[Compatible with saves from v2.2/2.3] The finalized 2.4 version of the mod, with updated animations, objects, items, models, meshes, textures, and loads...
YAUP is, you guessed it right, a patch modification for Gothic II NotR/Gold! YAUP supplements the original game with a collection of bug fixes, improvements in several areas, updated execution of certain innate mechanics, and improved linguistic conveyance, while staying (mostly) faithful to Gothic II's gameplay. That means the player won't be showered with a plethora of new exciting lands, prepossessing characters, and inventive adventures... except the exasperatingly familiar Gothic II journey, but smoother than ever! Most vanilla inconsistencies were squished, resulting in the same good old Gothic, from the Chapter 1 to the Chapter 6. It's recommended for all "purist" players out there, but other types of fans (including the fanatic ones), who want something extra with a decisive value edge, will certainly find YAUP to their liking.
It is compatible with retail (CD/DVD), Steam, and GOG releases in v2.6/2.7.
It is NOT compatible with the DX11 renderer (I'm working on it).
- Ability to buy back any weapon (melee or ranged) that a trader has equipped, for wares-browsing impunity (thanks to the much improved trading scripts)
- Acrobatics is now a regular skill the player can absorb from the certain three teachers
- Almost all textures were doubled in size and augmented with inbuilt responsive grain, in order to make them sharper and less resistant to brightness/contrast/gamma controls manipulations, while mostly preserving their classic look, all without significantly increased demand for hardware resources
- Colored (or recolored) spell scrolls/runes and many other items for an easy equipment awareness
- Consistent pricing system for almost all items and goods
- Corrected all Quest Log entries, and added a couple of new ones for those "hidden" quests that were lacking them before
- Cosmetic and aesthetic changes and fixes of all variety in abundance
- Crafting of certain items in greater quantities than one for less tedium (currently only the things created at pans/stoves and alchemy benches)
- Eliminated exploits for the several characters and their connected quests
- Enabled cheats, part 1: cheat as much as you want, because there is no point in disabling something that is an essential section of the game
- Enabled cheats, part 2: translated and streamlined all dialogues of all cheat characters to English
- Enhanced options menus, including a lot more options that were hidden inside the config files so far (some will require to restart the game)
- Fixed problems with several dozen quests, especially where items being transferred are involved
- Fresh names for several NPCs (they won't provide new quests; just new names) to differentiate them from the common folk
- Frying all kinds of raw meat (clam, fish, insect, and the mushrooms [both] too) at pan campfires or stoves is now a thing
- Massive amount of corrected typos, spelling errors, and inaccuracies to the game's texts (English only)
- More believable and logical changes to the damage system depending on slashing, bludgeoning, piercing, fire, and magic damage types
- More characters can now have their pockets checked with the pickpocketing course of action (also added a special Log Entry to track pickpocketing successes/failures)
- New fonts for both big and small texts
- New minor loot for felled monsters, beings, and enemies that didn't have any previously
- No additional equipment requirements for usual crafting spots (like hammers for anvils, pans for campfires/stoves, pincers for rune tables etc.)
- No exhaustive manipulations to LP system
- No hunger, thirst, encumbrance, sleep deprivation, or stamina systems in place
- No multiple artificial difficulty settings to select from
- No options for the guildless playthrough or with the addon disabled or as a Water Mage
- No ultra HD texture, DX11 renderer, hyper dense grass, multitude of helmets/shields, or free aiming mods included in the package
- Possibility of taking items from dead NPCs at several points of the game, where it wasn't a feasible option earlier
- Revamped names (plus meshes and/or textures) for the majority of potions, jewelry, stone tablets, and other equipment for greater diversification
- Revised inventory and equipment for a lot of characters
- Simple backstab/sneak attack mechanic that's scaling with the player's value of Dexterity (more of it means more damage)
- Summoning system that depends on the summoner's level of experience to prevent summon-spamming and encourage conscious spellcasting
- The issue of not leveling properly while transformed was eliminated
- The issue with randomly-changing values of weapon skills caused by transformations was put to sleep (includes weapons, accessories, and other items that might interfere with the erroneous outcome)
- The player's gait will change depending on the guild they belong to
- The Valley of Mines is a bit harder (this includes the difficulty of the dragons)
- Visiting the missing locations from the first Gothic installment, in the Valley of Mines (like Free Mine, inside of Xardas' sunken tower, orcish graveyard, orcish village, fog tower, and several others) is now a thing
- Water Mages use their own spells in case of trouble
- When training, only the actual value of training in the given attribute/weapon skill is taken into account; bonuses from stone tablets/elixirs/(certain) characters/blessings/foods/other items are considered "magical" and not recognized in the training formula (overall, that means having a much better "LP liquidity" in the long run); this change also terminated the (in)famous "+5 investment jump" exploit as well, because all values are now calculated in absolutes
- Zero cliche tropes like permanent Health bonus potions brewed from berries, cooking yourself a plethora of cuisines at cauldron, or all armors from Gothic Sequel that are in every other mod
- And much, much more!
The overwhelming changelog, along with other usual goodies can be found on WoG.
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