- Food restores exactly the same amounts of vitality as specified in description. Fix done in:
    - DATA/gameplay/abilities/effects.xml
    - SCRIPTS/game/gameplay/effects/effects/other/wellFed.ws
- Swallow potion restores exactly the same amounts of vitality as specified in description. Fix done in:
    - DATA/gameplay/abilities/effects_potions.xml
    - SCRIPTS/game/gameplay/effects/effects/potion/potionVitalityRegen.ws
- Aard "Piercing Cold" damage is properly scaled by sign intensity, according to its description in skills menu. Fix done in:
    - SCRIPTS/game/gameplay/damage/damageManagerProcessor.ws (function GetAttackersPowerMod)
- Yrden "Magic Trap" skill upgrades now work exactly as described (extra damage for each next skill level). Fix done in:
    - SCRIPTS/game/player/playerWitcher.ws
    - SCRIPTS/game/gameplay/items/spells/yrdenEntity.ws
    - SCRIPTS/game/gui/menus/characterMenu.ws
    - SCRIPTS/game/gui/popups/CharacterStatsPopup.ws
    look for MAGIC_TRAP_LVL_DMG_MULT
- Weapon critical effects (burning, stun, etc.) chances calculation is correct now.
    - Example 1. There was an issue that if you brand 3 burning runes into your sword which has its own burning effect, only sword's burning chance will be counted (like 10% + 5% + 5% + 5% = 10% chance).
    - Example 2. There was an issue that if you brand 1 armor piercing and 1 bleeding rune to a sword which has its own freezing effect, freezing will trigger with 100% chance and bleeding won't trigger at all.
    Fix done in:
    - SCRIPTS/game/components/inventoryComponent.ws
- Fistfighting Champion of the Isles cannot be damaged by hitting its back. As any troll should not be. Fix done in:
    - DATA/gameplay/abilities/monster_base_abl.xml -> <ability name="mon_troll_fistfight">
- Some boots had no "light armor" text in crafting menu. Specifically: "Cavalry boots" ('Boots 02_crafted'), "Assassin's boots" ('Boots 04_crafted') and "Mountain Folk boots" ('Boots 07_crafted').
- Fixed all Netflix (Forgotten Wolven) trousers' sign intensity bonuses. They did not work. Fix done in: DATA/gameplay/items/dlc18_netflix_armor.xml
- Swords can deal fire and frost damage. Fix done in:
    - SCRIPTS/game/player/playerWitcher.ws function GetTotalWeaponDamage
- Fixed mutagen bonus exploit https://youtu.be/1_wi-TJvdjc . Fix done in:
    - SCRIPTS/game/player/playerWitcher.ws function MoveMutagenToSlot
- Fixed mutagen "Synergy" skill bonuses not updating properly when unequipping or swapping mutagens.
    - SCRIPTS/game/gameplay/ability/PlayerAbilityManager.ws fix search code [CsyuRj]
- Fixed Undying skill not having any differences with different skill level and adrenaline points. Skill now lets to survive a deathblow even greater than full vitality and restores 10%-50% of vitality. Fix done in:
    - SCRIPTS/game/player/playerWitcher.ws event OnTakeDamage
- Quen sign intensity and "flood of anger" skill now affect regular quen shield durability. Fix done in:
    - SCRIPTS/game/gameplay/items/spells/quenEntity.ws
- Fixed bonuses from skills which give +30% damage for fast and strong attacks. Now they are applied not twice, but once. Fix done in:
    - SCRIPTS/game/player/playerWitcher.ws search code [6zykis]
- With quen shield, noon/night-wraiths have been draining vitality 10 times faster than supposed to be. To find fix, search for "QUEN_DOTT".
- Fixed instant kill chances of some swords which not work at all. Swords: 'Hanza steel sword 3' (Viroledan Blade), 'Crafted Burning Rose Sword', 'Torlara'. Fix done in XMLs.
- Alt quen + ekhidna decoction ('Mutagen 21') + damage over time effect; were instantly restoring all vitality. Now ekhidna decoction restores vitality proportional to amount of stamina used. Now You can also restore vitality by running around, using whirl and casting alternative signs. Fix search code: [NMYG3I].
- Items with tag 'EP1' (almost all weapons and armor from DLCs) of yellow/magic quality were receiving random armor (chest piece) enhancements. Even if these were swords or gloves. Example: sword could receive +1..+4% bludgeoning resistance enhancement, which was meant to be used only for armor pieces. And it was impossible for pants and boots to receive stamina regeneration enhancement. Fix done in: SCRIPTS\game\components\inventoryComponent.ws → function AddRandomEnhancementToItem
- Fixed EN locale bug "Vitality regeneration per enemy killed during combat". Someone from CDPR tried to improve description for grave hag decoction, but ended up making it wrong for everything else. NL restores previous string.
- Olgierd's sabre (sword "Iris") strong attack was dealing double damage even when not charged. Fix done in: SCRIPTS/game/actor.ws → function PhantomWeapon
- When taking armor dye from stash, wrong inventory tab was opened (food tab instead of armor tab). Fix done in SCRIPTS/game/gui/_old/components/guiBaseInventoryComponent.ws → function GetFilterTypeByItem
- When moving items to stash and back, if new item stack was created, it was not visible until inventory/stash was reopened. Fix done in SCRIPTS/game/gui/menus/inventoryMenu.ws → function handleMoveToStashQuantity and function TakeItemFromStash
