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Gothic 2: New Balance - Big Update 19.7.2025

Hi, we’ve got a big update here adding a new difficulty, wind, FPS boost, and lots of other things – I explain everything you need to know in the video, so watch it if you want more info. The list of changes is written below.

In the video, I go through all the changes and add more details where needed. At the end of the video, I explain how to install the new version + DX11 wind. But simply put: You need to put both files from the TESTING folder from my Google Drive into the game folder – https://drive.google.com/drive/folders/1onSWrKizPuGAu8TGWnuSa4gM0JEemGe5. Put the contents of the test files into the Gothic folder and overwrite. Put the contents of the DX11 folder into the System folder and then apply the new scripts/translation.


Changes in Nightmare Mode (General)

  • By default, the hero now has 50 health in Nightmare; in Hardcore Nightmare, it remains 10 health.

  • The ASnC mode can now have a maximum coefficient of 50% in Nightmare.

  • "The world has become more dynamic and reacts to the hero's actions.

  • After visiting and/or passing through certain locations in Khorinis and Jharkendar, additional enemies from later chapters will appear (already in Chapter 2)."

  • Slightly reduced the amount of LP (almost the same at the beginning).

  • "Added a new (very expensive) potion that allows you to remove reduced healing in cursed places.

  • Available from Galahad starting in Chapter 2 (added each chapter)."

  • When starting Nightmare, a new option is available: "Increased difficulty" (all the points listed below will be active after enabling it)

  • "Amount of experience required for the next level increased by 20%

  • In Hardcore Nightmare by 25%"

  • Amount of goods sold by merchants reduced by 30% (all permanent bonuses remain)

  • If the player attacks a group of enemies while transformed, all similar monsters nearby will retaliate (group aggression)

  • Snapper aggression range increased (less than in the Trial Path plugin)

  • Damage of summoned creatures reduced by 15%

  • Dark mage control spell requirements increased by 20%

  • Player’s totem damage and stats reduced by 25%

  • Scout powders have 15% reduced damage

  • Poison (poison build) damage reduced by 15%

  • One-handed weapon speed bonus without shield slightly reduced (from 20% to 12%) (this is a bonus, not the total speed, which is still above 100%)

  • Some monsters had their running speed slightly increased

  • Enemy arrows and spells now fly faster toward the hero if he is standing far from the opponent

  • Draconians can no longer be blocked with weapons

  • Goblins can now throw rocks

  • Boars and flies can perform a fast charge attack toward the opponent

  • Abilities of poisonous flies and spiders have been transferred from the “Trial Path” plugin

  • Fire lizards now have a new fire-related ability

  • Orc shamans can cast Fire Rain (weaker version) if they are in combat and haven't seen the opponent for a long time

  • Swamp devourers (swamp sharks) have gained a new ability

  • Improved monster response to summoned creatures. With some probability, they may focus on and attack a single summon

  • Seekers and mages have been improved. They now have new abilities

  • Undead and bosses can, with some probability, reflect the hero’s magic

  • Basic skills like: bleeding, area damage, combo damage are now learned from teachers for LP and gold

  • and are not available automatically (in ASnC mode, only for gold, and the price is higher)

General changes for all modes

  • "Added new dynamic stamina. It now depletes faster but also regenerates faster.

  • (You choose the option at game start; you can play with the old stamina)

  • Training points and thresholds for the new stamina system have also been adjusted

  • The new stamina system has no damage bonus from stamina, but has a bonus based on the weight of the equipped weapon

  • In the new system, there is ‘perfect parry’ – if you block a strike at the exact moment, you gain a stamina regeneration bonus

  • (linked to a spark and sound effect)

  • When starting with the new stamina system, its base value will be 200

  • The choice is at game start (you can choose the new or old system). If you choose the old one, everything will function as before

  • Without a new game, your saved games will still use stamina the old way"

  • Animal health amounts reworked, slightly increased for some

  • Animal defenses reworked. Some have higher resistance to certain damage types

  • Some high-level enemies slightly strengthened (higher undead, draconians, etc.)

