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Wasteland Ghost aka wghost81Uploaded by
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About this mod
The mod focuses on improving overall gameplay by fixing bugged and over/underpowered skills, balancing of crafting, loot and economy while still keeping the game as close to vanilla as possible.
- Requirements
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Nexus requirements
Mod name Notes Community Patch - Base Community Patch - Shared Imports Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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Translations
- Spanish
- Polish
- Mandarin
- Japanese
- German
- French
- Czech
-
Translations available on the Nexus
Language Name French Author:lexo1000 - Veanes Ghost Mode - French translation Mandarin Author:SwordBreadAndDragon Ghost Mode 4.1 CHS - not good enough edition Spanish Author:Pashalsta Ghost Mode - Hablando en Plata. Spanish Author:Pashalsta Ghost Mode - Punto y Aparte. Czech Author:Philos2236 and Lord Mazour Ghost Mode - Czech Translation German Author:WileCoyote68 German Translation for Ghost Mode Polish Author:SpontanCombust Ghost Mode - Polish Translation Japanese Author:odashikonbu Ghost Mode Japanese Translation - Changelogs
-
-
Version 4.1
- - Fixed vanilla bug with sorceress hand fx remaining active after combat (all credits to Flash and MrWheyne).
- - Fixed vanilla bug with NPC projectiles ignoring certain solid obstacles like trees (credits to Reaper).
- - Fixed vanilla bug with oil charges being reduced when performing a finisher even at level 3 of Fixative skill.
- - Fixed vanilla issue with pheromone potions not playing the appropriate sound when consumed.
- - Fixed vanilla issue with pops antidote potion not playing the appropriate sound when consumed.
- - Fixed vanilla issue with skill bonuses not being calculated properly for certain skills when swapping already equipped skills in a certain order.
- - Fixed vanilla issue with sign casting not being properly aborted when the player gets caught into a spider web.
- - [B&W] Fixed vanilla issue with some of the relic sword schematics having witcher set color.
- - Fixed oils stuck on swords after using cleardevelop console command.
- - Fixed a typo in English Whirl description: consumes Stamina *per second*.
- - Fixed a bug with choking and drowning effects dealing no damage to the player.
- - [B&W] Added missing knockdown and heavy knockdown immunities to tournament champion Gregoire (he's missing corresponding animations).
- - [B&W] Fixed a bug with Deadly Counter mutation causing CTD if used during the tournament quest.
- - [B&W] Repel type changed to sidestep slash when countering the tournament knights (they ignore counterattack stagger effect, so human counters look weird on them).
- - [HoS] Fixed a bug with Iris when the fourth attack was charging and immediately discharging the sword if it was a heavy attack.
- - Added LD > 0 check to progressive levelups formula (a precaution against those who like experimenting :P).
- - Fixed an issue where DoT damage on an NPC was resetting counterattack flag prematurely.
-
Version 4.0beta5
- 40beta5 cumulative changelog: https://drive.google.com/open?id=1h01UVeGnR32WJF9X3chTmiPa5T8tJqiYT6p_C7Wdk4o
- for full changelist see modGhostMode\FullChangelist.txt
-
Version 4.0beta4
- 4.0beta4 cumulative changelog: https://drive.google.com/open?id=1DpKivOGcYl14wUU809txSSaoJ5uoT5g4RIwoa9ihQh0
- Main 4.0 changes compared to 3.0.3:
- - Stamina costs for all combat actions (configurable via mod menu), signs cost less, armor type affects action costs;
- - No more armor stamina regen penalties;
- - Faster base stamina regen compared to vanilla, better Tawny Owl with new additional mechanic;
- - Some of the perks (yellow skills) are redone to complement new stamina management rules;
- - Some of the skills were reworked;
- - Decoctions were redone almost from scratch to provide more unique bonuses and offer more synergies with different builds;
- - Some of the witcher set bonuses were tweaked/redone;
- - Aerondight and Iris were redone;
- - Many small tweaks to AI parameters, food, potions (duration, toxicity, etc);
- - Lots of bugfixes.
-
Version 4.0
- Vanilla bugs fixed:
- - Fixed vanilla bug with NPC becoming invulnerable after dropping a shield.
- - Fixed vanilla bug with recently countered flag never being reset if your counterattack missed
- or if you didn't follow the repel move with an actual attack.
- - Fixed an issue with countering multiple enemies simultaneously where only the first counter
- was considered as an actual counter.
