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This page was last updated on 12 January 2024, 3:21AM
- Changelogs
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Version v4.6.1
- Sprinting while vampire claws are equipped grants the player mist form.
- Added two new animations for parry attacks against humans.
- Small fix for the player being unable to perform heavy attacks immediately while out of combat.
- Added additional information for tutorials on the Wolven Fang, Icon of Lilit, and Rioghan's Amulet.
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Version v4.5.9
- Bug fixes.
- The legacies of Rioghan and Fucusya are now active. Multiple new enemies and bosses. Can be found by exploring Spikeroog and many parts of Skellige, as well as finishing the vanilla Melusine quest.
- Rioghan's Amulet drops from Rioghan of the Abyss. Use it to summon Melusine of the Storm. Tutorial within ACS glossary menu.
- The Icon of Lilit drops from the Melusine of the Storm. Transforms the player into an avatar of Lilit, the goddess of the Black Sun, upon use. Tutorial within ACS glossary menu.
Requires DLC folder from both Shades of Iron and Nightmare Incarnate installed for full Lilit appearance. Mod folder from both mods are not required.
Shades of Iron: https://www.nexusmods.com/witcher3/mods/7271
Nightmare Incarnate: https://discord.com/channels/728022548796801064/776240617335816263/871795118124961852 - New lore books, which may be found by defeating key enemies in Skellige, by purchasing in bookshops, or by purchasing from certain Skellige merchants.
- Added option to disable various vanilla visual effects that plays upon the player in Miscellaneous Settings menu.
- Setting quest marker, POI marker, or user marker deactivate delay to 0 in HUD & Camera Settings will disable them.
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Version v4.5.6
- Increased chance of human enemies becoming feared/fleeing mid combat.
- Bruxa animations retargeted to male.
- Fix for weapon placement on retargeted animations.
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Version v4.5.4
- Eredin's and Imlerith's movesets are fully retargeted. No more stretching.
- Wraith wolves now have a 50% chance of spawning instead of 100% when killing a normal wolf while Garmr is alive in a region, and cannot spawn indoors or from quest related wolves.
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Version v4.5.3
- Darkness settings are now adjustable through a new menu : Additional Settings --> Darkness Settings
- Option to light or disable surrounding firesources can be enabled/disabled through the Additional Settings --> Miscellaneous Settings menu
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Version v4.4.9
- Optimized some code which should hopefully ease FPS consumption.
- Fix for Umbral Slash End not working in Hybrid Mode.
- Witcher school combat styles are now activated/disabled by using a special school medallion that appears in the player's quickslots upon equipping the armor, boots, pants, and gloves of a specific school, regardless of tier.
- Fixed some script stuff.
- Reduced dlc size.
- Fix for broken item extension stuff resulting in invisible armor.
- If you're staying on 4.03, delete the folder mod_ACS\content\scripts\game\gui
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Version v4.4.4
- User pin is now displayed in real time in the world as a green bubble when witcher sense is held down. Menu options control its despawn time, same as the quest/poi markers. Default despawn time is 7 seconds
- Ghouls, alghouls and wild hunt hounds have updated death vfx, and wild hunt hounds additionally drops a delayed frost bomb on death.
- Killing Garmr drops the Heart of Garmr, which on first use will summon a miniature version of it.
- Normalized marker bubble colors a bit so they're not too overpowering.
- Made sure blood spatters only happen when the player deals actual damage to targets.
- Drowner Pheromones now replaces Killer Whale potion to enable the player to swim extra fast.
- Added a kill count item in the player's inventory. Use it to display the player's kill count in the current area.
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Version v4.4.1
- Fix for wisp positioning while indoors.
- Small fix for blood spattering on the player and enemies in combat.
- Garmr, Hound of the Infinite Darkness, has invaded Velen, Toussaint, Skellige, Kaer Morhen, and White Orchard. Read the ACS mod menu bestiary for more information.
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Version v4.3.9
- Added Wisp 042 abilities/level up tutorials.
- Update on wisp vfx.
- Wisp behavior under witcher sense now targets all entities of interest.
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Version v4.3.7
- Fix for occasional wisp duplication.
- ACS will now automatically track the closest POI marker, displaying a white bubble while in witcher sense, as well as the closest available side-quest marker, displaying a pale yellow bubble while in witcher sense.
- Active quest marker is displayed as a golden bubble.
- Quest and POI markers despawn delay can be adjusted in the menus.
- If the minimap or quest objective hud is turned off, they follow the same hiding behavior as the healthbar/buffs/potions.
- Control hints follow the same hiding behavior if it is turned on. If it's turned off it stays off.
- Added option to auto-win gwent in Miscellaneous Settings.
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Version v4.3.5
- Animation update to wraith mode
- Added Wisp 042 to the game. Read the in-game tutorial for more information.
- Ensured lightning only happens during rainy or heavy snow weather.
