The Witcher

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gunja
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The Witcher

Ungelesener Beitrag von gunja » 24.10.2007, 22:29

Spielt das schon jemand ?
Habs heute mal ein paar Stunden angespielt, Grafik super, das Kampfsystem ist seeehr gewöhnungsbedürftig, die Fähigkeitenentwicklung irgendwie undurchsichtig, mal sehen, wie sich das weiter entwickelt. Es läßt sich auf jeden Fall wesentlich besser an als Legend - Hand of God, das war eine einzige Enttäuschung.

Unverschämt ist allerdings, daß man sich Atari-typisch für Patches registrieren muß.
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Ungelesener Beitrag von Doc Chaos » 24.10.2007, 22:33

Laut den Tests ist die Story unlogisch und stupide-langweilig linear, kannst du dazu was sagen?
In the absence of light, darkness reigns supreme.
-buddhist proverb

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Ungelesener Beitrag von gunja » 24.10.2007, 22:37

Bis jetzt war es sehr linear, ich bin allerdings erst ein paar Quests nach dem Tutorial. Was mir auffiel war, daß sehr häufig von Videosequenzen unterbrochen wird. Ich hoffe nicht, daß sich das so fortsetzt, da der Spielfluß doch sehr unterbrochen wird.
Das Einführungsvideo ist allerdings wirklich sehenswert, fast schon kinoreif.
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Ungelesener Beitrag von Ravager » 25.10.2007, 00:23

Doc Chaos hat geschrieben:Laut den Tests ist die Story unlogisch und stupide-langweilig linear, kannst du dazu was sagen?
Welche Tests? Und linear mit langweilig zu koppeln ist sehr unglücklich. Die meisten tollen nichtlinearen RPGs fand ich sehr langweilig.
You crack me up, little buddy

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Ungelesener Beitrag von musashi » 25.10.2007, 08:44

Das beste RPG seit Jahren. Gunja, dass in einem Rollenspiel die Story mit Videosequenzen erzählt wird ist super, je länger desto besser.

Habe bisher nichts zum meckern gefunden. Geralt ist ne coole Sau, Grafik, Sound & Steuerung sind top - Story ist cool ... alles gut.

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Ungelesener Beitrag von Doc Chaos » 25.10.2007, 08:53

Ravager hat geschrieben:
Doc Chaos hat geschrieben:Laut den Tests ist die Story unlogisch und stupide-langweilig linear, kannst du dazu was sagen?
Welche Tests? Und linear mit langweilig zu koppeln ist sehr unglücklich. Die meisten tollen nichtlinearen RPGs fand ich sehr langweilig.
Gamestar, PC Games und diverse Blogs. Gegen linear hab ich ja auch nix, aber wenn das so dämlich gestrickt ist, wie da teilweise berichtet wurde...

(Beispiel: Freundin vergiftet und am verrecken, aber der Meister bringt einem erstmal Meditieren bei, bevor man das lebensrettende Kraut suchen gehen darf. wtf??)
In the absence of light, darkness reigns supreme.
-buddhist proverb

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Ungelesener Beitrag von musashi » 25.10.2007, 09:01

@ Doc, völliger Unfug? Das ist a) im Tutorial, b) spiel es sich so nicht ab c) glaub nicht alles was Du so liest und vor allem bilde Dir keine Meinung anhand dessen was Du so liest.

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Ungelesener Beitrag von Dude » 25.10.2007, 09:23

Ich habe gestern zufällig auf MTV GameOne gesehen, da wurde es als eher blöd dargestellt.

Vor allem die Synchro dürfte ziemlich mies sein. Der Witcher sagt wohl die ganze Zeit so Sachen wie "Ich muss kotzen", "Meine Eier jucken", und "Hey, Titten!". Das würde bei mir die Stimmung irgendwie negativ beeinflussen...
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Ungelesener Beitrag von musashi » 25.10.2007, 09:25

lol.

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Ungelesener Beitrag von Doc Chaos » 25.10.2007, 09:26

musashi hat geschrieben:@ Doc, völliger Unfug? Das ist a) im Tutorial, b) spiel es sich so nicht ab c) glaub nicht alles was Du so liest und vor allem bilde Dir keine Meinung anhand dessen was Du so liest.
Habe ich nicht und tue ich nicht. Ich habe geschrieben, was geschrieben wurde und gefragt, ob das wirklich so ist, weil ich selbst keine Möglichkeit habe es zu testen :)
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Ungelesener Beitrag von musashi » 25.10.2007, 09:40

Definitiv falsch wie gesagt, kA was die Herrschaften da gespielt haben.

