Gothic II: Gold Classic

Gothic II: Gold Classic

Generous Magic
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Update: Jan 22 @ 1:00pm

Bonus independent fix.

-Fixed bonus independent code affecting raw learning, where the cost would never increase even after 100 points.

Update: Jan 21 @ 11:01am

Removing some bows.

- For unknown reasons, bows and crossbows do not do any damage. Until we get to the bottom of this, I'll have to remove ranged weapons from Diego, Bartok and Cipher's inventory, so they're not useless when venturing with them.

Update: Jan 21 @ 8:12am

- Minor adjustments;

Update: Jan 21 @ 7:40am

- Water and Ice spells mark enemies as wet;
- - Hitting wet enemies with electric spells causes double damage;

- Army of Darkness now spawns 4 Skeletons, 3 Goblins Skeletons and 1 Zombie, instead of only 6 Skeletons
-- Army of Darkness uses up entire mana store;

- Summon Zombie costs 60 mana instead of 80;
- Increased Ball Lightning damage from 30-120 to 40-160;
- Reimplemented Bonus Independent Training;

Update: Jan 16 @ 6:51am

fixes

Update: Jan 16 @ 6:39am

fixes

Update: Jan 16 @ 6:28am

fixes

Update: Jan 16 @ 6:16am

- Fixed Regeneration Wand crashing the game on the english version of the game (thanks bodia);

- Whirlwind now lasts 15 seconds instead of 10;
- Large Fire Storm base damage is now 100-400 instead of 75-350;
- Mage Walking Style;
- Added Version Check in text.d, called by Spawn_Test_Items from Autorun;

Update: Jan 9 @ 12:08pm

- Reimplemented Oblivion Fix.

Update: Jan 8 @ 5:15pm

-Fixed zSpellPropagationFix.Patch by applying zSpellCollisionFix.
//zSpellPropagationFix makes the damage of Large Fire Storm scale with the charge level, instead AOE targets receiving only a fraction of the damage. Due to a bug there was a side-effect of AOE detection being small and inconsistent, applying zSpellCollisionFix removes this issue.

-Added Version Check into "Insert Spawn Test Items" instance.