- - Fixed vanilla bug with toxicity effects on player's face not being properly updated when Quen
- is active as well as a bug with toxicity visuals being removed after fast travel.
- - Crossbow: fixed vanilla issue with the last bolt in stack not being processed properly.
- - Fixed a bug that made explosive bolts deal damage to the same target up to three times (and
- give up to x3 adrenaline).
- - Tier 3 Blizzard ability (don't spend stamina if slo-mo is active and 3 adrenaline points are
- available) now properly activates only when 3 AP are available and not just 1 AP.
- - [HoS] Changed Preservation code a little bit, should potentially fix the instances where it
- gets removed after a cutscene.
- - [B&W] Fixed an issue with Euphoria fx being triggered several times per second when casting
- alt signs. Now it triggers once per cast at the beginning of casting animation.
- - Fixed vanilla bug with inability to finish off sirens - it was an incorrect animation name
- for Geralt action.
- - Fixed vanilla bug with DoT effects being able to continue indefinitely if the corresponding
- critical state animation is interrupted incorrectly.
- - More fixes for quest item flags not being reset after finishing a corresponding quest.
- GM bugs fixed:
- - Fixed a mess with Aard fx upgrades, made it consistent with the other signs.
- - Fixed a bug that caused bears to drain all their stamina for nothing (same as ghouls).
- - Fixed an issue with Rufus and Manfred doing close to zero damage to each other during
- Strangers in the Night mini-quest.
- - Fixed a bug with extended descriptions not expanding numeric values properly.
- - Fixed an issue with Deadly Counter mutation finishers not triggering Rejuvenation
- enchantment.
- - Metabolism Boost should no longer drain adrenaline for nothing when drinking a decoction.
- - [HoS] Fixed a bug with arrow deflection enchantment not working.
- - [B&W] Fixed a bug with inability to consume the Golden Egg.
- - [B&W] Fixed an issue with low fistfight damage to dwarf guards during the Paperchase quest.
- - [B&W] Fixed an issue with a certain cutscene not being triggered reliably after being
- defeated by The Beast during the first encounter.
- - [B&W] Fixed a bug with Adrenaline Rush when triggering of the Undying skill would cancel
- the debuff.
- - Fixed a problem with Synergy glitching when you save and reload after typing cleardevelop.
- GM tweaks:
- - Lynx tier 1 bonus decay is now paused when performing counters on humans.
- - Counter reset timer set to 2 sec.
- - Stamina regen when guarded is now 50% of the normal value (was a fixed value unaffected by
- buffs - vanilla behavior).
- - Changed shield dropping condition, so it always happens if an NPC has no stamina to parry or
- the player is using heavy attack and an NPC has less than 33% stamina.
- - Poison/bleeding/burning resistances on certain armors reduced from 100% to 50%
- (def_item_armor_relics.xml, def_item_crafting_armor.xml).
- - Damage done by instant kill action is no longer attributed to the player (to prevent certain
- effects from triggering - enough is enough).
- - Added DoT resistances to the evil heart boss.
- - Player health is no longer forced to 2000 during fistfight mini-games.
- - Allied NPCs damage limit increased a bit: from 1-2% of max HP to 2-4% of maxHP.
- - Evil Keira and evil Geralt doppelgangers during Wandering in the Dark quest are now using
- essence and not vitality and have a specter category. Evil Geralt Armor value was reduced.
- - Added min player level requirements to finding decoction recipes in random loot.
- - Axii casting while on the horse adjusted - no longer drains 60 pts of stamina, drains just
- points per second.
- - Edibles of tier 1/2/3 now restore 10/20/30 hp/sec out of combat (same as before) and 1/5/10
- hp/sec in combat (lowered). Drinks now restore 5/10/20 hp/sec out of combat (lowered), 1/5/10
- hp/sec in combat (lowered) and 1/2/3 stamina/sec (added).
- - Monstrous feather can now be recycled into Feather.
- - Explosion range on explosive bolts decreased from 5 to 3.
- Mutations:
- - Magic Sensibilities: Signs can deliver Critical Hits. Critical chance and damage scale with
- Sign Intensity. Opponents killed by critical hits from Signs explode. [Starting crit chance
- and bonus (SI=0) are now 5% and 25% respectively. They can go up to 85% and 400% at SI=500%
- - sign intensity to power bonus conversion formula is the same as for all the other sign
- effects in the mod.]
- - Deadly Counter: Countering an enemy when their health is at 15% or less kills them and
- triggers a finisher or dismemberment. Each adrenaline point increases the damage dealt when
- countering by 33% (up to +100% max).