Es gibt eine Szene wo die Magierin verletzt/vergiftet was auch immer ist und Geralt (Du) Zutaten besorgen muss, das ist wie gesagt im Tutorial am Anfang des Spiels. Wenn Du erfolg hast, kannste die Magierin übrigens auch gleich poppen.

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Ungelesener Beitrag von Doc Chaos » 25.10.2007, 09:46

O_O GEKAUFT :D
In the absence of light, darkness reigns supreme.
-buddhist proverb

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Ungelesener Beitrag von musashi » 25.10.2007, 09:55

Habs im MM übrigens für günstige 39€ bekommen!

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Ungelesener Beitrag von gunja » 25.10.2007, 10:04

Also mich haben die vielen Viedeosequenzen gestört, kaum ist man ein paar Schritte gelaufen und hat 2-3 Gegner gemetzelt, gings wieder los. Das war mir zu viel. Wird sich aber hoffentlich im Laufe des Spiels noch verändern.
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Ungelesener Beitrag von musashi » 25.10.2007, 10:11

Aber genau das macht den Unterschied zwischen einem RPG und einem stupiden Hack'n'Slay aus.

Ich bin froh, dass The Witcher kein stupides rumgehacke ist, dass man den Kampfstil pro Gegnertyp variieren muss um Erfolg zu haben etc.

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Ungelesener Beitrag von gunja » 25.10.2007, 10:23

Ich mäh am liebsten alles aus der Ferne nieder mit Bogen oder Armbrust und renn weg, wenn die Gegner zu nahe kommen... aber das geht hier wohl nicht.
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Ungelesener Beitrag von musashi » 25.10.2007, 10:33

Heute im Laufe des Tages wird es übrigens einen Patch geben.