  • Pure melee damage bonus based on level reduced by half (this small bonus up to level 20) on all difficulties

  • Training cost for some shield skills changed; learning cost in gold increased as well

  • Skeleton archers returned and reworked. They are placed in appropriate locations and areas. There are several types

  • Ring of Strength (2 Strength -> 4 Strength) (Now also sold by Zuris)

  • Ring of Strength (4 Strength -> 6 Strength) (Now also sold by Isgaroth)

  • A new cloak (main garment) with +5 mana has appeared; it will be useful early in the game

  • Ring of Invincibility buffed in protection (10 -> 25)

  • Other rings also buffed (mostly starting ones)

  • “Dragonroot” herb model is now more visible, brighter

  • Some dexterity-based swords buffed (increased pierce %)

  • Strong lockpicking now consumes 30% of max stamina (purely for atmosphere, has no gameplay impact)

  • Poison system reworked:

  • There is no longer full poison immunity, only 5 resistance levels.

  • The higher the level, the slower the poison indicator moves and the faster poison fades.

  • Poison now affects critical hit chance, movement speed, and other factors.

  • (In the swamp in the Mining Valley, a certain resistance level gives full protection against poison effects)

  • (For Cursed and Poison builds, +2 resistance levels are gained on entry)

  • Constantino teaches one level of resistance.

  • One level of resistance is gained by reaching 100 in alchemy.

  • One level is from a note found in Masyaf.

  • And so on (you’ll find them yourself).

  • Bug fixed where monsters confusedly didn’t attack the hero at a distance of 3000 when receiving damage.

  • XP for forging items reduced – it was too high overall throughout the game.

  • XP for pickpocketing reduced.

  • Slightly reduced the amount of apples and bread in shops.

  • For the Fregjal quest to sail to the Western Coast, bread is no longer required.

  • Ancient Protector Plate (Druid Tablet) now gives slightly less health.

  • The “Magic Lock” rune can now be learned by non-magical guilds at 125 mana instead of 300.

  • Shadow beasts, ghouls, and others now crawl over terrain faster.

  • Bugs can now be crushed with feet (happens automatically when the hero steps on them).

  • Crafting window now shows the number of the selected recipe and the max number of recipes.

  • Luter's daily routine slightly improved.

  • Improved NPC reactions when entering their homes in the upper quarter of the city (only there).

  • Now, if you enter a house between 10 PM and 6 AM, people will attack the hero on sight (if NPC is sleeping or doesn't see the hero, they won't attack).

  • No reaction for militia, paladins, scouts, Fire/Water mages.

  • From Chapter 3 onward, this reaction won’t be as strong.

  • Changed blink (teleport) mechanics for enemies.

  • Starting belt requirements reduced.

  • If you kill Ramirez, he will now have a note giving a clue about the assassin guild (for the militia quest).

  • Crabs are now bigger and can attack the player.

  • Fingers' journal (for the scouts’ quest) is now directly in a chest and accessible to all for reading (new game).

  • During a dodge (and shortly after), sliding on unsuitable surfaces is disabled.

  • That means if the player holds dodge, they won’t take micro-sliding damage near a wall.

  • It is now easier to hit dragons when there are steep height differences between the dragon and the hero.

  • Option: instantly remove empty bodies – a body is removed only when the hero turns his back and doesn't see it; empty animal bodies can't be focused.

  • Ancient dragon skull now has higher regeneration bonuses: (health 15->40, mana 15->25).

  • Weakness effect no longer triggers randomly, but stacks with each hit.

  • Monsters standing near an item now notice when a Will-o'-the-wisp or something else (autoloot) takes the item (an option will be available in the menu, disabled by default).

  • If they don't see the player, they will "go investigate the area".

  • Autoloot and locator plugins for “Trial Path” have been unlocked.

  • “Brotherhood Guardian Belt” now also gives +5 to one-handed and two-handed weapon control..


Technical Fixes and Improvements

  • Fixed engine bug – acrobatic jump distance is now independent of FPS

  • Restored original standing jump animation, also decoupled from FPS

  • Improved game minimizing with ALT+TAB. Mouse now appears instantly (option in menu under “Details and more”, can be turned off)

  • Improved screenshot function (default key: PrintScreen). Now saved in JPEG format with significantly smaller file sizes.

