Gothic 3 PL Edycja Rozszerzona Retrieve Saphira’s pot pot can be found in the Inquisition camp He will also take the recipe book, you’ve found on Rufus’ body. Try talking to it, but it will sense you’re hostile and will attack you Kill Saphira After burning down Saphira’s Destroy Saphira’s hut house the witch herself will appear, accompanied by some nature spirits. This box is a note. You can add and remove as many boxes as you want. Boxes can be used to display things like location info, store hours, pictures, ads, etc.
version: v.1.75.14 Full International
Gothic 3 Community Patch v1.75
24.04.2012
Legend
'+': Added feature or improvement.
'-': Bug fix, change or removal.
XV. Community Patch v1.75.14 (not in retail version)
+ Performance tweaks.
+ Modkit enclosed as separate installer, incl. short manual & CPT tools.
- Light calculation on vegetation corrected.
- Lightmap issue on some ruin's walls.
+ Width of ingame menus depends on aspect ratio of the screen resolution (can be switched on or off by GUI.AutoAspect in ge3.ini).
+ Color grading implemented.
- Nvidia 3D Vision issue - sky at wrong depth (can be switched on or off by Render.Nvidia3DVisionFix in ge3.ini).
- 'Orc armor' reincluded into the game.
+ 'Looting by rightclicking' can be deactivated via ge3.ini (parameter QuickLoot).
XIV. Community Patch v1.75 (patch & retail version)
Framework
+ Resource cache can't be changed manually anymore, but will be calculated automatically instead.
+ Autodetection of adequate graphic settings improved.
+ At the first start of the game the current desktop screen resolution will be used.
+ Display aspect ratio limitation removed.
+ Display refresh rate limitation removed.
+ Text language adjustable via audio menu.
+ Parameter 'Render.DisableFocusNames' in ge3.ini now also disables all scroll message texts.
+ The ingame font art can now be set in the ge3.ini.
+ fmodex updated to newer version.
+ Dynamic shader caching to reduce stuttering.
- Timing issue on multicore processors fixed (can be switched on or off by Timer.ThreadSafe in ge3.ini).
+ Subtitles will be displayed if a soundfile is missing, even if subtitles have been deactivated in the ingame options.
- Fixed crash when summoning fog while being attacked in close combat.
- Fixed crash when viewing recipes without ResultItem.
- When the hero gets enough XP to climb up two levels at once, he will actually perform these two levelups now.
+ For modders: Certain types of new freepoints are supported now. You can assign info files to those 'ghosts'.
Graphics
- Shadow issue fixed that occured on Radeon 4000 graphic cards and above.
+ Improved shadow quality.
+ Dynamic shadows now fade out by distance.
+ Vegetation can now receive dynamic shadows (only when shadow quality is set to 'very high').
+ Self shadowing added to light calculation.
- Support of shader 1.4 and 2.0 removed.
+ Rim lighting, soft water and soft particles can't be switched off anymore.
+ Rim lighting and subsurface scattering on NPCs implemented.
+ Chromatic dispersion added to water.
- When a weapon hits water, the water waves won't hover diagonally in the air.
- Numerous holes between the head and the body of various NPCs have been mostly closed.
+ Specular light calculation changed from Blinn-Phong to Phong.
+ Improved many shaders.
- Fixed lighting exploit when using animal transformation scrolls.
+ Screen noise improved.
+ Improved Bloom/HDR.
- Depth of field / soft particle issue in combination with watersurface.
+ FXAA implemented, edge smoothing removed.
![Chomikuj Chomikuj](http://www.gry-online.pl/Galeria/Html/Poradniki/1510/606817774.jpg)
+ Numerous textures corrected, improved or added.
Animation
- Animation of gargoyles and swamp lurkers improved.
- Animals and monsters collapse, too, when the hero 'assassinates' them.
- Clipping of shields that are worn on the arm reduced.
Dialogs
+ Randomization of smalltalk sentences improved.
- NPCs don't start to talk to the hero while he is jumping.
+ The 'Story helper' offers dialog options to 'calm down' an enclave with 'red NPCs' (exceptions: Gotha and Ardea), and dialog options to reduce the counter for 'liberated cities'. Use at your own risk!
+ The 'stage directions' (instructions about what gesture a NPC should make while saying a certain text) were moved from the stringtable to the info files.
+ For modders: InfoType=7 adapted from Forsaken Gods.
+ For modders: New info file parameter 'SuppressLog'.
+ For modders: New info commands 'Humanize', 'GiveAll', 'FailQuest', 'JoinPlayer'.