The Witcher Patch 1.1 Changelog
Design bugs fixed
- Sword forge gameplay dialogue added to Smith NPC in Act 5.
- Gameplay cutscene showing chest in Salamandra's base in Act 3 doesn't play during combat.
- Fixed druids' faulty day-night cycle in Act 5.
- Old Manor journal entry fixed.
- Fixed meditation incorrectly affecting key NPC De Wett's behaviour in The Taste of Revenge quest, disrupting story.
- Fixed quest tracker for The Alghoul Contract in Act 2.
- Fixed certain dialogues not being shown while talking with NPC's Kalkstein in Act 1 and Vaska in Act 3.
- Fixed incorrect emotional state for NPC Vesna in Act 1 near the mill.
- Fixed black screen when user uses Axii sign on mutants before cutscene with Adda, Epilogue.
- Removed debug dialogue on Ice Plains level appearing when certain choices were made.
- Omitted autopsy doesn't keep Shani in the hospital permanently anymore.
- Fixed quest update text appearing twice for the quest Armor in phase "All the Pieces".
- Track Quest on Map option now available for the quests “Suspect: Kalkstein” and “Suspect: Ramsmeat”.
- Fixed no update shown for quest Armor after getting the second raven armor part.
- Fixed black screen after dialogue with Raymond.
- Changes to blabbering Grandpa's monologues talking about brick makers all the time, Act 2.
- Carmen recognises Geralt in Act 3, the line "Witcher, I've seen you in Vizim" appears only if we've never did any quests for her before.
- Fixed sex scene with nurses in Act 5 playing twice.
- Fixed vampires not being hostile after reentering location in Blue-eyed girl quest, disrupting gameplay.
- Fixed Lebioda's signet being received twice from the shoe shine.
- Fixed black screen after clicking on the door to kidnappers hideout. Now Dandelion starts the conversation immediately.
- Fixed wrong object names being displayed in Shani's house, Act 3.
- You can drink with Erkyn only after Thaler introduced him to you, fixes story incoherency, Act 3.
- Fixed quest tracker for quest "Armor", Act 5.
- People in Foltest's castle aren't heard anymore when the player is in the Order's garden (Epilogue).
- Experience gain indication is now localised.
- When Geralt drinks mutagen potion, a message about new ability appears.
- Blizzard potion now doesn't cause "speedrun" side effect.
- Fixed snow storm in Epilogue, killing Geralt at improper range.
- Fixed items used in eating animations.
- Fixed possible order ally affiliation bug while fighting the Experiment in Act 5, caused them to change sides.
- Temerian iron axe doesn't cause "Incinerate" effect on echinopses.
- Fixed flames from campfires during meditation in Act 5 and Epilogue.
- Geralt's allies react properly for ifrit monsters summoned by Salamandra Mages.
- Adda now has proper animation when the player gets out of the Striga's Crypt.
- Fixed alchemical ingredient "balancing" in Act 3 Crypt.
- Fixed broken axe instance in Quartermaster's shop, Act 5.
- Now Bounty Hunter doesn't imitate Agent Smith (doesn't get multiplied while reloading save). Mr Geralt, we missed you...
- Echinopses and Archespores now use their own spikes instead of arrows.
- Basket in peasant's house now properly lootable.
- Player now able to sell the sword "Harvall".
- Fixed improper alchemical ingredients extracted from Vetala.
- Act 5: assault groups leaving the field hospital don't contain bowmen and and crossbowmen anymore,
- Fixed black screen appearing when player dodges first fight in the swamps in Act 5 and conversation with Grand Master.
- Fixed wrong worldmap shown in marshland cave in quest Tower.
- Fixed useless dialogue option during conversation with Dandelion in Act 4, now he talks about Alina only when quest Bride is still active.
- Fixed repeating cutscene without characters after player dodges the fight with Salamanders on the swamps and meditates.
- Conversation with Yaevinn deployed only once, when he emerges from the teleport in quest "Echoes of Yesterday" (and not every time we enter sewers).
- Improper quest tracker in quest Without Forgiveness thrown out.
- Aard blockade in Raven's Crypt placed correctly.
- Player now able to meditate near Grand Master's chambers.
- Story incoherency, now you can speak about Berengar's letter only after you read it.
- Map on Raymond's wall oriented correctly.
- Fixed no voice and lipsync when you run away from the Witchers after first fight in Prologue.
- Final cutscene with Azar won't play twice after loading a save fighting, Act 2.
- Knights guarding grand master's chambers don't speak to player twice.
- Soldier practicing on training dummy won't penetrate... it...
- Berengar won't disappear on sight when sparing him.
- When we talk to Gramps about the remains, he is a cannibal he is no longer "plot" and can be killed. Quest "Cannibal" is then completed and "Pilgrimage" fails.
- Fixed invisible cursor when you go to lakeside and Alvin tries to talk to the player
- Order armourer properly sells player his wares after he helped the Order in bank.
- Salamander Bandits from Act 1 now wield dual swords instead of dagger/sword combination, thus avoiding a "sliding" motion while running.
- Fixed issue with saving during a 3 s gap between Azar appearing and conversation starting, could block progress.
- Player shouldn't be able to exit the Swam Cemetery before talking to the grand Master, caused story break.
- Adda appears when Striga dies in final battle on Ice Plains - fixed (pending verification).
– Fixed an issue with Triss missing in dialogues, if Geralt enter a hole near the damaged tower (far from the gate).

Design bugs not fixed
- The fight with Kikimora Queen should be less troubling (mechanics need some fixes) - not yet fixed.
- Vodian priest has one wrong animation and sometimes stops dead cold - not yet fixed.