  • Screenshots are saved in the “Screenshots” folder in the game directory

  • Restored visual effect on water when swimming (for the hero and other creatures)

  • Rewritten engine function for object collision detection. Brings FPS increase of ~15–30% on dx7 and 30–50% on dx11

  • The biggest FPS boost is in the city and in the orc circle near the castle in the Mining Valley

  • Increase depends on CPU and GPU, average boost ~20%

  • Fixed animation for trolls and ice golems

  • Hero stats window enlarged; now the entire text fits


Changes in Classes, Guilds, and More

  • Druid skill “Mana reduction for transformation” significantly enhanced. Now max mana cost reduction reaches 50%

  • First strike with dual weapons (weapons in both hands) is 15% faster

  • Scout's “Sudden Strike” slightly weakened

  • Scout's “Vanish” skill slightly weakened

  • Unified poison learning requirements across all modes for Poison build. Max poison level still learned in Chapter 3 (as before)

  • Druid: Golem healing skill can now be used more often, heals 35% (was 25%)

  • Druid: Golem’s magical defense increased, now more dependent on intelligence; base health also slightly increased

  • Druid: leveling up the druid stone boosts some skills (from level 40+, different bonuses for different forms)

  • For example, from stone level 20, the boar summons 3 allies instead of 2

  • Druid: hero’s dexterity now slightly affects physical defense and max health while transformed

  • Druid: some skill costs in knowledge points slightly increased

  • Snapper transformation (scroll) improved in stats

  • Base damage and poison application chance for Poison build increased by 10% (from 50% to 60%), poison also lasts 1 tick longer

Location Changes

  • Hundreds of minor visual bugs fixed in all locations (textures, unwrapping, floating grass, etc.)

  • Added wind support to DX11 in all locations where needed (trees, bushes, grass, aquatic plants)

  • Wave support added where needed (ocean)

  • A new small cave has appeared in Khorinis

  • Militia barracks slightly modified (bedroom)

  • Minor changes in the Monastery of Fire Mages

  • Polygon count reduced for some objects and items

  • Number of light sources reduced in Onar’s house

  • A few new spots and hiding places added in Khorinis

  • Kreol’s cave slightly improved – new floor and wall textures

  • Economy Changes

  • Rusty weapons can no longer be handed over to Harad – they can only be smelted into ingots by the player

  • Smelting orc weapons now requires more weapons per ingot

  • Slightly reduced price Harad pays for ore

  • Slightly reduced gold yield from smelting one ingot (325 -> 300)

  • Steel blank now requires 5 pieces of ore instead of 3

  • Some city merchants now sell more steel blanks

  • Price of magical swords (forged by Bennet) slightly reduced

  • “Essence of Renewal” in “New SNC” mode is now slightly more expensive

  • Several city merchants now sell “Black Snapper Liver” (slightly)

  • Some raw materials (sulfur, coal, quartz, etc.) slightly increased in price

  • Chests in the upper quarter of the city improved (contain more items)

  • Book on gold processing added to Scatty’s shop inventory, now available for purchase (expensive)


This public test version has already been available since July 7, 2025. Initially, I was waiting for the promised new Water Warrior class to be released. However, I was mistaken in thinking it would be out soon. Due to these updates, the Water Warrior has been postponed to fall/winter. Instead, we now have all of these changes. In the meantime, though, many things have been fixed, so we can now enjoy a more polished gameplay experience.

