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Infos about the addon
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RPGDot Forums > Gothic 2 General

Author Thread
RobKob
Head Merchant
Head Merchant




Joined: 20 Aug 2002
Posts: 73
Location: Thuringia, Germany
   

I'm back.

Well, the good news is that I got the addon today. The bad news is that I only had time to read the little manual, install the addon and start a new game to see if it works. Fortunately it does ( and without problems too ) and although the loading time is longer ( 2 mins 'til the main menue ) I can live with that.

Before I'm finally going to bed I'll post some corrections and additions:

- Costs for raising skills or attributes:
+ The first 30 points / percent of a skill / attribute cost 1 lp each.
+ The next 30 cost 2 lp each, then 3 and 4 and finally ...
+ ... if you have 120 or more points you'll have to pay 5 lp for each additional point ( shocking, isn't it ? )

- Self-made weapons don't have a higher damage value but can instead increase your chance to hit by up to 10 percent

- Yes, weapons can now give you skill boni ( or even mali )

- The will-o-wisp guide is not one of the 12 new spells. Instead it is summoned using a very special amulet. To make full use of your guide you need to learn several new skills which seem to be like the hunting skills. E.g. you can learn how to use your guide to find rings and amulets, or potions, or herbs and food etc. . Only melee weapons can be found without any prior knowledge.

- Weapons are more expensive and need more strength, they may require up to 170 of it.

- Crossbows now require strength but the damage bonus is still governed by your dexterity.

- The 12 new spells look very promising. Interestingly, in the manual they aren't grouped into the six circles but into Adanos and Beliar spells. The spells include:
+ Water Fist: kills monsters and evil NPCs, but neutral or good NPCs are only rendered unconcious.
+ Cry of the Dead: the most powerful spell of all, costs ALL mana.
+ Summon Guardian: Summons a Stone Guardian.
+ Summon Zombie: guess ...

That's it for now. Good night.
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Post Mon Aug 25, 2003 11:15 pm
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Xerxes712
High Emperor
High Emperor




Joined: 01 Nov 2002
Posts: 605
Location: Uber die Welt
   

Thanks for the information Gorath.

I hope we can still make custom new NPC and quest like the first Gothic 1 Mod Developement Kit. If it is Mod enabled, it should be possible I think...

As it is, if I try to add script and change the length of the game.dat file; it will call a parsing error.

So far, I CAN change any 'value' or 'item, weapon type damage, spells, inventory, cost, armor, abilities, stats, NPC combat skill' anything in the game with another value or substituted item, and some behavior right now with a Hex Editor. That is it and works fine.

BUT, I can not add 'extra' script to make a new quest or add extra monsters.

I hope the tools would allow us to to this for even more fun.

UPDATE: I see that Spacer will re-parse the scripts so that the engine will 'know' a new added NPC was put in. It is true the script format is not given, but the structure and Functions are there and can be seen with the tools by viewing a few of them. Spacer is used for other things, two of them tools will reparse the scripts so that changes will go into game. That is what the error I was getting. I wonder if it will work on the plain G2 without add-on. script writing loks like plain old C++, not that hard to understand. Alot of exact writing though.
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Post Tue Aug 26, 2003 12:15 am
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Z-MAN
Village Dweller
Village Dweller




Joined: 02 Aug 2003
Posts: 16
Location: Niedersachsen, Germany
   

YUHU the Gothic 2 addon is out now in Germany
Post Tue Aug 26, 2003 3:29 pm
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Scribbles
Unsent
Unsent




Joined: 25 Apr 2003
Posts: 1063
Location: Spokane, WA. US of A
   

Jrax sits a grumbles to himself, sitting half a world away
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Post Tue Aug 26, 2003 3:42 pm
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Kiwi Boy
High Emperor
High Emperor




Joined: 03 Jan 2003
Posts: 1086
   

@RobKob: Thank you so much for your first glimpse about the addon. It is really promising, indeed. The availability of Beliar spells makes me wonder if it's possible for the hero to become a necromancer. BTW, would you like to give us more info about the modder's tools, please? (e.g. What are the functions of each program? How about some screenshots of the programs? )
Post Tue Aug 26, 2003 8:18 pm
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kugraw
City Guard
City Guard




Joined: 06 Jan 2003
Posts: 147
   

My first impression on the add-on is that it is quite challenging. Which is a good thing. Most of the old strategies don't work in the add-on because enemies are a lot tougher. I'm practically relearning how to play Gothic II:-) I use a lot of scrolls in combat now. Apart from new areas (which I haven't found yet) the old Gothic II areas also have a lot of new npc, quests and items and you can solve old quest in new ways as well. My quest log is really filling up now. Money is harder to get so I'm definitely going to use more of the hunting skills which requiere less points to learn. The look of some items in the inventory also have changed. For instance, some spell ingredients look bigger and brighter. You have a wider range of different amulets , rings and belts which boost your stats. Permament potions only give 3 points now. There are a new life and mana potion which refills you whole life points or mana points. There is also a new Beliar statue in the game but haven't found it's meaning yet. I really like it and the add-on defintely meets my expectations so far but I would recommend the add-on only if you have played the "normal" Gothic II first. Otherwise it would be too hard.