Code bugs fixed
- Cat potions estimated time restored.
- Fixed poker "next round" arrow.
- Alt-tabbing from the game client with camera set to OTS into windowed application doesn't cause mouse to lose game focus or freeze
- Dropping items from the inventory is now more randomized resulting in better spread.
- Visual effects for weapons are hidden as well if the character with that weapon is hidden in dialogue.
- Fixed potential animation break when pausing/using RMB during finisher sequence.
- Confirmation box shown when player uses Quick Load.
- Fixed too short tooltip boxes when playing a 800/600 resolution (i.e. altar Act 4).
- Fixed global problems with full inventory - ability to skin monsters, pick up ingredients, "gray screen" preventing from dropping an item or using it on an object.
- Fixed looting "invisible" items on remains and chests.
- "Track quest on map" properly positioned on Diary graphics.
- "Screen edge camera scroll" no longer can be changed for OTS camera mode, while "hacking" it from another camera option.
- Fixed another instance of the "grey screen" causing drag & drop + color highlight problems while looting some items like torches.
- Information about books read show up in shop, storage and loot panels.
- Copies of books the player read now also have the "this book was already read" description, plus books in vendors' inventories also have it.
- Haren sitting on his chair, not beside it.
- Fixed "Remains" text display.
- Item abilities properly handled during transfer from/to shops.
- Drunk state animation gets properly removed when drunk effect is removed by meditating.
- Another instance of the "run like Superman after Blizzard wears off" issue axed, this time in relation to flashbacks.
- Slowdown and speedup effects disabled in dialogues and cutscenes.
- Fixed splash screen fades (not flickering anymore).
- Geralt's appearance properly updated after dropping armor.
- Dialogue lines and gameplay options should not disappear from screen after alt-tab.
- Pressing Alt makes game loose focus no more.
- Reeeaaly long one-liners' positions fixed.
- Savegame option blocked around Aard throwing time.
- Player now unable to use background UI elements when modal window (like tutorial) is open, could cause problems.
- Audio: rain sound launching problems.
- Audio: rat squealing sounds were heard during alt-tab (minimized) mode.
- Movies and cutscenes don't pause while loosing focus (but they are muted).
- Book reading panel scroll problems fixed.
- Poker: problems with highlighting the buttons fixed.
- Ability lasting time and inventory tooltips for items - few problems fixed.
- WSAD running problems fixed.
- WSAD problems with sliding over terrain rising/falling.
- "XP" from monsters not hardcoded but subject to translation.
- Fixed some problems with quest characters dying in stand-up.
- Fixed wrong hitspace position in windowed mode with resolution is higher than Windows desktop resolution.
- AI: follower tries to fight if he can't find a path to followed object.
- AI: attack target chosen more carefully (omitting unapproachable ones).
- AI: NPC doesn't run after enemy that is no more.
- AI: few poker fixes.
- Fixed power up progress bar updates in active pause mode .
- Fixed resolution presets order .
- Fixed improper pictures displayed in Prologue tutorials.
- Combat mode does not deactivate when Axii-influenced enemies are near.
- Fixed problems with items appearing back in storages.
- Fixed NPC pathfinding bug in some situations, i.e. Act 2 - After killing cocatrice in "the Great escape" quest Siegfried now kindly leads us to the exit of the sewers.
- AI: fixed ignore status after clicking on teleport mirror.
- WSAD movement: moving the camera updates movement (fixed blocking at door).
- Fixed "drinking 2 items quickly, the second item will not have the drinking animation" issue.
- Fixed improper Sign activated after dieing and reloading.
- Prolonged physical objects damage effect, fixes floating debris in some situations.
- Fixed wrong store items displayed when playing from save in certain situations.
- Fixed problems with echinopses shooting.
- Screen-edge triggered camera movement does not work on GUI panels.
- Tooltips react to mouse movement in all camera modes and disappear when not looking at the described object.
- Fixed blizzard problems with cutscenes and dialogues.
- Cursor doesn't get duplicated while loosing focus on game window in OTS mode.
- Quen sign visual FX problems fixed.
- Stack and Bribe panels respond to Enter and Esc keys.
- Player cannot sell 2 items without needing to confirm the sale of the second item, regardless how fast he is.
- 180 degrees turn works only in OTS mode, produced awkward effects otherwise.
- Fixed red artifacts while alt-tabbing with toxicity fullscreen effects.
- Fixed black screen appearing when knocked out from alcohol when quest update comes up.
- "Runtime error" fixed while leaving Kaer Morhen location
- AI: fixed joining coward follower profiles.
- AI fix: removed duplicated functionality for bowmen (scripts and code, now only code).
- Heartbeat script blocked for a character being finished.
- Tooltips disappearing time fixes (posters especially).
- Finishers fixes (when Geralt just stood and did nothing instead of finishing the enemy).
- Pausing disabled between pre-cutscene fade-out and the actual cutscene.
- AI: bowman follower enemy profile fixes (tries to shoot arrows more often).
- During combat it's possible now to push through cowards who don't fight anyway.
- Fixed no cursor issues when alt-tabbing from the game in main menu.
- When taking out an unknown item of the storage, the user can no longer see the name of the potion. Good one...
- Fixed game crash while using Aard on blockades in Act 5.
- AI fix: follower bowman now works.
- Worldmap regions uncovered by quests fixes - fixed
- When letting go of the mouse on sword power-up and if too far from the target, the sequence fails instead of levitating sword lowah.
- Sword power-up animation reworked.
- Fixed issue when loading game while fighting, new game would have non combat music from previous location
- Combat mode camera properly switching off on mousedrive.
- Saving in tight spaces does not result in teleportation when loading the save.
- Geralt may not collect more ingredients without proper skill - was able when bomb making skill was bought
- Fixed issue when buying 5th Sign tier axed the sign cost marker on endurance bar
- Adda / Vincent now properly transform to their beast forms on Ice Plains after saving and loading game.
- Salamander's Mage now has animation of walking/running in "Buried Memories" cutscene.
- Grand Master won't glitch while doing a finisher on Geralt near walking geometry's end.- Crash rarely occurring upon exiting Raven's Crypt - crash cannot occur now in 90%+ of the rare cases.- Geralt shouldn't getting blocked before conversation with racists.
- AI fix: when Dandelion isn't playing his instrument shouldn't be heard.
- Switching mixture A in quickslot to mixture A-2 in inventory, where A-2 quantity > A quantity, doesn't axe A-2 mixtures.
- Some alt-tabbing problems on Bink video files, smoothed out.
- Fixed problem of quicksave during trigger activation (most issues are fixed, some are still pending).
- Hit sounds from coming from a short distance away should play normally.- Some fixes to NPCs loosing their weapons (most issues fixed, some need verification).
- Long autosave names shouldn't get cut.
- Removed mouse cursor clipping during Alt-Tab.
- Receiving damage from Striga while far away should not occur (partially fixed, she can't hit Player now, though she can cause special effects (bleeding/pain) on distance).
Code bugs not fixed
- Attempted fix of falling below walkmesh.
- Quen no longer heard during loading screen (Doesn't work only on loading screen during game saving, minor issue).
- Memory leakage crash while transiting from Act 1 to 2 - not yet fixed.
- Rare crash upon game exit - not yet fixed.
- White dots on some trees rendered using SpeedTree library - not yet fixed.
- Enemies not reacting to finishers - not yet fixed.
- Credits: text less shaky.
- Dialogue camera final fixes.

