100%->50%. 

Fast metabolism skill nerfed by half (toxicity degen tempo), extremely op skill. But the skill has now 4 points max and adrenaline gain is now 2.5 times consumed toxicity. 

Killing Spree skill has now max level 4 and nerfed to 2.5% extra crit chance per killed enemy per skill level. 

Synergy for green mutagen now gives adrenaline gain bonus instead of toxicity. Conversion is 1 tox to 1.5% adrenaline gain. That is because toxicity should be limited and there are other skills to increase it already. Adrenaline gain bonus fits for high tox builds, because it works together with the trial of grasses skill that reduces your chance of loosing adrenaline when hit. So for example with one greater green mutagen and synergy level 5 you will get 0.25 * 24 = 6 -> 9% adrenaline gain bonus.

Tissue Transmutation skill boosted to 250 HP gain per level. Tissue Transmutation skill no longer applies to Metamorphosis mutation decoction. That was ultra OP. 

Adaptation skill decoction toxicity lowering is now modified for Fogling decoction (2.5 per level) and Basilisk, which has 40 tox, 2 lowered per level. 

Strength training skill attack speed per level slightly lowered to 4.4%.  Improved Strength training stagger part logic. Now - if there are other sources of stagger buff (like Stribog) rune it is added together with the Strenght Training amount. This results in a bit higher stagger probability and also counting when parried.


Precise blows skill armor piercing boosted to +3% per skill level. Light attack has no armor piercing initially, so 
this value should be more significant. Also boosted increase in chance for injury. It has low base value (5%), even after being raised by me. However injury chance when whirling now is greatly decreased.

Strong attack second skill small balance shift - armor piercing lowered to +2.5% per level. Crit damage raised to +5%.

Sundering blows skill have now also +1.5% damage through blocks and dodges per skill level. The skill is now more efficient against shielded enemies when it comes to lowering their guard and also gives small gain to shield break chance of heavy bash attack.


Whirl skill boost in one field - level requirement for higher breaking prevention mechanics lowered. Also more smooth progression over levels:
0 - Very high stagger chance (poise lowered), 1 - Reduced poise penalty, 2 - Poise boost when it comes to blockable attacks stagger resistance., 3 - Further poise boost, 4 - Allows to resist unblockable attacks (have to roll for poise), 5 - Lowers poise threshold for unblockable attack, thus increasing chance
Whirl crit chance is now not 0, but / 2 penalty instead. Also whirl skill levels from 0 to 3, reduce damage taken on poise resisted pariable attack from 25% to 100%.
Whirl stamina cost logic improved. Armor has also influence on it. Also attack stamina bonus attribute now applies to whirl to. Base stamina cost of whirl lowered a bit, but also lowered stamina cost reduction with skill level progression. 

Crippling strikes skill logic improved and balanced. It has now better params at lvl1 and progresses more slowly. Critical hit will always apply single slowdown. Attacks that are dodged or parried, but deal damage will have skill effect value halved with that hit. 


Heightened Senses skill now has two new effects:

- increases poise by 3 per level, on lvl 3 by 2, so 8 max addition
- reduces the amount of poise lowered due to low HP. by 10% per skill level

Counter attack skill crit chance bonus on counter attack and after is now +5% per skill level.
Deadly precision now gives +5% crit chance on counter attack per level. Lvl1 now also gives 15% huge enemies/staggering attacks dmg reduction. Has now new additional effect +15% chance to resist unclean parries per skill level. This combines with Bear set bonus.

Fleet footed now gives +5 safe angle per level, but graze dmg reduction is lowered to 6% per level.

Undying skill max level was lowered to 4 and boosted overall gain per skill level. 

Attack is the best defense perk reworked to finally work as it should. When low on stamina, gives small stamina gain when performing offensive sword action (but not Rend), counter or offensive kick. Effect has 9 sec cooldown. So this perk effect won't be triggered on just passive defense. 