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Version v4.3.3
- Added option to disable vanilla item scaling in Miscellaneous Settings menu.
- Vanilla forced tutorials are now completely disabled.
- Igni and Aard will now destroy monster nests.
- Bruxa dash changes and input changes:
Bruxa dash now stops early and doesn't alternate left or right when used in exploration. Has old behavior if used in combat.
Inputs for bruxa dash and wraith mode can be modified in their respective menus to use just the sprint button instead of sprint + forward.
Double-tap and single-tap input works for both ways. - The player is now able to pick which finisher to perform based upon direction input key.
- Made mask and hood toggles persistent to saves.
- Adjusted mesh of mask.
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Version v4.3.0
- Added volumetric clouds to Skellige.
- Increased the size of fog.
- Added more failsafe functions to prevent bugs with eating/drinking animations.
- Witcher Sense is now a button toggle.
- Cat School Assassins toss out smoke bombs twice now: Once when they become active in combat, and once when they are at 50% health.
- Smoothed out transitions for various custom cameras.
- Added option in Miscellaneous Settings to enable custom witcher sense camera.
- Killer Whale potion now increases swim speed.
- Removed some conflict causing functions.
- All wolves are neutral towards the player, unless the player gets too close to them.
- Killing a wolf has consequences.
- Fix for the Knightmare Eternum being misplaced due to change in positioning code.
- Added a delay for encounters to spawn, instead of spawning immediately after combat.
- Enemy encounter despawn time shortened to 30 seconds.
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Version v4.2.5
- Upgraded blood textures.
- Included sliders to set the Dynamic Decals Limit, Dynamic Decals Chunk Limit, and Decal Budget in Miscellaneous Settings. Click the Default preset.
- Fixed Z axis positioning on a bunch of stuff.
- After some consideration, disabled the low health border entirely.
- Fog system: Fog is now procedurally generated on all maps other than Toussaint between the hours 4 PM to 11 AM. Disables itself while the player is indoors.
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Version v4.2.3
- The player is now able to enter parry stance without an enemy present. Must enter combat mode and hold guard.
- Moved the Rat Mage so it's actually somewhere on the shores surrounding Fyke Isle.
- The Nameless Demon wanders Velen, Toussaint, and Skellige.
- Cat School Assassins now roam Velen and Novigrad.
- Added a hood which can be toggled on/off by holding the Radial Wheel button and pressing the Potion 4 button (default button Y on kb&m)
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Version v4.2.1-beta
- Further simplified the installer.
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Version v4.2.1-alpha
- New installer script. Capable of installing both Next Gen and 1.32 version based upon user input.
- All items of the highest tier set of any witcher school will automatically scale with the player's level.
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Version v4.2.1
- There is a small chance that instead of Wild Hunt riders spawning, a big portal will open.
The portal closes in 30 seconds, unless the player approaches it, in which Caranthir will emerge. - Caranthir is capable of a large number of spells, and will teleport repeatedly while in melee range while performing a wide variety of melee moves.
- Lightning strikes will occur during certain extreme weathers.
- Added more tutorial entries.
- There is a small chance that instead of Wild Hunt riders spawning, a big portal will open.
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Version v4.2.0
- Opening the Radial Menu and pressing the Potion 1 button (default button R on kb&m) will equip the mask now.
- The player is now blocked from using consumables with hotkeys while in transformation form.
- Fixed a bug related to an effect playing non-stop if the player attempts to use a vehicle while their size was changed in the mod menu.
- Added animations to drinking and eating consumables.
- Added more tutorial stuff.
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Version v4.1.8
- Added custom unconscious behavior when the player is defeated by guards.
- Moved Xeno Swarm eggs location in White Orchard away from village.
Altered Xeno Swarm behavior to attack anything that move once they hatch.
Further adjusted spawn positioning on various maps. - Putting on/taking off mask now has proper animations. Use the console command ACSFaceGear to equip mask, or use the inputs located in the mod folder.
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Version v4.1.5
- Added a few more entries into the Bestiary and Tutorials sections.
- Human enemies are now capable of throwing knives as well as bombs. Knives can be picked up and either equipped in the steel weapon slot as a weapon or thrown at enemies by pressing the Forward key (W) and double-tapping guard/parry.
- A special silver version of Zireael that grants the wielder the powers of the Elderblood is dropped from the Xeno Swarm Tyrant.
- A special steel version of Zireael that grants the wielder the powers of the Elderblood is dropped from Eredin if his health is depleted before he despawns.
- A special steel version of Aerondight, called the Caliburn, now drops from the Forest God.
- Stamina settings now affect Geralt's default moveset as well.
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Version v4.1.4
- Massively reworked the mod menu.
- The mod menu now includes a bestiary for additional/changed creatures and a tutorial section in the Glossary menu.
- Certain tutorials are implemented to activate upon a feature being activated for the first time since the update. More to come.
