Mod work in progress. Previous versions removed, they just "sucked" in my opinion now. New version will be totally different, as You can see on my video materials on YouTube. You can follow mod updates there (my home page on my profile, can't post link in summary) Stay tuned!

Post news Report RSS Some stuff from upcoming v4 version

Results of my messing with animations and other stuff... Things shown on this video will be included in upcoming "ADRENALINE MODE v4" version

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Upcoming changes:
- changes in animations and enemies behaviours, e.g. those shown on videos,
- HP learning still blocked, but game will be calibrated for new script, made by George (http://forum.worldofplayers.de/forum/threads/1469566-2-kleine-Mod-Fragen?p=25052678&viewfull=1#post25052678) - we can only increase HP with hero leveling-up -
after every level-up we get bonus to max HP, same like in G1/G2,
- many new types of:
* monsters - few examples shown on video, there will be many other ones - mainly those are elite monsters, tons of new spawn points - game world will became a very dangerous place...
* weapons - one-handed swords, shields, spears, two-handed swords and axes (mainly a lot of two-handed swords and axes - my mod is mainly made for them),
* armors,
* used models/textures from Forsaken Bugs,
- scaled some already existing monsters - Snappers and Shadowbeasts are examples - size similar to those from G1/G2,
- fixing bugs and oversights from previous version (there are a lot of them),
- balancing tweaks - statistics of weapons, armors, monsters, NPCs, their movement speed, attack range, etc.
- orcs more powerful than humans, larger gap between them,
- changed requirements to learn some perks,
- changed properties of many items - recipes, meal, potions (e.g. some potion adds Learning Points now),
- more accurate monsters calibration for "DOGING SYSTEM v2",
- cleaned my mod files from useless ones, better sorting in ".lrentdat's" too (I've made a mess there),
- fixed collsion range of some weapons,
- added "strips" during attack animation for every melee weapon (you can see effect on Krush Irmaks and one-handed axes on video) - in game a lot of them haven't got them,


Everything I've planned is easy and possible to do - but it will take a shitload of time. Some points I've already done.

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Marek33
Marek33 - - 3,891 comments

Sorry, but why did you play rap in Gothic? It doesn't make sense at all.

Also, it looks good, but I would like to see if it's possible (of course) to remove the button mashing.

And will the monsters really use magic since that isn't really a Gothic style

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Squerol Author
Squerol - - 19 comments

I just put music tracks that I like in videos, I don't care if they fit or not hehe :)

Thanks, but what did You mean excatly with "if it's possible (of course) to remove the button mashing"?

Only few monsters type will use magic - like some bosses or elite monsters variants.

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Marek33
Marek33 - - 3,891 comments

I mean, if it's possible to make combat more tactical like in previous games and not to be just mouse clicking.

That's interesting, but I will have to play it to see if its good. However, I hope that snappers and other creatures like it will not have a magic because that's definitely not a type of a mod for me.

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