Cat school light armor perk boosted a bit to 6% per piece. 

Medium armor perk value reduced to -6 (poise threshold) per armor piece. But that is not really a nerf, but just fitting to logic rework. See higher about poise/stagger logic rework.

Bear school heavy armor perk boosted with new prop - +2% dmg through blocks and dodges per piece. Bear school witcher knows how to use heaviness of the armor to enhance his blows. Reduction of stamina regen bonus to +2.5% per piece.

Rage Management - lowered stamina cost of signs (basic casts greatly, alternate a bit).
Focus - boosted perk value to 40% reduction.

Adrenaline Burst -  reworked mechanics - now enables adrenaline transfer to attack power at rate of current adrenaline value / 4. If combined with Alghoul decoction, will be / 2. 

Metabolism perk raised to +20 toxicity (from 15).
Survival Instinct boosted to 700 HP.
Sun and Stars perk values boosted, so that this perk is reasonable. 7 vitality regen or 2.5 extra stamina regen per sec.

Made gourmet perk reasonable: +25% instant heal, +50% food regen value, +25% duration. 

Flood of anger - fixed description and reduced base sign power bonus a bit.

Bombs:
- In Combat's Fires perk effect reverted back to vanilla - Geralt ignores own bombs and bolts damage and effects. 
- Advanced pyrotechnics perk now additionally has an effect of W3EE "In Combat's Fires" in addition to extra cluster. If cluster bombs skill is not available, gives extra +10% bomb radius.
- Steady Aim skill (bombs) now also increases explosion radius by 5% per skill level
- Pyrotechnics skill is boosted to 150 extra dmg per skill level
- Reworked cluster Bombs skill. It is now meant to be more pro/con skill. Cluster bombs are less reliable, deal much less damage per cluster, but cover larger area and on average deal more total damage. So main bomb explosion only releases clusters (as vanilla), damage reduction is 44%, with more clusters (skill level) even a bit more up to 60% at skill level 5. Bomb/cluster radius has also small, progressive with cluster number, reduction. Number of clusters is 3 on lvl 1, then +0.5 per level up to 5 on lvl 5. Advanced pyrotechnics perk still gives always +1 cluster, but also same penalty to dmg and radius like one level of cluster bombs skill. E.g. 3.5 clusters means 50% chance for 4 clusters, 3 otherwise.


Mutations
- Revised mutation costs. Mostly lowered gold mutations - that is because to get to them you still need to sacrifice skill points for previous mutations, so the overall cost is still high.
- Skin mutation boosted to 15% dmg reduction per vigor point. Four vigor points due to Maribor Forest will not make it possible to have 60% resistance, but it will be easier to maintain 45%, so 3 vigor points value. With normal 3 vigor points, 45% is only possible on max vigor. NOTE: the dmg reduction from this mutation is applied multiplicatively and not affected by any armor piercing. Skin mutation now also increases chance to maintain adrenaline or some of it when hit, cumulating with armor. Skin mutation will now also have effect when a hit breaks quen and deals remaining damage to Geralt. 
- Cat Eyes mutation has slightly lower crit chance bonus, but has also crit damage bonus. And also improved force effect logic, so that blunt bolts make the force effect of that mutation really stronger, allowing e.g. heavy knockdown.
- Toxic Blood mutation nerfed by 20% and also made indicator to show more sane value - current damage as percentage of max vitality.
- Metamorphosis mutation is changed so that decoctions are applied automatically. Also because in this mod I boosted decoctions greatly, this mutation allows to have 2 decoctions effects at once instead of 3. Metamorphosis random decoction selection changed, so that it simply always randmizes between available in game decoctions excluding 4 of them that are either too specialized (Reliever, Fogling) or cannot give proper gain in short 2-3 min duration (Basilisk, Nightwraith). 
- Bloodbath mutation reworked to have a proper power. Works similar to wyvern decoction now. Every hit that deals damage increases attack power - depends on attack type how much. Every hit received that deals any damage, decreases the bonus by about 35% of current value. Max cap was raised to +35% attack power. The mutation now increases dismember chance and finisher chance by constant values (20%, 15%) accordingly. W3EE default values have anyway 100% dismember chance (you might lower it in settings to like 60-70% and raise dismember stamina gain from 0 to e.g. 5-10). This way with this mutation the gain would be more clear. Also 100% dismember chance doesn't mean that with every killing heavy attack this will happen. Seems like some internal game engine conditions also must be met. In comparison to wyvern decoction blood bath mutation has faster gain rate, but also more harsh penalty when hit. 
- Deadly Counter mutation small adjustment - finish threshold lowered to 30% hp, but the mutation also now gives universal +5% melee crit chance bonus. 