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Version v4.1.3
- Various bugfixes.
- Time slow for perfect dodges and counters decreased from 1/3 of normal time to 1/2 of normal time and time slow duration decreased to 0.25 of a second.
- The Xeno Swarm have infested every single area in the world of TW3 in the form of eggs.
Eggs will spawn different Xeno Swarm castes upon detecting any sort of movement within a small radius around it.
Outer Xeno Swarm eggs house workers, armored workers, and soldiers:
- Workers: Capable of firing binding webs from a distance. Very fragile.
- Armored Workers: Capable of a number of abilities including venom, charge attacks, and 360 degree spikes. Will swap abilities randomly on being damaged. Moderately tough.
- Soldiers: Capable of firing venom from a distance, burrowing underground, or leaping. Will swap abilities on being damaged. Very tough.
The center egg houses the Xeno Swarm Tyrant, which commands the other Xeno Swarm members in coordinated attacks.
It will issue commands to other Xeno Swarm castes at intervals of 15 seconds to swap abilities or swarm the player.
Capable of firing venom from a distance, burrowing underground, or leaping.
Will swap abilities upon attacking/being attacked.
Other castes will heal the Xeno Swarm Tyrant upon damaging the player. - Added the option to enable/disable the Guiding Sword of Light Quest Tracker in the Main Settings menu.
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Version v4.1.1
- Advanced Variable Combat Armor Changes:
- Teleport dodge for the Advanced Variable Combat Armor will always be the wild hunt blink, and will apply the ice armor on cast.
- Now drains the player's health and increases toxicity slowly while the player is in combat.
- Silver sword for heavy armor form is now Soul Edge.
- Silver sword for light armor form is now the Crucible. Transforms into the Doom Eternal Crucible if the player has max adrenaline.
Advanced Variable Combat Armor special light attack skills:
- Whirling with Geralt's default moveset while in light armor mode with full adrenaline calls down chains that immobilizes enemies.
- Whirling with Geralt's default moveset while in heavy armor mode with full adrenaline calls down exploding swords. - Perfect dodges and counters slow down time.
- Werewolf transformation and quick meditation have improved camera positioning.
- Advanced Variable Combat Armor Changes:
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Version v4.0.7
- Bugfixes to human death crawling to ensure headless enemies don't crawl.
- Fixed some scaling level issues with the Advanced Variable Combat Armor. The Advanced Variable Combat Armor pieces now scales with player level at all times.
- Added fast meditation function:
Witcher Sense + Potion 3 button to activate and deactivate (default button is mapped as T on kb&m)
Single tap button clears toxicity and potion effects, but does not refill them.
Passes the time at 45 minutes per second.
Menus are blocked.
Double tap button spawns fire, clears toxicity, potion effects, restores potions, restores the player's health at a steady pace.
Passes the time at 30 minutes per second.
Menus are not blocked. - The Advanced Variable Combat Armor forcibly shoves away any non-quest NPC within a small radius around the player while the helmet is active.
- Pressing the cast sign button while Witcher Sense is active with either Igni or Aard selected will either light all fire sources around the player or extinguish them.
- Lighting all fire sources while fire sources are already lit will lock their interaction button.
Pressing it again will unlock it.
Same thing happens with extinguishing fire sources while fire sources are already extinguished. - Eredin, King of the Wild Hunt, has a 50% chance of spawning instead of Wild Hunt riders. Despawns after 1.5 minutes or the player kills him.
- The Night Hunter has a chance to spawn in Velen, Skellige, Kaer Morhen, and Toussaint between the hours 8 PM to 5 AM.
Despawns after 1.5 minutes or until it is killed.
Default chance to spawn is 10% after combat ends.
Can be modified in Main Settings menu.
Spawn cooldown is 14 minutes. - Fixed a small issue with death scene not playing properly in some circumstances.
- Activating Witcher Sense marks all books/notes within the inventory as read.
- Activating Witcher Sense restores durability to all equipment if the Item Durability Always Max setting is enabled in the Main Settings menu.
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Version v4.0.0
- Variety of bugfixes and code optimizations.
- The Advanced Variable Combat Armor is available to the player:
- Armor pieces drop from the following bosses:
- Volos, Bringer of Chaos
- Loviatar, Matron of Decay
- Knightmare Eternum
- Khagmar, Monster of the Unseen - Equipping all four pieces of the armor has the following properties:
- Armor changes form depending on whether Shades of Iron is installed
- Heals the player for 25% of any source of damage dealt to enemies
- Increases the range of weapons by 1 meter
- Using Geralt's moveset will equip the red crucible blade, which has a 50% chance of setting the enemy on fire on hit
- Enemy hits cannot interrupt attacks
- Arrows will bounce off the armor
- Helmet auto-manifests upon equipping all four parts (body armor, gauntlets, leg armor, boots)
- Dedicated toggle button for despawning/spawning helmet
- Dedicated toggle button for facemask
- Dedicated toggle button for changing armor form between light/heavy combat mode:
Light/heavy combat mode:
- Triggering the button changes the player's combat style between two-handed and one-handed sword mode when the player is using Geralt's default moveset
- Inputs for toggles are located in a txt file in the mod_ACS folder.