- When enemy attack was directed to south +- 30 degrees, Ciri was always damaged even if dodging in the right direction. Disabled this angle check completely. Fix done in SCRIPTS/game/replacers/ciri.ws → function ReduceDamage
- Doppler decoction effect did not work. Fix done in SCRIPTS/game/player/playerWitcher.ws → function GetCriticalHitDamageBonus → Mutagen11
- Changed how game handles default crossbow bolts. Instead of constantly adding and removing them from inventory, inventory menu will just hide such bolts. Especially when entering and leaving deep water, it was causing constant addition and removal of "land" and "water" default bolts. This makes one less cause of "inventory item ID overflow" bug. More details about bug there (post #46): https://forums.cdprojektred.com/index.php?threads/save-game-corruption-pc-version-1-3-please-help.7070790/page-3#post-9647321. Change is marked by [d7MfU4].
- Changed food stack sizes to 100 for some foods which stacks were smaller than 100 (especially beers) and did the same for "Protofleder Mutagen". This helps to postpone "item inventory ID overflow" bug.
- Fixed little OG inaccuracy and funny calculations for strong attack damage. So now, if you disable random melee damage, strong attack damage in game and in character stats screen will be exactly the same. Fix is marked by [OZmrBx].
- Fixed wrong appearances and icons of items:
    - Crafted sword "Steiger" ('Dwarven silver sword 2_crafted') had same 3D model as "Dwarven Blade" ('Dwarven sword 2') (steel), instead of "Dwarven silver sword 2".
    - Swords "Ami" ('EP2 Silver sword 3' and 'EP2 Silver sword 3R') and crafted "The Tamer" ('Dwarven silver sword 1_crafted') had same model as "Mahakaman steel sword" ('Dwarven sword 1') (steel) instead of 'Dwarven silver sword 1'.
    - Crafted sword "The Digger" ('Gnomish silver sword 1_crafted') had same model as "Gnomish Gwyhyr" ('Gnomish sword 1') (steel) instead of "Gnomish silver sword 1".
    - Crafted sword "Faustino" ('Gnomish silver sword 2_crafted') had same model as "Tir Tochair blade" ('Gnomish sword 2') (steel) instead of "Gnomish silver sword 2".
    - Integrated mod "FS Restored Icons". https://www.nexusmods.com/witcher3/mods/573 . It restores proper item icons, which were lost during some OG update back in 2015 or earlier. Especially boots. So they don't have the same icons while actually having different 3D models and colors.
    - Picked correct / more similar icons for some items with codenames: "Long Steel Sword", "Witcher Silver Sword", "Viper School silver sword", "EP1 Standalone Starting Steel Sword", "EP1 Standalone Starting Silver Sword", "EP2 Standalone Starting Steel Sword", "EP2 Standalone Starting Silver Sword", "NPC Witcher Steel Sword", "NPC Vesemir Steel Sword", "NPC Vesemir Silver Sword", "Short sword 2_crafted", "Inquisitor sword 1_crafted", "Inquisitor sword 2", "Inquisitor sword 2_crafted", "WitcherSilverWolf", "Burning Rose Sword", "Burning Rose Sword B", "Crafted Burning Rose Sword", "Plank", "Geralt Kontusz Boots", "Geralt Kontusz Boots R".
- Recycling parts of items were not equal in NG and NG+. Item codenames: "Centipede discharge", "Archespore juice", "Kikimore discharge", "Centipede mandible", "Archespore tendril".
- In NG+ monsters were never dropping "Acid extract".
- Fixed wrong stamina regeneration bonus for some items. Specifically: crafted relic "Toussaint knight's armor" ('Knight Geralt Armor 3'), crafted relic "Toussaint knight's tourney armor" ('Knight Geralt A Armor 3'), crafted relic "Toussaint knight's trousers" ('Knight Geralt Pants 3'), crafted relic "Toussaint knight's tourney trousers" ('Knight Geralt A Pants 3'), crafted relic "Toussaint Ducal Guardsman's gauntlets" ('Guard Lvl1 Gloves 3'), crafted relic "Toussaint Color Guardsman's gauntlets" ('Guard Lvl1 A Gloves 3').
- Crafted "salmian brigandine" ('Medium armor 01_crafted') quality was random between "blue-master" and "yellow-magic". Changed it to magic, because random "salmian brigandine" can have common/master/magic quality.
- Random "toussaint knight's boots" ('Knight Geralt Boots 2') had random quality 2-3 (master-magic). Changed it to non-random 3, because there already are random "toussaint knight's boots" ('Knight Geralt Boots 1') with non-random quality = 2.

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iCat42

2 comments

  1. Yahim0
    Yahim0
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    • 2 kudos
    Awesome changes. Have you considered posting them standalone?
    1. iCat42
      iCat42
      • premium
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      Yes, I considered posting them standalone. But have no time for that. So probably won't. In the nearest year. Also, I did not check if anyone else have done the same fixes already. And I did not check if there are any other unofficial bugfixes, which I would like to include into a one big package. So people would have to do less merging and stuff themselves. Anyway, made a note, maybe I will come to it in the future.