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Writer's pictureF0rtuno

Gothic 1: Othello Mod - Update 3.6.13

These fixes require a new game!!!


[fix] Bandits don't attack Silas in the tavern unless the player is a Bandit and has spoken to the Protector in Chapter 1.

[Correction] After killing Grim, the quest "Amulet of the orebarons is correctly completed.

[correction] Fixed some typos.

[Correction] Recipes have the correct values for healing and restored mana.

[Correction] NPCs with exercise routines now correctly interrupt the animation.

[Fix] Sleep animation works correctly for free beds.

[Fix] NPCs do not lose their aggressive state immediately after subsequent attacks.

[fix] Fixed multiple object collisions.

[Fix] Vitality-related special training no longer checks for Max. HP, but checks the vitality value.

[Fixed] Skip not getting 2x the same trading plans.

[Fix] NPCs don't address the player if he loots chests.

[Fix] Added support for native loading of 32bit textures.

[Fix] Added support for DXT5/BC3 texture compression with interpolated transparency, which behaves much better than DXT3/BC2 (textures must be in a folder named "DXT5" to compile properly).

[correction] The double dialog option "end" has been removed for several NPCs.

[fix] Fixed items that had "value" twice in the description.

[correction] Removed some chests outside of camps in the game that contained low quality items.


[Edit] Initial items with "many traces of use" descriptions have better stats at the expense of requirements (player stays in the game a few hours longer with them).

[Edit] Swamp Sharks now have a poison breath effect when attacking, which fixes the empty space between the shark and the target and reduces the feeling that the shark is attacking farther than it should.

[edit] Swamp Sharks: basic attacks as physical => magical.

[edit] Drone: basic attacks as physical => magical.

[edit] Blood fly: basic attacks as physical => magical.


[new] Armor appearance in inventory



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