Defaults are:
- F1 for facemask (available at all times)
- F2 for helmet (only available when wearing all four pieces of the armor)
- F3 for swapping combat styles (only available when wearing all four pieces of the armor)
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Version v3.9.9k
- Alternate movement is forced while ACS is installed. Changing the movement scheme to Standard in the menus does nothing.
- Decreased chances of human enemies pissing themselves upon death from 75% to 25%, and them vomiting from 100% to 50%
- Removed one-handed mace animations from Scythe/Imlerith weapon moveset for Armiger mode.
- Removed one-handed mace animations from Giant weapon moveset for Armiger mode.
- Removed one-handed axe animations from two-handed axe weapon movesets for Focus/Hybrid/Equipment mode.
- Wild Hunt Riders now has a chance to spawn every 14 minutes after exiting combat. Chance of spawning can be adjusted in the Main Settings menu.
- Adjusted hand-holding position of two-handed weapons in Equipment Mode
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Version v3.9.9i
- New blood spatter effects on hit for all enemies.
- Multiple cloaked bruxae and alps are now actively roaming Toussaint.
- Multiple rogue mages now hide in the wilderness of Velen.
- The ghost of Alexander the Rat Mage can be found somewhere in Velen close to Fyke Isle (but not on it).
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Version v3.9.9g
- Enemy werewolves will summon 3 wolves if below 50% health while outdoors. Will ignore hit reactions while indoors instead.
- Wild Hunt Red Riders will attack the player every 7 minutes in Novigrad or Skellige if the player is not nearby any settlements and is outdoors. Attacks last for 1.5 minutes.
- Ice breathe system is active in Skellige, Isle of the Mist, Winter White Orchard, Kaer Morhen, and during cold weathers.
- New snow particles for cold weathers.
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Version v3.9.9d
- Fix for certain SCAAR behavior settings unintentionally affecting vampire moveset behavior.
- Fix for wrong localization for targeting option in the Main Settings menu.
- Added back multiple ACS weapons that were disabled back into the Equipment Mode enemy drop table.
- The Wolven Curse:
Killing Morkvarg's human form will drop The Wolven Fang. (item code: acs_wolven_fang)
Equipping and using The Wolven Fang will transform the player into a werewolf.
Cannot be used indoors or while a weapon is equipped in hand.
Press the cast sign button to transform back into human form.
For more details, see the Github page.
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Version v3.9.8c
- Holding down witcher sense and pressing the Potion 1 or Potion 2 button (R or F by default on kb&m, d-pad up or down on controller) will track previous and next tracked quests.
- Removed combatsword.ws script from vanilla game scripts. Re-merge scripts if you have other mods that you merged it with.
- Reverted Alternate Sword-Walk option to not immediately start the new vgx sword-walking animation to avoid bugs.
- Buffs will now follow the same hiding logic as the Wolf Medallion HUD, except when the player holds down witcher sense or the radial wheel.
- New bloody screen effect added when the player's health drops to below 25% health. If the player has the Wolf Medallion HUD turned off in the HUD options, then the bloody screen is applied progressively more pronounced the lower the player's health is.
- Fixed pirouettes for the Olgierd moveset being too fast.
- Equipment Mode: The Ofieri decorated sabers and the Ofieri kilij now use the saber moveset without Olgierd's red magical abilities.
- Eqipment Mode: Oversized weapons for Equipment Mode now auto-hide themselves when sheathed.
- New toggle in Main Settings menu to show equipped weapon on back while cloaked.
- The Fire Wyrm will spawn in Velen, Skellige, and Toussaint at certain locations.
- Code improvements for Ciri's special attack ability when the player has Zireael equipped.
- Fixed crossbows not working properly.
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Version v3.9.7f
- Fixed a bug with SCAAR swordwalking.
- Turning on the Alternate Sword-Walk option in the Main Settings menu will make Geralt automatically start using the VGX sword-walk when walking.
- Implemented a failsafe trigger function to prevent Defalt's VGX swordwalking animation from getting stuck if the user is no longer holding down any directional input
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Version v3.9.7c
- Sword walk option in Main Settings menu now affects Geralt's default moveset.
- Passive taunts and sword walk options in the Main Settings menu now affects both SCAAR and E3ARP if they are installed.
- Implemented Defalt's VGX sword walking animation.
- KB&M: Doubletap W while walking or turn while walking to activate.
- Controller: Activates automatically when reaching walking speed.
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Version v3.9.7
- Bugfix for potential crash issues relating to dodges and rolls.