Art bugs fixed
Decorations & physics:
- Kaer Morhen: Boar skins on the first floor do not Z-fight anymore.
- Road to Vizim/generics: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Road to Vizim/generics: When entering "empty/abandoned houses", player should not see scattering skeletons.
- Road to Vizim Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Temple Quarter/generics: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Temple Quarter generics: Bouncing objects fixes.
- Dyke: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Merchant Quarter/generics: Bouncing objects fixes; commoners sleeping next to their beds issues; fixes to physics settings of decorations.
- Vizim's Merchant Quarter Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Sewers: Salamanders (in Base/Hideout) sleeping next to their beds issues fixed; fixes to physics settings of decorations; skeletons placement fixed.
- Sewers Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Cementary Crypt: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Vizim's Temple Quarter/Burning Vizim: The banner on the tower is no longer black.
- Marshlands (Act 2, Act 3): Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Marshlands (Act 2, Act 3): Crypts/Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Foltest's Castle: Hole in the roof of King's chamber staircase fixed.
- Village: Door to the Shore is now accessible through mousedrive movement, not only by clicking on it.
- Village: Levitating herbs fixed.
- Village/Fields/Shore: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Village/Fields/Shore: Crypts & Caves: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Raven's Crypt: Reduced number of physics-using objects, helps with rare crashes.
- Old Manor: Koschey getting blocked on sarcophagus issue fixed.
- Act 5 Outside Locations: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Act 5 Caves & Crypts: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Burning Vizim/generics: Fixes to physics settings of decorations; better barrels VS physics behavior; decoration placement fixes.
- Fixed possible progression break in Act 5 (burning Old Vizim) with ard-reacting debris.
Ragdolls & after-death model behavior:
- Scullhead mass settings fixed.
- Mutants cannot be decapitated now, caused major ragdoll problems.
- Werewolf corpse ragdoll fixed.
Graphics & animations:
- Barrel shadowbones are now more detailed.
- PVS: Terrain is not disappearing while moving camera in specific places on Marshlands
- PVS: Terrain is not disappearing while moving camera in specific places on Kaer Morhen
- PVS: Terrain is not disappearing while moving camera in specific places on Outskirts
- Chain Mail placable now has collision surface (player/npc can't pass through it).
- Signposts are now not "cut off" by sword-trails.
- Celina now has proper brightness while talking with her inside generic.
- Order knights with full plate helmets now have proper cubemaps.
- Bread is now correctly oriented when used in commoner's eating animation.
- Removed/replaced one of the bread pieces to the new one.
- Horse + wagon used in opening cutscenes now have hay texture under Geralt.
- Wagons used as barricades in Vizim's Merchant Quarter now properly downgrade their texture quality for medium/low settings.
- Map border fixes (in journal) for Kaer Morhen and Marshlands.
- Wrong picture describing crypt in Act 1 in Journal fixed.
- An infant in epilogue cutscene, now doesn't look like badly sewn young Frankenstein.
- Trees in Marshlands and Village do not have strange black animated glitches.
- Old lady and dwarfs now have tweaked animations for idle behavior.
- Vizim's Temple Quarter: Skybox fix, bad orientation was affecting the shadows on the scene.
- Geralt's 5th apperance has now some better oriented spikes in upper-arm parts.
- Nobleman in Rich Wyzim now have no evil-looking face deformations while speaking.
- Scolopendromorphs now doesn't "blink" just right after appearing.
Sound:
- Dialogue with cow - moooing is louder.
- Now Yrden sign have sound, when spikes hit the victim.