- Signs -

- Igni burn chance boosted, but the burn chance increase skill is nerfed (so burn chance base higher, slower progress)
- Igni Melt Armor improvements. The single hit amor reduction value progresses now with skill level. The skill now gives 5% igni hit damage increase per level for all enemies that do not wear armor, so these are almost everything except humanoids.

- Yrden small balance shift - basic slowdown is 20% stronger, but effects of 3rd and 4th skills for basic Yrden nerfed about the same. 

Major Axii logic overhaul. 
1) Fixed some bugs related with duration and chance calculation. 
2) Normalized durations, chance, small balancing in enemies will resistances. 
3) Introduced new concept: 'Axii casting level'. Influences many factors, such as: slowdown when casting strength, maximum number of enemies that can have axii slowdown effect when casting, range and cone angle for target selection. Axii casting level can be 0-8. 3 levels per each Delusion skill level. 1 for 2nd level of puppet. 2 for 2nd,3rd level of Domination. And 2 extra when having Petri's philter lvl 3 effect. 
4) Axii puppet skill attack power bonus a bit nerfed and skill has now better scaling of chance to break spell when Geralt hits enemies - you still can use puppet to get easy hits. 
5) Changed Axii Link skill to Deep Confusion skill. I don't like how Axii Link effect was made so I disabled it totally. For example - when you have domination and many puppets/confused, hitting one can result in unnecesary spell break on others. So now Deep Confusion skill has three effects: 
- axii spell power (as vanilla) 
- gives a chance to drain full stamina when spell ends (modified from W3EE when it happened always, now 10% chance per skill level, also glyphword 13 increases that chance by 30%). 
- increases crit chance and dmg against axied enemies by 3% per skill level and scales a bit with spellpower 
6) Domination skill reworked. Now first target faces Axii cast with full power. Each subsequent enemy gets the power reduced. 
7) Axii related glyphwords have now better scaled durations extensions based on axii spellpower value on given target's effect and confusion resistances. Strongest glyphword has now 30% drain stamina chance - cumulates with Deep Confusion skill. 
8) Axii spellpower scales 3 things: duration, Deep Confusion skill's crit chance and damage and also slowdown when casting. Slowdown when casting is not that overwhelming anymore - you need a bit more skill for successful Axii casts (puppet mostly, because takes long time). However with high Axii casting level it is quite easy, because the number of slowed down enemies can be very high. 


REWORKED Aard logic and knockdown appliator algorithm. Aard skills better cowork with each other. Scaling is more smooth. Aard is a bit stronger at base,  but increasing sign power does not boost aard that much. Also force effects get weaker with lower sign power (e.g. vigor penalty, negative modifiers). Petri's fitler lvl 3 still gives great bonus, but not that overwhelming.
  • Aard sweep - starts with - 30% sign power penalty, 50% force dmg penalty. then on lvl 2, 3: -15%, 35% damage pen., -0%. 20%.
  • Aard sweep skill now reduces cost of sweep if reflex sweep is at least level 3 (which then raises cost)
  • A nerf to aard Shock Wave base dmg: 290 to 220 per skill level.
  • Relfex sweep skill small adjustment in power gain through levels 
  • If there is not enough vigor to cast strong reflex sweep, normal aard sweep will be cast. Previously cone aard would be cast.
  • Freezing aard mutation base damage raised to 400, but in aard sweep mode it has 25% penalty