Kay
Post Wed Aug 27, 2003 1:36 pm
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duffman92654
Village Dweller
Village Dweller




Joined: 08 Jun 2003
Posts: 24
   

so is this add-on gunna cost money....? dont no if this has been asked plz reply ....
how much?
thnx duffman
Post Sat Aug 30, 2003 1:26 am
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Gorath
Mostly Harmless
Mostly Harmless




Joined: 03 Sep 2001
Posts: 6327
Location: NRW, Germany
   

25-30 EUR.
Seems to be a lot of new content so far. Small changes of the original G2 are everwhere. New NPCs, new dialog options, other quest solutions, new items, ...
Sometimes I had 1 and a half pages of open quests, and I didn´t even enter the add-on world.
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Post Sat Aug 30, 2003 1:42 am
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duffman92654
Village Dweller
Village Dweller




Joined: 08 Jun 2003
Posts: 24
uh ok
   

ok thsnks bye bye
Post Sun Aug 31, 2003 12:26 am
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Ale
Village Leader
Village Leader




Joined: 09 Aug 2003
Posts: 90
   

I'm going to wait for the addon before I play through the game a 2nd time. I need the boost of difficulty.

Without the addon I don't see the replay value of playing both merc and paladin, but mage is always a good choice for replay.
Post Sun Aug 31, 2003 2:05 am
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HiddenX
The Elder Spy
The Elder Spy




Joined: 20 Jul 2001
Posts: 749
Location: NRW / Germany
   

Finally I played trough Gothic 2 - Die Nacht des Raben -> the new guilds add a lot of atmosphere to the game (closer to Gothic 1), combat is more balanced (but still to easy in the end). If you solve every quest you can reach level 50, I reached level 48. This is not enough to max out every skill -> so you have to plan your character carefully.
Some side quests are not running because some corpses are missing.

Overall this Addon improves Gothic 2.

PS.:
Delete Vdfs32g.exe and Vdfs.dmp in the Gothic 2 folder for much better loading times. (works great for me under Win98SE)
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Post Mon Sep 01, 2003 9:55 pm
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Scribbles
Unsent
Unsent




Joined: 25 Apr 2003
Posts: 1063
Location: Spokane, WA. US of A
   

I went to the JoWood board (my jowood name is FyRe) and found this information posted by an guy named Guts:
quote:
Stone boards: If you read them you'll get permanent bonuses! But to read them you must learn the language of the old cultures. Very interesting because you can save a lot lps with this method!


Some NPCs from Gothic 1: Yes, you'll meet old friends from Gothic 1!

From Old Camp: Thorus, Raven (look on the title of the addon), Fisk, Cavalorn (at the beginning), Scatty, Bloodwyn (he survived- but only for a short time), Huno and Snaf.

From the New Camp: All Watermagicians are back! But they're not very happy to meet you (keyword: oreheap ^^) Saturas, Nefarius, Riordian, Myxir, Miardorian and Cronos will follow you to the new world called "Jharkendar"!


The difficulty level of the game: Well it’s really hard now! I’ll mention some new differences:

Foes:
- Seekers: Well, do you remember? These guys who die faster than an orc? This time somebody will die but not the seekers… no… YOU will die! ^^ The seekers can spell rain of fire (*ouch*), fire storm, lightning or one of the new spells *storm* (icicles will rain and lightnings appears- everything in a radius of 10 metres will get 250 Magic DMG)

- Dragons: Yeah, they’re tough WHEN you fight against them alone. With Biff next to me it wasn’t a problem. Why they’re harder than before? The dragons have ability to regenerante their hps per sec! So the hardest dragon for me was the stonedragon - until now ^^ (magicians - chapter 4/5). The regeneration is very fast so the trick to stand in the far and shoot with magic runes doesn’t work (But thanks to the summon goblin skeletons I got a chance to kill him)


The weapon requirements has been increased! You’ll need for the rusty sword 30 STR ^^ and for the best weapon (Berserkeraxe) you need about 170 STR. Yes, it’s really hard to reach the maximum so you must use up all your bonuses at the beginning (stone boards, potions etc.)!

The new unexplored world: Jharkendar!

Well how should I describe the world? It's amazing if you ask me! This wonderful soundtrack and this feeling!

a) North: Canyon: This area is really tough! As a lowlevel char you'll die in some seconds because of Razors and Orcs.

b) NW: Coast/ pirates: Yeah, I like these pirates (their accent ^^)

c) NE: Caves/ Minecrawler area: Well, a lot Minecrawlers and other stuffs

d) South/ SW: Valley and ruins: You'll find a lot of stuffs like the magic bow or xbow! Yes magic bow/ xbow (see screenshot) but the disadvantage is that there are only limited ammo for them :/

e) East/ SE: Swamp: This is the "bandits area"! You'll meet some people from old camp in this area and new ones, too. This time you can get the heavy guard armor! Outside of this area is a normal swamp area (Swampsharks, swamp golems etc.)



i hope you guys find this useful
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Post Tue Sep 02, 2003 12:16 am
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hoyp
High Emperor
High Emperor




Joined: 02 Oct 2002
Posts: 501
   

Some nice info there
Post Tue Sep 02, 2003 3:41 am
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(kc)wolverine
Guards Lieutenant
Guards Lieutenant




Joined: 02 Sep 2003
Posts: 157
Location: lost in virtual reality
   

I'm really looking forward to the expansion but why doesnt anybody know when the english version is released i'm rather impatient and looking twice a day in the stores if its available is not my favorite time spending sigh, well if anyone knows the release data i really really really want to know when it comes out.
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Post Tue Sep 02, 2003 2:32 pm
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jellylad
Village Leader
Village Leader




Joined: 16 Apr 2002
Posts: 94
Location: London
English Version
   

Hello all.

This addon does indeed sound very cool. Is it deffinitly getting realeased here in England? I think I read in this post the release date is mid-october. And better guesses floating about?

Can you only play by starting a new Gothic2 game?

I only ask because I am about to finish chapter 1 and I am thinking about stopping playing and waiting for the addon for 1 big adventure. I think it would be worth it.

Thanks in advance for any answers
Post Wed Sep 03, 2003 9:03 am
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