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Ungelesener Beitrag von Soulprayer » 25.10.2007, 12:42

ich freu mich auf jeden Fall auf TheWitcher.
Bekomm ich zeitgleich mit HellgateLondon zugeschickt. :-)
Ich bin ein UFO - ein unheimlich faules Objekt.

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Ungelesener Beitrag von musashi » 25.10.2007, 15:21

Muahah, Gaystar gibt dem Spiel 73% ... alle anderen bisherigen Wertungen geben hoche 80er bis mitte 90er Wertungen.

Der zuständige Redaktuert meinte dies sei eine Reaktion auf die massiven Proteste des von der GS völlig überbewerteten Gothic III ... rofl - das GS albern ist war klar, aber das ist mehr als lächerlich.

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Ungelesener Beitrag von Ravager » 25.10.2007, 20:38

Und die haben Legend 79% gegeben...
You crack me up, little buddy

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Ungelesener Beitrag von musashi » 26.10.2007, 08:52

Loki wahrscheinlich 90 und 2Worlds 100 oder so ;)
Patch 1.1 ist btw. da, hier ohne Reg saugbar:

ftp://ftp.download-center.com/internati ... ch_1.1.exe

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gunja
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Ungelesener Beitrag von gunja » 26.10.2007, 23:21

Nach etwas längerem Spielen muß ich jetzt auch sagen, der Kauf hat sich gelohnt. Das Beste, was ich in der letzten Zeit in den Fingern hatte.
always change a running system

moejoe

Ungelesener Beitrag von moejoe » 27.10.2007, 18:51

musashi hat geschrieben:Loki wahrscheinlich 90 und 2Worlds 100 oder so ;)
Loki 76, Two Worlds 83 ;)
mir fällt allerdings auch auf, dass das niveau der tests von denen sehr sinkt...

vor allem die 94% für crysis haben mich gewundert...

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Ungelesener Beitrag von fassy » 28.10.2007, 15:13

Hmpf... Nettes Spiel. Leider raucht es bei mir alle Nase lang ab.. so ne Scheisse.

Und die Ladezeiten sind echt ein pain in the ass...


EDIT:

Schon wieder.. ich hab keine Lust mehr :(( Was ist den das für ne Scheisse?

Meistens passiert es wenn ich das Inventory oder den Character Screen öffne. Dann flackert der Bildchirm zwei dreimal schwarz und dann ist Ende. Spiel total eingefroren.
Pick up the hammer... pick it up.

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gunja
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Ungelesener Beitrag von gunja » 28.10.2007, 17:13

Ich hatte noch keinen einzigen Absturz, alles stabil.
always change a running system

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