+ For modders: New condition 'CondPlayerPartyMember'.
Quests
+ For modders: New quest type '13' (spell quests) adapted from Forsaken Gods.
Ingame menus
- Corrected height calculation in mission log window.
+ For modders: Implemented the possibility of quest descriptions (QuestDescription).
Inventory related topics (trading, looting, etc.)
+ Trader's amount of money slightly increased.
+ For modders: Included possibility of non-random trade inventories (gETreasureDistribution_Trade_NotRandom).
+ For modders: Traders are now able to sell quest items.
Equipment
+ The hero doesn't put away his staff or torch anymore when eating fruit, meat, fish, or bread.
Items
+ For modders: Two new commands 'ShowGameMessage' and 'AddQuestLog' added to the script array of item templates.
+ For modders: New property 'FullBody' included in Item_PS.
NPC placements
- NPCs don't stand inside other NPCs while having a smalltalk conversation.
NPC navigation
- The hero can't swim underneath water lily leaves anymore.
- Removed invisible barricades from the stairs of the tower above Faring.
- More possible causes for sliding NPCs removed.
Combat
- The hero's companions won't be injured by his area spells.
+ Arena combatants will wake up from unconsciousness sooner than other NPCs.
- Bug resolved where the hero could be attacked by animals after he enchanted them with the spell 'Summon animals'.
- Ice golems now use the spell 'ice lance' on long distances.
- Dead NPCs can't be reanimated by using the 'Attack' command in Info files.
+ Mummies now hit slightly earlier, faster and more often than before.
- No 'machine gun'-like attacks from Ogres and 'Temple guards' anymore.
+ NPCs who watch fights will occasionally give remarks now when the hero hits his opponent.
Unconsciousness and death
- Effect of the console commands 'Kill' and 'Defeat' on animals and monsters corrected.
- Burning or poisoned NPCs only die from fire or poison when they are hostile to the hero.
NPC behaviour
+ If the hero opens a chest with the proper key, NPCs don't care about the looting.
- NPCs with PAL_Pirate now react on aggressive animals and monsters.
Companions
- Animal companions don't take part in combats of other NPCs anymore.
- Companion won't slide around after being dismissed while waiting.
Skills and magic
- The spell 'Banish evil' can't be waisted on inappropriate enemies anymore.
+ For modders: The description of the HP, SP and MP gain at shrines now results from the TeachAttribValue of the corresponding info file.
Interactive objects
- The hero isn't able to go to sleep, open chests, sit down, sharpen any weapons or use other interactive objects while being under attack.
+ If the hero can't use an interactive object, a scroll message will inform about the necessary item.
+ If the hero sits down on a chair or a bench, he slowly regenerates life energy.
+ For modders: There's a new attribute KeyAmount in the Lock-PS of chests. If the hero should need several (identical!) keys to open a chest, here's the place to name the amount.
+ For modders: It's now possible to set a GameEvent when the hero opens a chest (Interaction.ScriptUseFunc). This event will be set every time the hero uses the object. The same applies when using anvils, whetstones, cooking pots, campfires, alchemy tables, prospecting veins, tree trunks (saws), orc drums, water barrels, thrones, stools, benches, waterpipes, and lecterns.
+ For modders: The attribute increase when reading smithing bookshelves is now connected to the AB switch as well.
Camera related topics
+ First person mode camera has been moved up.
Controls
- Default key for 'take all' while looting changed from 'Z' to 'U'.
- The hero doesn't re-enter sneak mode automatically after being forced into conversation with an NPC.
- Problem resolved where the hero carried out an action after the player clicked on the 'Ok' Button of a tutorial.
- It's not possible anymore to switch back to the main menu during a conversation.
+ Unconscious or dead NPCs and unlocked chests can now be looted by rightclicking them.
Only with AI switch turned on:
+ Arena combatants fight with a higher attack frequency.
+ With difficulty 'hard', the attacks moves of arena combatants are slightly faster.
- Fixed bug where animal groups could use sprint attacks when difficulty 'easy' was activated.
Report problems with download to [email protected]
Name | Type | Size | Date | Total | 7 days |
---|---|---|---|---|---|
Gothic 3 - v.1.75.14 Full International | patch | 1515.4 MB | 6/11/2010 | 156.4K | 889 |
Gothic 3 - ENB and SweetFX for Gothic 3 v.5102018 | mod | 836.2 KB | 9/29/2019 | 9.1K | 50 |
Gothic 3 | demo | 1106 MB | 11/10/2006 | 26.6K | 34 |
Gothic 3 - v.1.12 EU | patch | 60.5 MB | 12/21/2006 | 12.8K | 30 |
Platforms: | PC |
Publisher: | Egmont Interactive, Xicat Interactive |
Developer: | Piranha Bytes |
Genres: | RPG / Classic Role-Playing |
Release Date: | March 15, 2001 |
Game Modes: | Singleplayer |
Chatting it up with the locals near the castle.
