Gothic 2: New Balance - Big Update 19.7.2025
- F0rtuno
- 6 days ago
- 10 min read
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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