- - Toxic Blood: Turns the blood of the witcher into a highly caustic acid. Toxicity Decay Rate
- is decreased by 50%. Whenever you take melee damage, your blood causes the attacker to lose
- 1.5 point(s) of their health for every 1 point in your Toxicity level per second. The effect
- lasts 5 sec. Slows down the attacker's stamina regeneration by 10%.
- - Piercing Cold: Aard gains a 30% chance to freeze opponents, and if the blast also knocks them
- down it will kill them instantly. Enemies who escape the freezing take 250 damage instead
- (scales with Sign Intensity).
- - Bloodbath: Each fatal blow of your sword triggers a finisher or dismemberment. Upon entering
- combat you immediately get a bonus to your Attack Power for each skill equipped: +10% for a
- combat skill, +5% for any other skill. Getting hit decreases the bonus by 0.5% per 1% of
- health lost. Killing an enemy fully restores the bonus and adds +20% more on top of it. Max
- bonus: 250%. Resets at the end of the combat.
- - Euphoria: Increases Vitality drain on overdosing by 0.75% for every 1 point in your Toxicity
- level. The amount of Vitality you lose when overdosing is added to your base weapon and Sign
- damage.
- - Mutated Skin: When you are about to take damage your skin absorbs and redistributes that
- damage over time instead: 5 sec per each Adrenaline Point you have (up to 15 sec max, at
- least 1 point is required to trigger the mutation). During this period your Adrenaline is
- drained at a speed of 1 pt per 5 sec. If your Adrenaline reaches zero before the effect ends,
- all the remaining damage will be dealt at once.
- - Cat Eyes: Crossbow bolts deal 100% more base damage and will pierce and either stun or knock
- down opponents. Opponents at full health lose 15% of their health when shot. If at non-zero
- toxicity, time slows down by additional 25% when aiming with a crossbow.
- - Conductors of Magic: When drawn, magic, relic and witcher swords increase base Sign damage by
- 30% of their own base damage.
- - Adrenaline Rush: While in combat you alternate between two states: Rush state that doubles
- your Adrenaline gain for 30 sec and gives additional +50% to Attack Power and Sign Intensity
- per Adrenaline Point and Recovery state that halves your Adrenaline gain for 30 sec and gives
- -50% to the same characteristics for each Adrenaline point gained during the Rush state.
- - Metamorphosis: Allows to imbibe up to 3 decoctions with no toxicity cost. Each free decoction
- imbibed increases your chances to apply critical effects with both swords and Signs by 10%
- (effect chance increases by 1.3 times max). Witcher Senses help you see better in dark
- places.
- - Second Life -> Life Leech: Requires Mutation Catalyst potion to activate. Drains the life out
- of up to three surrounding enemies healing the witcher in the process. Drain rate is a sum of
- your weapon damage, Attack Power and Sign Intensity multiplied by Adrenaline Points and
- divided by the number of enemies. The effect lasts for 6 sec and can only be activated once
- per 90 sec.
- - Mutation Catalyst: This potion serves as a catalyst to activate the Life Leech mutation.
- You get the recipe after researching Life Leech. If you load a save with Life Leech already
- researched, the recipe is added automatically.
- (Behaves as a regular potion and is a subject to all the corresponding buffs for potions you
- might have.)
- Enchantments:
- - Entanglement tweak: When Yrden Magic Turret hits an enemy, an Yrden Magic Trap is placed at
- that position. Size, duration and slowdown for such a trap are unaffected by Yrden Intensity
- and upgrades and limited to 2.5 yards, 5 sec and 35% respectively.
- Skills:
- - Whirl (5/5): Spinning attack that strikes all foes in the surrounding area. Maintaining the
- attack consumes 20 Stamina. During the attack Adrenaline is drained at a speed of 0.2
- pts/sec. While performing the attack at non-zero Adrenaline, Attack Power is increased by 5%
- per additional attacker (max. 25%) and damage received is decreased by 50%.
- - Counterattack skill level 3 changed to "Each Adrenaline Point grants 5% knockdown chance when
- countering."
- - Deadly Precision skill changed to only work on counters, number of levels increased to 3.
- - Undying skill now has a priority over Mutated Skin. Cooldown time increased from 60 to 120
- sec.
- - Steady Shot and Cold Blood switched. Steady Shot is now a 5 lvl skill than increases base
- crossbow damage by 10 pts per level (+50 pts max). Cold Blood is now a perk that generates
- the same amount of Adrenaline Points as when using swords for each bolt that hits the target.