Improvements in quen logic:

- Reworked quen impulse knockdown applicator logic ((first quen skill level 3), shares again common logic with aard now, like it was in vanilla. But that logic was improved by me.
- Quen Impulse from channeled quen will be cast with full skill power in case of breaking by damage or stopping by player after at least 1.5 vigor was drained. Otherwise quen impulse will be limited to lvl1 always, which is staggering effect only. 
- Nerfed Quen Jolt and Quen Impulse damages. The latter was changed to force damage type.
- Boosted Quen Discharge damages and made their base more consistent - amount of quen shield damage 
- Normalized quen shield damage factors through difficulty levels as well as base cast passive quen damage reduction. Base cast damage reduction is like point armor, depends on remaining shield hp influenced by spellpower and now having also difficulty level factor - with higher difficulty levels has some power increase as the damages received are higher. However the gain doesn't meet the average damage increase, it is lower as it is logical for increasing difficulty.
- Channeled quen now is affected by vigor increase with Maribor Forest (stronger shield, because of more vigor) 


- alchemy items -
- Maribor forest much better balanced. Toxicity of lvl2, lvl3 raised.
Lvl1: 1 extra vigor point, low duration
Lvl2: big duration boost, +10% vigor regen, restores 1 vigor point on use
Lvl3: small duration boost (to lvl2), +20% vigor regen, -10% vigor regen delay,  restores 2 vigor points on use.
- Blizzard balanced and has improved llogic. Now lvl1, lvl2 allow also shorter slowdown on counter providing that you have at least 2 vigor points. Reflex boost ratio was lowered (tooltip now has accurate value, because I removed some magic number in scripts). Reflex boost is both time slowdown and increase in Geralt's animation speed by same ratio. 
Lvl1: 30% reflex boost, 4 sec / 2 sec time kill/counter 
Lvl2: 40% reflex boost, longer potion duration
Lvl3: 5 / 3 sec time kill/counter, enough to have 1 vigor for counter boost. On full vigor duration after kill 1 s longer. 
- Golden Oriole lvl1 doesn't give full poison res anymore, but 85% combined with Geralt base res and can be reduced by enemies armor piercing, toxicity reduced. Lvl2 fixed to always give poison immunity. Lvl3 toxicity raised as its effect is very strong even after a nerf. Gives also protection against toxicity venom: 55%. 70%, 85% accordingly to level.
- Thunderbolt boosted to +10%, 15%, 18% crit chance. lvl3 has higher tox, but also longer duration and increased a bit crit frenzy activation chance and duration.
- Cat was really overpowered in general, so lvl2,3 toxicities raised. All levels have lower duration, but still quite high compared to other potions on average. Action speed bonus adjusted to +4%. +6%, +9% accordingly.
- Tawny Owl nerfed all levels. Noticed that actually this potion was ultra op, completelly removing a need to manage stamina in most fights. Now is more balanced. Small decrease in toxicity of the potion in return. 
- Black Blood potion is now usable (in W3EE 3.30 it is almost useless). The returned damage values are now based upon damage dealt to Geralt like vanilla again. They were a bit boosted. Damage against vampires is now 25% weaker as fights with vampires are usually 1on1 (excluding Touissant final chapter). 
- Boosted a bit lvl2, lvl3 swallow
- White Raffard toxicity lowered by 5 for every level, lvl1 boosted a bit healing to 40%.
- Boosted Petri's Philter by +5% spellpower
- Full Moon lvl2 small nerf to 20% HP, but longer duration 
- Made Nigredo effect longer and Rubedo shorter, so now they have the same duration
- Albedo a bit longer
- Rubedo effect strength reduced by 1/6, to 0.25% healing ratio.