- While using Geralt's default moveset, equipping either the steel or silver version of Zireael (Ciri's sword) grants the player access to Ciri's teleportation powers and abilities.
- Dodges are short teleports.
- Whirl is replaced by a special blink attack.
- Forward + attack from a distance is a dash attack.
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Version v3.9.6
- Excluded boss type enemies from being affected by rage to reduce chances of bugs.
- Fix for manual finishers not working correctly.
- Finishers will now heal for the player's missing health when playing the game at the highest available difficulty, increased by the number of enemies surrounding the player.
- Each Witcher school now has their own custom moveset when using the default Witcher moveset.
Only applies when wearing boots, armor, gloves, and pants belonging to the same school, regardless of tier.
Details are written on the Github page.
Use the index to navigate.
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Version v3.9.3
- Bugfix for dodges and rolls interfering with quickcasting Quen and Aard on controllers.
- Turning off the extra dodge effects option in Movement Settings will now properly remove all dodge effects.
- Vampire claw heavy dash attack at close/medium range will dash through enemies, dealing damage to all enemies along the way.
- Vampire dash attacks deal additional enemy missing health damage.
- Fixed some more bugs with enemy behaviors.
- Fixed missing material for vampire claws.
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Version v3.8.8
- Human enemies gain stacks of fear upon witnessing the death of their friends by the hands of the player.
- Upon reaching 3 stacks of fear, human enemies have a 30% chance of becoming paralyzed by it.
- As long as a human type enemy has 3 stacks of fear, and if they are not under the influence of fear yet, each additional death witnessed has a chance to trigger it.
- No more than 3 enemies can be paralyzed by fear at once.
- Guard/Counter skills can now be blocked/dodged by humans, with a reduced stagger chance.
- Shield type enemies will continue to be staggered consistently by Guard/Counter skills.
- Enemy aggression varies depending on player actions.
- Witch Hunter dimeritium bombs are capable of disabling player bruxa camouflage.
- Player bruxa camouflage now works on monsters. They are able to track the player, but won't attack.
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Version v3.8.5
- Casting signs now interrupts other animations.
- All human enemies have a chance to throw bombs while at a distance from the player.
- Each human carries 4 bombs total.
- Witch hunters additionally have a chance to throw dimeritium bombs, which disables sign casting and certain ACS abilities for 3 seconds.
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Version v3.8.2
- Summoning and defeating the Blade of the Unseen for the 3rd time in a row within the same game session will cause it to transform into Khagmar, Monster of the Unseen.
- Holding the Jump button while in the air allows the player to glide. Cannot be use indoors and/or during combat.
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Version v3.7.8
- Bugfixes.
- Loviatar, the Matron of Decay, roams the Crookback Bog just east of the Ruined Tower.
- Elemental Combo System symbols for Armiger Mode are now white to differentiate them from the Rage symbol.
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Version v3.7.5
- New merge for btTicket.ws
- Remerge exploration.ws
- Fixed some bugs in the enemy behavior swapping system.
- Fixed the Taunt System not listening to the menu settings.
- ACS difficulty scales with game difficulty.
- Enemies carrying 1-handed weapons have a small chance to go berserk at low health and attempt to eviscerate the player with their bare hands.
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Version v3.7.4
- Humans have a chance to crawl around for 15-30 seconds after death. This chance is increased to 100% if they are killed by a finisher.
- Complete rewrite of shield enemy logic.
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Version v3.7.3
- Added stamina cost and stamina regen options for attacks and dodges in the Main Settings menu. Only applies to ACS animations.
- Fixed a bug where bruxa dash was triggering unreliably after exiting combat for single tap input.
- Forward + Special attack for Spear weapon in Focus, Hybrid, and Equipment mode can now be held down to perform repeatedly. Will cost stamina if stamina option is enabled.
- Fixed a bug relating to wyverns' and draconids' AI being broken while under Rage.
- The Unseen Blade's spawn delay is now 5 minutes after a bruxa is killed, reduced by 150 seconds after a second bruxa is killed, with a minimum spawn delay of 5 seconds. Subsequent bruxae killed while the Unseen Blade is active will teleport the Unseen Blade directly in front of the player. If the player manages to run away from the Unseen Blade, it will teleport to the player every 60 seconds (if the player is not in a settlement) until defeated.
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Version v3.7
- Fix for altars spawning on maps that they shouldn't spawn in.
- Massive increase to altar flame vfx draw distance. Fixes altar flame pop in.
- The Knightmare Eternum now guards the abandoned storehouse east of Tesha Mutna Ruins in Toussaint.
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Version v3.5.6
- Added support for casting signs for controllers.
- Moved a line of code one line down in actor.ws so it auto-merges with other mods that affect this script. Remerge actor.ws if you want. Or don't. It doesn't matter.
- Rage marker above the player now lasts only for 1 second so as not to distract the user from the enemy's attack.