- For split bolts adrenaline gain is divided between projectiles, i.e. each gives 1/3 of normal
- pts.
- - Aard Shockwave damage reduced to 60 per skill level (was 70), i.e. 300 base damage total (was
- 350).
- - Melt Armor mechanic changed: Igni hit now also decreases enemy Armor by 2 point(s) and enemy
- Damage Resistances by 0.2% (scales with Sign Intensity) for 15 sec. Subsequently applied
- effects do not cumulate. 2/0.2% are per skill level, i.e. it becomes 10/1% at skill level 5.
- SI scaling uses the same soft-cap curve and the final values for SI=500% are 150/15%. Melt
- Armor effect now applies before the damage is dealt, so it acts as damage reduction for Igni
- casts themselves.
- - Igni Power bonus reduced to 30/15 per skill level (was 40/20), i.e. 150/75 damage boost for
- normal/alt casts (was 200/100).
- - Base Yrden Turret damage reduced to 50 (was 100).
- - Yrden Trap no longer slows down critical state (burning, knockdown, etc) animations.
- - Yrden Power bonus reduced to 30 per skill level (was 40), i.e. 150 base damage boost total
- (was 200).
- - Quen base damage absorption reduced to 250 (was 300).
- - Quen Power bonus reduced to 30 per level (was 40), i.e. 150 base shield health boost total
- (was 200).
- - Hunter Instinct (5/5): Critical hit power against the targeted enemy type is increased by
- 33.4% for each Adrenaline Point available (up to 100% max).
- - Acquired Tolerance mechanic changed: Every known level 1, 2 and 3 potion, bomb and oil
- formula, alchemy substance and mutagen decoction formula increases maximum Toxicity by 1
- point, up to +50/+100/+150 points max. (for levels 1/2/3 of the skill)
- - Adaptation now decreases decoction toxicity by 4% per skill level (20% max).
- - Adrenaline gain for Cluster Bombs is now divided by the number of fragments.
- - Advanced Pyrotechnic description now explicitly states that Adrenaline gain does not depend
- on any other bonuses.
- - Changed how Focus perk stamina works for alt signs: for alt Quen the gain is now proportional
- to the stamina spent and for the other alt signs it's per second.
- Alchemy:
- - Ekhidna decoction healing rate decreased to 10% of max HP per full stamina (100 pts) spent.
- - Wyvern decoction now gives +16.7% AP per sign cast up to 50.1%.
- - Golden oriole: no more poison immunity, adds 20/35/50% resistance to poison instead. Heals
- poisoned status when imbibed. Level 3 potion grants poison immunity for 5 sec.
- Note: it is still possible to achieve 100% poison resistance with wyvern trophy (+25% poison
- resistance) and certain armors. Viper set still grants full immunity and healing when its
- bonus is active.
- - Swallow: now adds 20/35/50% resistance to bleeding and heals bleeding status when imbibed.
- Note: with lamia trophy (+25% bleeding resistance) and certain armors it's possible to
- achieve 100% bleeding resistance.
- UI bugfixes/QoL changes:
- - Removed a debug message for Ursine set ("focus gain: ...").
- - Extended recipe/schematic descriptions should be structured better now ('E' when buying an
- item).
- - "Vitality regen" changed to "bonus effects" in Connoisseur perk description.
- - Fixed a typo in Golden Oriole description (English).
- - Fixed an issue with gwent cards duplicating the card name in the description (when buying
- from shops).
- - The UI no longer improperly shows instant kill chance as a sum of silver and steel sword
- chances. It now shows the max value.
- - Crippling Strikes additional bleeding chance is added to overall sword bleeding chance in UI
- (character stats pop-up window).
- - Archgriffin decoction damage is now added to the attack damage displayed in the combat log.
- Localizations:
- - Brazilian Portuguese localization by Musashiro added.
- - German localization updated by Moahofer30.
- - Italian localization updated by Denroth.
- - Polish localization updated by Spontan.
- - Spanish localization updated by Kenny.
-
Version 3.0.3
- - Fixed a bug with Strong Metabolism affecting the tooltip for decoctions.
- - Toxicity offset description for decoctions now actually reads "toxicity offset" and not "toxicity". An explanation is appended to each decoction about what toxicity offset does.
- - Delayed Recovery description changed to reflect the "non-reserved toxicity" part better.
- - All problems with Delayed Recovery and decoctions should be fixed now.