oils rebalanced to:
lvl1: +8% crit chance, +12% crit dmg
lvl2: +12%, +18%
lvl3: +12%, +24%, +10% reses reduction (exception hangman venom: +12%, +30%, +5%)


Balanced and reworked many decoctions:
- Fiend decoction. Old effect stays the same (very crappy, just encumbrance bonus). Added new effect - every melee attack has 30% to apply random buff (burning, blindness, frost slowdown, bleed, poison, long stagger, knockdown). This is independent from all other buffs.
- Arachas (crab spider) decoction effect changed - now simply gives flat 25% damage reduction (multiplicative, not additive with armor!), not applied to quen only.
- Forktail decoction logic reworked. It now works this way. We have 5 distinct actions: light attack, heavy attack, counter attack, sign cast, crossbow shot. After certain amount of actions, a boost for other action(s) will be enabled. When a boosted action is performed, the effect is reset plus one action that was just taken is recorded.
The buffs strength differ between action type and sign type - the tooltip description is just average. Action of one type will not count towards activation of boost for that type. Using more variety of actions will activate a boost faster. Examples:
a) Doing 6 times heavy attack will activate boost for every other action (same with other actions, only light attack counts as 1/2, so 12 needed)
b) Doing 2 times heavy attack and 2 times sign cast, will activate boost for every remaining 3 actions (4 actions to boost)
c) Doing 1 time sign cast, counter and crossbow hit will activate boost for 2 remaining actions (3 actions to boost)
So more variety means you will trigger the boost more often. This is perfect decoction for universal play style. NOTE: there is no time limit, nor the boosts get reset if you get hit - the only tactics is to do different actions as much as possible.
- Wraith decoction reworked, so it is usable - any hit can trigger quen, but the chance gets higher with stronger hits and more overall damage taken. Received damage increases gradually chance and is not reset between combats, so having bad luck long time raises chance of triggering quen greatly.
Earth elemental decoction. Inherited the vanilla effect of Czart decoction. However mechanics had to be reworked completelly to fit to the W3EE/LHW3EE poise and stagger logic. Non ultra power gamer just need to know this: greatly increases your overall stagger resistance including breaking from whirl and unblockable attacks. Also breaking from whirl has higher chance to reduce long stagger to short. Reducing knockdown effect to stagger as it was. Poise and whirl skill level still matters. It will enhance your stagger resistance always and will not be that great if your base stagger resistance factors are low. 
- Alghoul decoction. Now increases adrenaline gain by 33% and makes your adrenaline increase also your attack power and poise by values at rate current adrenaline percentage / 4.
- Noonwraith keeps the old effect with small adjustment - force effects have just small duration reduction. New effect added - improves dodging capabilities greatly. 
- Nightwraith is now stronger with each kill and stacks up to maximum +40% HP. Effect is reset when meditating. Actually fast travel doesn't reset it and I left this way. 

- Troll decoction in combat regen boosted, so it is stronger than lvl3 swallow. Out of combat regen reduced, but still +80% of combat one.
- Grave Hag mutagen boosted - gives better regen gain per kill, but max stack is 7. 
- Wyvern decoction was boosted. Gives more attack power + 2% per light attack, 3% per heavy, 1% if in whirl. Also hits will not take away all bonus, but 25% of current bonus + 1%. If attack is partially dodged that will be reduced by 2.5 even. Has max cap of +50% attack power.
- Werewolf decoction has now additional effect - halves stamina cost of all movement actions: sprint, jumb, doge, roll. 
- Cockatrice decoction boosted overall (time slowdown and action speed). Timeout raised to 4.5s. However attack power lowered to small gain 1% per hit. So that it is not redundant with Wyvern decoction. Its main purpose is reflex boost, which must be high, because the effect is reset when getting just one hit or after timeout. 
- Succubus decoction boosted a bit to +25% attack power after 125 seconds of combat. 
- Echidna decoction small boost, 20% more healing rate. 
- Archgriffin decoction small boost - uses a bit less extra stamina - 25%. And the hit enemy extra hp drain is 3% for 25 stamina. Scales lineary. 
- Czart decoction - pretty simple - immunity to bleeding, poison and burning plus small extra reses to elemental, blunt and piercing damage.
- Boosted doppler decoction to +35% crit damage from back