- Additional effects upon the rage marker for the enemy to make it more noticeable in the midst of combat.
- Rage marker cooldown increased from 10 seconds to 14 seconds.
- Added Hubert Rejk higher vampire boss replacement to the mod.
- Vampire underneath Novigrad for the quest A Tomb Entombed is now a proper higher vampire with a katakan familiar.
- Various fixes for speeds of player guard counters.
- Killing a bruxa will trigger the summoning of the Blade of the Unseen, the vampire assassin.
- The Blade of the Unseen will hunt for the player, showing himself to the player any time between 5-10 minutes after the death of the last bruxa killed by the player.
- If the player manages to run away, the Blade will continue its pursuit.
- The hunt will only be over if the player defeats the Blade of the Unseen, or if the player is killed by him.
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Version v3.5
- Geralt now has mild ADHD and will look at almost anything with an interaction button or other NPCs around him while out of combat.
- Added a function to kill the Nekker Guardian if it is too far away from the player.
- General bugfixes.
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Version v3.2
- Tentacle attacks from drowners and variants are now able to be parried and blocked by Quen.
- Enemy rage is now triggered through rapid consecutive actions (dodging or attacking rapidly in a row). Removed speed modifier.
- Slowed down ghoul projectiles to make them easier to dodge.
- Bruxa dash in non-combat now cannot be used in the air to prevent it from triggering randomly on accident.
- Setting vampire claws damage sliders to 0 for both minimum and maximum damage will enable scaling the claws damage to either steelsword or silversword, or both, depending on which pair of sliders are set to 0.
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Version v3.0
- Updated mod to be next gen compatible.
- Drowners, rotfiends, and their variants now have the ability to shoot out tentacles periodically during combat. Applies knockdown to the player on contact.
- Partially integrated E3ARP into ACS. All ACS movesets will use specialized E3ARP animations and behavior ONLY if E3ARP is installed. Certain movesets will continue to use their unique dodges and rolls instead of E3ARP's dodges and rolls. Alternate swordwalk option in Main Settings is disabled if E3ARP is installed, and the player will use E3ARP's swordwalk by default. Passive taunting option in Main Settings will continue to apply as usual if enabled.
- Balance changes to Forest God Shadows: Lowered the attack speed by 25% Decreased attack damage by 25% Shadows now spawn at 15 levels lower than the player's level. Decreased the number of spawns to a maximum of 2 when the player is at max health when they spawn, and halve both of the shadow's HP. If the player is at 50% health, only one shadow will spawn, but it will be at max HP. Decreased the spawning range of the shadows relative to the forest god to a 800 meter radius around the forest god. Removed their healing if the player is using Geralt's default moveset. Can now disable the system if the spawning chance to set to 0 in the Main Settings menu. Shadows are treated as contract targets in the context of EE.
- Steel swords are now capable of damaging monsters, though at a reduced capacity compared to silver swords.
- Silver swords are now capable of damaging enemies using vitality (red health), though also at a reduced capacity compared to steel swords, and will additionally deplete durability per hit at an increased pace if used on red health enemies.
- Rage duration reduced from 3 seconds to 2 seconds. Tweaks: Large creatures affected by rage will knock the player down, while small ones affected will only stagger the player slightly. Damage remains the same (30% of current health).
- Nekker Guardian: While in combat with 3 or more nekkers, the nekker guardian will be summoned into battle. Nekker guardians take reduced damage, and periodically drains its own health to heal nearby nekkers.
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Version v2.3
- Drowners, rotfiends, and their variants now have the ability to shoot out tentacles periodically during combat. Applies knockdown to the player on contact.
- Partially integrated E3ARP into ACS. All ACS movesets will use specialized E3ARP animations and behavior ONLY if E3ARP is installed. Certain movesets will continue to use their unique dodges and rolls instead of E3ARP's dodges and rolls. Alternate swordwalk option in Main Settings is disabled if E3ARP is installed, and the player will use E3ARP's swordwalk by default. Passive taunting option in Main Settings will continue to apply as usual if enabled.
- Balance changes to Forest God Shadows: Lowered the attack speed by 25% Decreased attack damage by 25% Shadows now spawn at 15 levels lower than the player's level. Decreased the number of spawns to a maximum of 2 when the player is at max health when they spawn, and halve both of the shadow's HP. If the player is at 50% health, only one shadow will spawn, but it will be at max HP. Decreased the spawning range of the shadows relative to the forest god to a 800 meter radius around the forest god. Removed their healing if the player is using Geralt's default moveset. Can now disable the system if the spawning chance to set to 0 in the Main Settings menu. Shadows are treated as contract targets in the context of EE.
- Steel swords are now capable of damaging monsters, though at a reduced capacity compared to silver swords.
- Silver swords are now capable of damaging enemies using vitality (red health), though also at a reduced capacity compared to steel swords, and will additionally deplete durability per hit at an increased pace if used on red health enemies.
