Good day everyone.
It's time to summarize the year. Overall, it turned out to be quite positive and very productive, almost from all sides. There were certainly moments that disappointed us, especially when some people couldn't keep their promises. But we move forward, leaving that negative experience behind. There's no need to ask when the mod will be released. It will be released exactly when everything is ready. Not a day earlier... And of course, we sincerely want to thank those guys who supported us all this time! Without their involvement, some moments in development would have been simply impossible due to financial reasons.
Below is a list of the work done on the mod over the past 4 months. So, we wish you all the best and we'll see you in the new year. Stay in touch!
A part of the Temple of the Sleeping has been returned to the game. It was specifically restored for the needs of a very complex quest. We tried to maintain the lore and events from the first part when reintroducing it.
All unvoiced dialogues in the mod will be played with speech synthesis. Moreover, the synthesis is adapted in such a way that it distinguishes the gender of the speaker.
Changes in the crafting system. Now, the player can specify the exact number of items they want to create. No more templates like x5, x10, x100500. Everything is visible—what is needed for crafting and what is missing. It works both with the keyboard and with the mouse.
New system for monster knockback. No more "flying into space" when the protagonist is knocked half a map away by a troll's punch.
A control panel for summoned and tamed monsters has been created.
A panel has been created for visually displaying used runes or types of arrows. Everything can be turned off via the menu.
Many new locations have been added to Khorinis, mostly related to the Brotherhood storyline.
A new area next to Xardas' tower has been created in the Valley of Mines for several mod-related quests.
About 5 new unique monsters have been added (not recolors). For example, a Yarkendar raptor.
Several new unique jewelry items with special properties have been added, some as part of an extensive quest.
Some weapon models in the game have been replaced.
Several new lore-based weapons from Gothic 1 have been introduced.
A list version of the inventory has been created. Also, the inventory has been extensively redesigned for greater convenience with the use of the mouse or keyboard. The game always allows you to return to the classic inventory. The real question is, will you want to? That's a big question.
A unique amulet has been created, which the protagonist will receive after completing a rather challenging quest. The item allows the player to better see plants in grass or bushes, especially noticeable at night.
About 30 story quests for the Brotherhood storyline have been scripted. Almost all of them have been tested.
Many new animations for people have been added. Truly new ones!
The redesign of city and peasant dresses has been completed. And their bodies too. Ladies...
Many atmospheric sound effects for locations have been added—birdsong, frog croaks, cave sounds, and more.
The monster agro system has been reworked. Now each monster has an agro list that it follows when attacking.
A system for upgrading armor with different types of overlays has been created.
The ability to read lifted books and notes with a button has been introduced.
About 10 new books have been written, mostly multi-page ones for the Brotherhood storyline and beyond. Some of them feature unique, cool skins.
New ring models for the Builders have been added.
Several new face textures have been added.
The ability to change guilds and access a secret branch in one of the Brotherhood's quests has been implemented.
The ability to delete saves via the loading menu has been implemented.
A dark night mode for DX11 has been added.
A cloud transition system for day and night in DX11 has been added.
A unique night vision mode has been added. Available only for the Brotherhood.
The mouse control module in the quest journal has been rewritten for more convenient usage.
Several types of mouse cursors have been added, which can be changed as desired.
A large new quest has been written for the Brotherhood and beyond, with about 9 possible endings, depending on the player's decisions and actions. Chapter 3.
The initial quests for the Brotherhood in the Valley of Mines for Chapters 1 and 2 have been fully scripted and tested in the game.
A new version of the gateway between the engine and script variables has been introduced. The new system works hundreds of times faster than the previous one, reducing the time for script variable requests by the engine. Less CPU load, smoother, and faster gameplay.
The per-frame functions (functions executed every frame) have been optimized, which led to a performance increase in the game engine (mod).
A new color scheme, Aspid, has been added for dialogue points, menus, etc.
The dialogues for Kor Angar (DR version) have been completely reworked.
Two new snowy areas in the Valley of Mines have been added for the Brotherhood quests.
Five orc shrines have been added in the Valley of Mines, for praying to the spirits of ancestors and more.
An alternative path to the Valley of Mines from Khorinis has been added. It will be available after the first visit to the Valley of Mines.
New special effects for magic portals have been implemented.
New sound effects for walking on different surfaces have been implemented.
The ruins of the monastery in the Valley of Mines have been slightly expanded.
Crossbows now have the ability to ignore part of the enemy's armor depending on the distance and power of the crossbow.
Four unique orc rings with bonuses and one ring for paladins have been added.
I won't go into detail about the work on optimizing the script code and engine. It's a constant refinement process. Routine stuff...
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