- boosted gryphon decoction to max +24% reses
- boosted Ancient Leshen decoction to +5% vigor regen per cast and -2.5% vigor regen delay, but has max stack limit is 8, so +40%/-20% vigor regen gain from that mutagen max. When using quen alternate the mutagen stack is not triggered on cast, but instead when you get hit with 50% chance.
- Nekker Warrior decoction nerfed to +40% attack power bonus. 
- Fogling decoction toxicity lowered to 60. 


Bombs balancing:
- Northern Wind nerfed - it was ultra OP,  now has lower loop duration (lvl1,2), and frost damage minimized to very small values.
- Samum has longer effect duration and lvl1, lvl2 also have crit chance bonus against blinded enemies (+20%, +40%).
- Devil's Puffball poison damage over time boosted. Lvl2,3 also impact poison dmg. All levels have longer poison duration, but a bit lower cloud duration.
- small nerf to Dancing Star burning damage
- Grapeshot lvl3 a bit boosted and causes long stagger effect
- Dragon's Dream explosion damage boosted - this was too weak, because burning effect from that bomb is weaker than Dancing Star

- Runewords and glyphwords -

- Severance runeword range extensions to Rend and Whirl reduced. They were extremely OP - baby values from vanilla. Stamina gain now differs between Rend and Whirl - the second has lower stamina gain. Runeword is still very powerful in my opinion leaving 3-rune socketed sword behind. Fixed lvl3 severance Axii cast from Rend, so that it stays after the hit. Also changed Quen severance effect, so that it heals instead of replenishing stamina, which is already an effect of lvl1 severance. For on enemy Quen effect area is increased - for Rend range by one meter, for whirl made an AoE sphere instead of cone.
-Heaviness glyphword averaged in point armor gain. Both light and medium armor pieces have the same gain, which is a bit higher than if the average would be just from plain W3EE values.
- Levity (lightness) glyphword rebalanced, so that when it comes to stamina costs it fully reduces armor heaviness type by 1, but when it comes to stamina regen it reduces the penalty in limited way. 
- Bereavement runeword level 3, now really deals its damage totally bypassing armor, as it is in description, making this runeword very useful on swords that have armor piercing reduction. It is 5% of base sword damage.


-- weapons & armor --

Introduced new master and magical crafted sword roll sets and balanced few existing:
- related with critical hit chance and damage
- new magical one 'StrongOrFast' - gives + str attack power, - str attack speed, - fast attack power, + fast attack speed
- ultra light, light (made a bit less significant, because of introduced ultra light)
- heavy, ultra heavy
- 'overwhelm' (shield break, damage through blocks at the great cost of defense - parry stamina raised cost and lower ctr-attack dmg)
- 'brute' (+crit dmg, - crit chance, -atk speed, + poise dmg, + dmg through blocks)
- 'diligent' (+crit chance, + attack stamina cost bonus, + adrenaline gain, - attack power, - crit damage)
-  'dirty' (injury chance, poise damage, damage through blocks and dodges at cost of increased stamina usage)

Reduced ridiculously hight repair prices of high class equipment. The repair price function is now not linear, but regressive root function. So cheap equipment will still have similar repair prices.