- Rage duration reduced from 3 seconds to 2 seconds. Tweaks: Large creatures affected by rage will knock the player down, while small ones affected will only stagger the player slightly. Damage remains the same (30% of current health).
- Nekker Guardian: While in combat with 3 or more nekkers, the nekker guardian will be summoned into battle. Nekker guardians take reduced damage, and periodically drains its own health to heal nearby nekkers.
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Version v2.2.5
- Further SCAAR integrations for vampire moveset and bow moveset.
- Rage: Attacking or parrying while in combat with at least one enemy has a chance of triggering the Rage mechanic every 10 seconds. When it is triggered, a red icon will appear above the player's head. After 1 second, another identical red icon will appear above a random enemy, marking them as enraged. Rage lasts for 3 seconds, or until the enemy lands a hit on the player. Enraged enemies gain extra speed, take 50% less damage, and are immune to hit reactions as well as negative buffs. Attacks from enraged enemies cannot be blocked, and will deal 30% of the player's current health, drain 30% of the player's current stamina and adrenaline, as well as knocking the player back. Forest God and his shadows are exempt from the Rage mechanic.
- Ghouls and wild hunt hounds are now capable of firing specialized projectiles from a distance.
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Version v2.2.0
- Olgierd's shadowdash is now a bit easier to land hits with.
- Forest God shadows have several new features: They are immune to negative effects. They heal for 5% of their max health on-hit against the player, and 25% of their max health against other NPCs. Additionally, the number of shadows that spawn will now change depending on how much health the player currently has: 3 if the player is at 100% health. 2 if the player is between 100% and 66% health. 1 if the player is between 66% and 33% health.
- Shadows spawn chance for leshen items in inventory adjusted from 50% to 30% again.
- Tripled blood trails and reconfigured blood trail position for spears.
- Fixed wrong blood trail color when hitting arachnomorphs (should be black).
- Imlerith moveset and Giant weapon moveset attacks cannot be interrupted by enemies. Ramp-up attack speed decreased to compensate for this. Additionally, if the player is fighting more than one enemy, each successful hit on an enemy will stagger all surrounding enemies in a small radius around the player.
- Small fix for enemy behavioral swap.
- Blood covered effect on player will be removed after 15 seconds.
- Removed taunting animations that trigger when parry is pressed.
- More fixes for EE related stuff.
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Version v2.1.5
- Shortened the double-tap window in combat to trigger teleport dodge and bruxa dodge. Should be easier to avoid triggering them without intention.
- More blood effects on hit. Each enemy type now has the appropriate on-hit blood effect color associated with it.
- Aerondight will always glow with its fully charged appearance if the player performs any attack with it. The glow is applied to transforming weapons as well if Aerondight is used as the base.
- Fix for weird bug interaction with W3EE where the player can't dodge until exiting and restarting the game.
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Version 3.6.9
- Volos, Bringer of Chaos has established a foothold upon the world of The Witcher 3.
- Three altars are placed in Velen, Skellige, and Toussaint.
- Velen: South of Blackbough
- Skellige: Ard Skellig, south of Redgill
- Toussaint: North of Coronata Vineyard and south of Arthach Palace Ruins
- Destroying the altars will release the flames into the world and summon Volos, Bringer of Chaos.
- Added option to disable Rage system in the Main Settings menu.
- Added option to disable jumping while sprinting in combat in the Movement Settings menu.
- ACS now works without the menu installed, but will default to factory settings.
- Numerous bugfixes.
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Version 3.6.8
- Updated game scripts to 4.01
- Wraith mode now slows down when the player is within the radius of interaction objects.
- Improved Bruxa Dash logic a bit more so it doesn't trigger on accident when landing while sprint and forward key is held down.
- Sword runes and enchantments will always glow while the sword is equipped.
- Restored shield behavior switch for human opponents. Removed the ability of opponents switched to shield behavior to perform charge attacks.
- Imlerith/Caretaker/Caranthir moveset evolving weapons are now proper scythes.
- Reduced Nekker Guardian speed by a tiny bit. Removed sword drop from it.
- Both friendly and enemy human NPCs around the player will no longer be afraid of monsters.
- Human NPCs cannot perform Rage attacks while in fist-fighting mode.
- Fixed up some size correction stuff for Imlerith/Caranthir/Caretaker moveset.
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Version 3.6.5
- Fixed a small bug where enemy human NPCs have a chance to get stuck.
- Iris now has a red sword trail. Transforming weapons using Iris as a base now have red sword trails as well.
- Eredin (sword/shield) moveset speed increased by 15%.
- Moveset animation speed is now affected by negative buffs applied on the player (freezing, slowdown, etc).
- The Forest God stole some vfx from the red miasmal as well as its loincloth and gave them to itself and his minions.
- Fixed the Forest God being categorized as a shaelmaar. Forest God's lifesteal is now only active if he's under 50% health.