The game that started the Gothic franchise was much less popular outside of its German homeland. Even with the third and abysmal fourth game, Gothic never quite managed to gain international fame – it forever remained an underdog role-playing series, though still one worthy of consideration. In Gothic I, you begin as a nameless prisoner thrown into a giant mining camp, sealed under a huge magical dome – you can get in, but never get out. The twist here is that the prisoners manage to overpower the guards and take over the camp, creating their own social order and diverging escape plans.
Make no mistake – this isn’t an Elder Scrolls clone. One thing you’ll both love and hate about Gothic is that it doesn’t hold your hand, but rather throws you into its world and expect you to fend for yourself. The other inhabitants of the land – inmates, cutthroats and thieves – sometimes hand you helpful pointers on how things operate, but usually just mock you for being the new guy. And while most of the game is open to exploration, as a lowly newcomer you will barely be able to skim the surface of Khorinis – the mythical open prison camp and mining colony. Wild beasts inhabit every corner of the land, and many of its more dangerous corners (populated by orcs or the undead) will only be accessible once you level up sufficiently.
After attaining enough experience and finding some decent gear, Gothic offers a considerably large land to explore. The game world stretches several square miles of hostile environments interspersed with some human settlements. Located at different ends are three camps (they’re towns, really), each comprised of different inhabitants with different goals. Unlike in Morrowind, the characters in Gothic are more than virtual sign posts. With every bit of dialogue narrated by various voice actors, the game world feels alive. People will talk to you about their grievances, hopes and needs. You can watch lowly peasants do menial chores like cooking or cleaning, then going for a beer at sundown and finally retreating to their wooden huts late at night. Others will hand you quests or just gossip about other characters.
Communities have their own code of law to keep everyone in check. Stealing, trespassing or committing acts of violence will result in swift reprisals when caught. Petty crimes are treated more leniently, requiring you to pay a fine, while more violent acts (like killing someone without provocation) will result in everyone ganging up and killing you. Even doing things like sneaking around at night will get guards suspicious, calling you out on your actions. In short, the character AI in Gothic is surprisingly advanced, and offers one of the better reasons to play through it.
The engine can display impressive open areas.
You’ll advance through Gothic’s social order by joining one of three major factions of the Colony. The prisoners disbanded after taking over the colony and formed separate camps, each pursuing their own wild escape plan. The Old Camp is built around the castle that once housed the prison guards; the New Camp is formed by rogues, while the Swamp Camp worships a mythical deity. The first portion of the game is spent deciding which one of these factions to join, then actively increasing your reputation within their ranks. This is probably the best part of Gothic, since it gives you a lot of freedom and forces you to explore the world.
You build up your alter ego by earning experience points through the usual means – completing quests or killing monsters, both of which you will do in ample supply. As you level-up, you’ll also earn points that can be spent on increasing your base attributes or learning new skill sets. You’ll need to actually find willing teachers to teach you these skills. For a modest fee, a skilled hunter can teach you about archery, a thief will show you how to sneak, or a warrior will increase your swordsmanship. Gothic has a bunch of skills, but requires you make friends with key non-player characters before they teach you their tricks – one great reason why you should join up with a faction quickly.
Gothic has a lot of fun, but initial frustrations might be enough to send many newcomers away. The controls in particular are garbage, with a wacky set of key combinations that need to be tried to believed. For example, if you want to open a chest, you have to stop in front of a chest, press and hold the ‘use’ key and press the forward directional button. Combat is even more confusing, requiring to perfectly string together attacks in order to deal any sort of damage. You’ll start kicking ass once your fighting skills are increased, but initial combat in Gothic is anything but fun.
As strange as it all seems, it’s actually worth suffering through all of the bad controls and combat, since Gothic truly is stunning once you give it a chance. After playing through the first ten or so level-ups, you’ll be hooked. Simply getting those initial experience points under your belt will be the hardest part – once in control and in possession of some decent armor, you won’t regret it.
System Requirements: PII 400 Mhz, 128 MB RAM, 16 MB Video, 700 MB HDD, Win 98/ME/2K/XP
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