Damage through blocks weapon attribute now also increases damage taken by enemy, who dodged

Injury resist armor attribute now also lowers poise reduction due to low hp (in addition to Heightened Senses skill)

Witcher gear changes:

Adjusted all witcher gear armor, including starting armor, so that the parameters and resistances are more balanced, consistent and have proper progression. More precisely:
- Starting armor chest upgrade ingredients changed to less demanding and improved starting amor has 1 glyph slot.
- Cat (lynx) armor now whole set at lvl 5 gives +16 dodge angle and +15% graze dmg reduction. Red wolf armor total toxicity bonus lowered to 21.
- wolf, bear and manticore sets have now some bleeding resistance 
- nerfed a bit wolf and bear adrenaline gain bonus 
- wolf pants have now small bludgeoning resistance 
- manticore resistances nerfed to match light armor better
- elemental resistances are now better divided between armor parts and wolf/bear have them weaker than gryphon/cat
- starting gear is now more reasonable
- manticore armor parts have now small adrenaline gain bonus, but lowered maximum toxicity increase
- wolf silver sword boosted a bit - less sign power penalty, stamina cost bonus divided between defense and attack. Small nerf to wolf steel sword. 
- Adjustment to bear school swords: added crit damage bonus and smaller strong attack speed penalty. Steel sword has also lower dmg through blocks, while silver has lowered fast attack speed penalty.
- Manticore swords reworked: steel sword - lower attack power, but speed bonus, crit chance gain and has effects of poison and confusion | silver sword - instead of effects, boost to crit chance and crit damage and bonuses to adrenaline gain and vigor regen 
- Cat swords reworked: steel sword - with gear tier progression, suffers an effect of strong style being closer to fast style (minus to strong attack power and armor piercing, bonus to speed), as plus has bleeding effect, injury chance, aard spell power bonus, small fast style armor piercing bonus | silver sword - instead of bleeding and injury has fast style speed, vigor regen and stamina cost bonuses. 
- Gryphon school swords reworked. Steel sword is a "spellslinger" with bonuses to spell power and vigor regen and penalties to some "physical" stats. But has bonus to crit chance also. Silver sword has elemental damage as it was, but more penalties. 
- adjusted starting swords, steel mostly, so that it is more like easier starting game weapon with stamina cost reduction and penalty of armor piercing and less important at start counter damage. 

Adjusted requirements for witcher gear set bonuses. Now every archmaster piece counts as 1.5, every other as 1. So for sets with crossbow you can have 10 points this way, with no crossbow 9. The requirements then for minor set bonus: MAX / 2 (4.5 for sets with no crossbow, 5 with it), for major set bonus (3/4) * MAX . The tooltip will show requirements as you would have only non archmaster or only archmaster. But for example with wolf (no crossbow) set if you have 1 archmaster piece and 3 non archmaster, that is 4.5 together and that is enough for minor set bonus. So 4 together instead of 5.

Set bonuses:
 -Bear first set bonus property now comes with 50% chance. That stacks with 4th red defensive skill, so you can still achieve almost 100% chance.
- Bear second set bonus is nerfed to +60% damage, improves quen impulse knockdown applicator chance - that was added to description 
- Wolf minor set bonus now reduces also toxicity influence on stamina regen in lower extent. But reduced its influence on vigor regen due to low HP.
- Gryphon set bonuses nerfed. First one lowered yrden radius increase to 20%, but also restored damage reduction within Yrden trap to 15%. Second one will use 0.5 vigor points for extra cast, but still it will be allowed when having less vigor. 
- Manticore set bonus 1 changed totally. No more bomb crits, because that doesn't fit to W3EE, no room to boost bomb damage more. Instead this set bonus gives now 70% chance to create additional bomb. Cumulates with efficiency skill. So e.g. with efficiency lvl3, you will have 2 sure, 50% chance extra and another 70% chance extra. That will cumulate and it will be 3 sure and 20% chance for 4th. 
- Manticore set bonus 2 enhanced - gives either 0.5 extra cluster or if cluster bomb skill is not used, extra 200 damage for all bombs. 