- Rage marker now displays the wolf symbol.
- Dying in combat now triggers a death scene.
- Each weapon/stance now has a different marker for the elemental combo system.
- Wraith mode speed is now slowed if the player is indoor or if witcher sense is active.
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Version 3.6
- Shortened the duration for which the Blade of the Unseen will begin its hunt from 5-10 minutes to 3-5 minutes.
- Increased ghoul and wildhunt hound projectile/ability cooldown from 7 seconds to 15 seconds.
- Increased drowner tentacle cooldown from 6 seconds to 7 seconds.
- Custom bosses now have boss health bars at the top.
- Successfully performing a perfect dodge from a Rage attack will: Drain the attacker's stamina by 50% of their current stamina Damage the attacker by 10% of their max health Stagger the attacker
- Fixed a small strings issue in the Focus Mode menu.
- Evolving weapon for Olgierd's moveset while Shades of Iron is installed is no longer triple blades. Instead, additional effects are enabled according to item level.
- Bruxa dash and wraith mode can no longer be triggered if the player is sprinting for more than 0.2 seconds.
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Version 2.2.1
- SCAAR is now partially integrated into ACS.
- SCAAR animations will ONLY activate if ACS detects SCAAR is installed.
- If SCAAR is installed and enabled in its mod menu, ACS will use specialized behavior that will apply SCAAR settings, except for the dodges and rolls of certain movesets.
- If SCAAR is NOT enabled in its mod menu, ACS will still use specialized behaviors that apply SCAAR animations outside of combat.
- If SCAAR is installed, Alternate (VGX) Swordwalking option in the ACS Main Settings menu will not apply. SCAAR's swordwalking will be active by default. Passive Taunt option in the Main Settings menu will continue to apply.
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Version 2.1.0
- Increased the speed of natural (without directional key presses) counterattacks by 75% for all movesets.
- Added safeguard for rare cases where enemies become unresponsive.
- Thugs, bandits, and cannibals are excluded from the Dynamic Enemy Behavior system.
- Slightly increased the player's attack range and angle while on horseback.
- Fix for the player turning on horseback while drawing a weapon when there are targets within range.
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Version 2.0.5
- Fix for duplicate menu item in Armiger Mode.
- Bumped up the spawn chance of Shadows to 50% if the player is carrying any leshen items.
- Added HUD messages for the Forest God and his Shadows, triggered upon certain conditions.
- Fixed controllers being unable to roll and only able to teleport dodge.
- Ensured that Rend works properly for W3EE.
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Version 1.0.1
- Ensured compatibility with additional weapons from Magic Spells. Holster and re-equip weapon to engage ACS movesets again.
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- Author's activity
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January 2024
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12 Jan 2024, 3:21AM | Action by: errornoaccess
Attribute change
'Summary changed.'
December 2023
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24 Dec 2023, 4:38AM | Action by: errornoaccess
Attribute change
'Description changed.'
September 2023
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05 Sep 2023, 12:42PM | Action by: errornoaccess
Attribute change
'Category changed to Combat.'
August 2023
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09 Aug 2023, 4:02AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.6.1'
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09 Aug 2023, 4:01AM | Action by: errornoaccess
File added
'ACS_INSTALLER [version v4.6.1]'
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08 Aug 2023, 1:59AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.5.9'
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08 Aug 2023, 1:59AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.5.9'
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08 Aug 2023, 1:56AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.5.9'
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08 Aug 2023, 1:51AM | Action by: errornoaccess
File added
'ACS_INSTALLER [version v4.5.9]'
July 2023
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28 Jul 2023, 5:12PM | Action by: errornoaccess
Changelog added
'Change log added for version v4.5.6'
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28 Jul 2023, 5:11PM | Action by: errornoaccess
File added
'ACS_INTSTALLER [version v4.5.6]'
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27 Jul 2023, 8:53AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.5.4'
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27 Jul 2023, 8:53AM | Action by: errornoaccess
File added
'ACS_INSTALLER [version v4.5.4]'
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24 Jul 2023, 9:32AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.5.3'
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24 Jul 2023, 9:31AM | Action by: errornoaccess
File added
'ACS_INSTALLER [version v4.5.3]'
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21 Jul 2023, 4:01PM | Action by: errornoaccess
Changelog added
'Change log added for version v4.4.9'
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21 Jul 2023, 4:00PM | Action by: errornoaccess
File added
'ACS_INSTALLER [version v4.4.9]'
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11 Jul 2023, 8:15AM | Action by: errornoaccess
Changelog added
'Change log added for version v4.4.4'
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11 Jul 2023, 8:12AM | Action by: errornoaccess
File added
'ACS_INSTALLER [version v4.4.4]'
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07 Jul 2023, 5:20PM | Action by: errornoaccess
Changelog added
'Change log added for version v4.4.1'
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'Advanced Combat System'
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