Here is, in any case, a list of changes and updates we’ve missed since 07.07.2025.Gothic 2 New Balance New Nightmare Test Version 07.07.2025

  • Fixed magic

  • Fixed Skip’s reaction to crabs

  • Fixed behavior of bloodflies near the city

  • Fixed here and there faulty behavior of skeleton archers

Version 07.07.2025 V2

  • Increased base poison damage and chance of application by 10% (was 50%, now 60%), poison now lasts 1 tick longer

  • Fixed dragon reactions

  • Fixed issue with ranged attacks against certain enemies

  • Removed anti-stagger from early skeletons (applies to new game, won’t affect existing saves)

Version 07.07.2025 V3

  • Additional damage from dual weapons didn’t work with the new stamina – fixed

Version 07.07.2025 V4

  • Fixed crash when attacking the Queen of Worms

Version 08.07.2025

  • You can now occasionally find fish in drowned corpses

  • Fixed orc respawn – incorrect (too strong) orc versions were used depending on game phase (applies to new game)

  • Fixed monster respawn in Khorinis – there were too many and not always in correct places (applies to new game)

  • Added 10 loaves of bread to traders’ inventories (applies to new game)

  • Fixed bug with magic from room NPCs passing through everything (Daron)

  • Fixed issue where stagger wouldn’t work in normal CS mode without new features

  • In later locations, crabs will be stronger (applies to new game if you haven’t been to the area yet)

  • Fixed several bugs with the new stamina

  • Fixed issue with incorrect speed of some enemies

  • Stamina cost for dodges in the new formula reduced by 20%

Version 09.07.2025

  • Fixed another problem with monster speed

  • Minor bug fixes

  • Poison Master: new skill added, learnable from Fregyal

  • Fixed a rare bug

Version 09.07.2025 V2

  • Fixed poison resistance in the swamp

  • Fixed orc shaman on the western coast

  • Fixed display of temporary effects

Version 10.07.2025

  • Updated test version, fixed location bugs, added +5 mana cloak to Khorinis (applies to new game)

  • Fixed poison resistance issue for the Cursed One (applies to new game if already joined)

  • Fixed assassin note now correctly located on Ramirez’s body

  • Fixed bug where Fistfighter Cursed couldn’t learn new abilities

  • Fixed placement of some skeleton archers and reduced their stats (applies to new game if you've already visited the locations)

  • Learning “Piercing” now requires 45 control instead of 50; ASnC cost increased accordingly

  • Fixed bug where player couldn't stun an enemy with a perfect block unless the stun skill was learned

  • Item weight now displayed in item description window for all items with weight

Version 15.07.2025

  • Fixed two bugs causing game crashes

  • Fixed several potential code issues that could cause game crashes

  • Fixed rare freeze of Imarah

  • Fixed bug with double regeneration during Beliar’s Wrath

Version 16.07.2025

  • Piercing value of the Mortal sword increased from 20% to 30%

  • New stamina system now regenerates stamina via the Dark Knight’s Protection Rune (was forgotten)

  • Serafis now provides 60/90 seconds of stamina regeneration per use on Nightmare/Gothic difficulty (effect does not stack)

  • Fixed minor bug when learning stamina

  • Poisoned arrows can no longer poison Muritan (applies to new game if you’re already in his location)

  • Path of Trials: unlocked ability to combine plants and other bonuses in locations

  • Fixed Suppression rune – now blocks enemy teleportation

  • Fixed bug with wild boars

  • In ASnC, it is no longer possible to change RX_FULLSNC_KOEF via GVE (max 100%); default values remain: Nightmare 50%, Hard Nightmare 40%

Version 18.07.2025

  • Skeleton archers (weak and medium) now switch to melee (applies to new game if you’re already in their location)

  • Minor bug fixes

  • Stamina consumption for sidestepping only applies when difficulty is enabled (old stamina system)

Version 19.07.2025

  • Fixed incorrect enemy reactions to fireflies

  • Path of Trials: debuffs “Impossible” and “Stupid” now work with the new stamina system; percentage values are lower

  • Fixed strength values of undead in Raven's Nightmare – they were too low

  • Undead mages in Raven’s Nightmare now deal 25% more spell damage

  • Fixed fire effect after fire lizards’ death

  • Increased stamina bonus from perfect block (new stamina system)

  • Fixed bug causing damage from poison puddles

  • Removed stamina consumption while strafing in Path of Trials submod (reverted to previous state)

  • Removed slowdown during backstep with 0 stamina when using one-handed weapons in combat (old stamina system restored to original behavior)





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