Other items (mostly relic) changes.
- Assasin boots, pants, gloves are now all relic and have higher prices and more crafting ingredients. Assasin's pants have now extra small elemental resistance. Assasin's boots have now dodge angle bonus (like cat set, a bit stronger) and were promoted to relic. Assassin gloves crit chance bonus nerfed to +8%.
- Skellige heavy armor set adjusted - better rending resistance, lower other phys reses.
- Condotiere relic boosts lowered reses, but added graze dmg reduction and special prop - lower defense stamina cost. 
- made small nerf to Negotiator relic silver sword. Very OP in my opinion, so I reduced vigor regen bonus to 5% and shock dmg to 60.
- adjusted Tir Tochair sword. Lower fast attacks armor piercing, lower attack power penalties and stamina cost penalty, but has now also sign power penalty. 
- 'Mountain people' light boots have now also some bleed resistance and injury resistance. Lowered poison res and slashing res. 
- Executioner heavy boots have now poise damage property 
- Knight's gloves have very small fast attack speed and strong attack power bonuses
- Ofir sabres params adjusted, so they are better consistent. We have now light, medium, heavy sabres available from merchant or schematics.
- Thief's relic armor parts adjusted, so that they have also piercing resistances. 
- Adjusted many of heavy armor stats, so that they are better. This way it is possible to assemble decent heavy armor in early game - buying, crafting, finding etc.
- Zirael relic heavy armor was nerfed, because it was ultra op and can be found in early game. Despite lowering bleeding res of that to 50%, wearing it Geralt will have overall 75% bleed res. So the nerf is really from 100% to 75%. 


Heavy set bonus buffed a bit to 24% enemy stagger chance.

Stribog rune boosted to +2%, +4%, +5% stagger chance. Weles runes adjusted to +2%,+3%,+4% sign power. 

Note: Many of non witcher stuff now follow the rule - found items are slightly worse then crafted ones, but can have additional small bonus. So sometimes it might be worth crafting if you already have one, sometimes not.


- base attributes -
Geralt's base critical hit damage raised from +25% to +30%
Geralt's base HP raised to 6300, but well rested campfire effect now grants just 500 health. 

  
- misc -

Finisher on confused or puppet and alive enemy is not that easy anymore. Requires a critical hit from light attack (back critical hit chance is very high anyway) and also the chance is zero when HP > 75% then progresses as an enemy has lower HP.  Heavy attacks against confused or blinded enemies have now +15% attack power. 

green mutagens toxicity bonus boosted a bit

Greatly increased chances of special mutagens drop for those that are not dropped from common ones (wraith, fogling, echidna, nekker warrior). To counter that reduced experience gained from decoctions brewing. For those 3 types:  wraith, fogling, echidna, nekker warrior chances were rather nerfed.

Fixed well rested buff logic. Bed resting simply gives +750 vitality (lasts 1h), while campfire resting gives +500 and lasts 30 min.

Bombs will now give also some low amount of exp when hitting targets

Cooking - small adjustments in food, so that recipes are more logical and balanced in two ways: multiplying food, upgrading food to better quality.

Enhanced armor and weapons (sharpener, armorer bench) effects nerfed to +10%. 

Reduced penalites for attack spamming (happens when pressing attack when in the middle of existing attack). This is good idea to force player keep the right attack tempo, but the penalties were too harsh. 



FAQ
Q: I like just some part of the mod. Can you divide it ?
A: No, I can't I don't have time for that. Keeping all stuff together makes a lot faster to publish updates. However if you want to divide, feel free to do it.

Q: Original W3EE was updated e.g. to version 3.98 and this mod is still based on 3.97, can I use it?
A: No, you can't. I will update as soon as I can. Until then you have to wait with orig W3EE update or stop using this mod for the time.

Q: Can I suggest a change that fits your vision of this mod?
A: Yes, go ahead. See the forum.

Q: When do I have to start a new game ?
A: You cannot load NON W3EE/LHW3EE save or pre W3EE 3.0 save. In such case you have to start a new game. If you have W3EE 3.0+ or any version of LHW3EE, you should be able to continue bugless. However some changes won't apply automaticaly in saved game - e.g. mutagen slots progression. See forum.