- - Recalculated threshold added to skill description. Might be confusing as it's in percents, but should be easy to track as toxicity is displayed in percents on character screen.
- - Removed the line "Horse equipment can only be placed in Geralt's inventory." that was appearing for some of the items.
- - Adrenaline loss from being hit now scales with damage received. Light/heavy/super heavy attack adrenaline drain increased to 0.1/0.2/0.5 respectively.
- - Muscle Memory and Strength Training now also increase Adrenaline Gain by 3% per skill level for Fast and Strong attacks respectively.
- - German, Polish and Czech localizations updated.
-
Version 3.0.2
- Viper armor set now shows correct number of max set pieces (6, not 7);
- knockdown is now working properly for flying monster hunt quest monsters.
-
Version 3.0.1
- fixed a problem with set bonuses being active when they shouldn't. Only happens if you've updated the mod mid playtrhough, does not affect new games.
- fixed a problem with set bonuses being active when they shouldn't. Only happens if you've updated the mod mid playtrhough, does not affect new games.
-
Version 3.0
- Bugfixes and QoL changes:
- - Fixed tracking bolt bleeding chance - 50% as its description says (was 100%).
- - Fixed Conductors of Magic mutation bonus not showing up in character menu (sign damages were not reflecting the bonus on sword drawn).
- - Fixed Synergy skill not granting a bonus for the mutagen itself, but only for the links.
- - Beann'shie's summons removed from autoleveling as any autolevel option made them unkillable.
- - Implemented KoalaNalle's spider fix (they're not specters anymore - now they're insectoids).
- - Fixed incorrect quest level for Enhanced Ursine treasure hunt (equipment levels are correct).
- - Added max stacked bonus info to Aerondight description for clarity.
- - Cloud duration and applied effect duration for bombs were separated in the tooltip data (vanilla just adds them up and writes them into one 'effect duration' field).
- - Delayed Recovery description updated for clarity (no changes to how it always worked in GM).
- - Fixed some inconsistencies with NG+ levels.
- - Implemented KoalaNalle's Ethereal fix (they're not humans anymore - now they're spectres).
- Small balance tweaks:
- - Small flying enemies now loose all their stamina when downed with Aard or crossbow.
- - Added more health to escort mission NPCs like Nidas, Novigrad noble, hero wannabes on Skellige and Ves.
- - Reduced health for the two Guardian Panthers in the Professor Moreau quest.
- - Ekidna decoction now works only while in combat.
- - Flood of Anger bonus increased to +50% per skill point.
- - Focus perk buffed to +15% sign power bonus per adrenaline point. Description changed to reflect the fact that adrenaline gain from signs equals to adrenaline gain from swords, i.e. all the bonuses apply. Implementation reworked to be more consistent.
- - Lynx set tier 1 bonus no longer resets after successful alternate attack, i.e. it no longer requires attacks alteration to be active: after one light attack you can do 5 seconds of boosted heavy attacks and vice versa.
- - Dimeritium bomb and Silver Dust bomb were reworked - leshens are no longer affected by both bombs, they're affected by silver dust bomb only. Since a lot of magical creatures have no abilities that can be blocked by dimeritium, a new effect was added - it now weakens magic creature Armor. Silver Dust tier 3 effect no longer has infinite duration - changed to 40 sec. Tier 2 duration changed to 30 sec. Silver dust now weakens night/noonwraith hp regen ability (via summoned doppelgangers) and blocks teleport abilities of all wraith types. Dimeritium Bomb now works similar to Silver Dust Bomb, i.e. it adds an effect that lasts several seconds.
- - Wild Hunt ice armor can now be removed by any fire damage and not just by Igni hit.
- - Changed Acquired Tolerance skill description to be more clear and spaced different formulas across skill levels more evenly.
- - Tweaked fire resistance of wraiths to fit their bestiary description better.
- - Flood of Anger: focus is now drained after the cast allowing casting with adrenaline.
- - Edibles and drinks effect duration is now 30 sec. Different tiers have different regen bonus. Price for food recipes halved across the board. Reduced amount of food dropped by bandits.
- Big balance changes:
- - Whirl and Rend moved up in skill tree, i.e. they're available earlier - use cleardevelop for this change!
- - Whirl now ony needs stamina to sustain the attack. Adrenalin is used to reduce the incoming damage. Each additional enemy increases Whirl Attack Power bonus.
- - Restored vanilla behavior when hit animation is not played while performing Whirl. (this nerf was never intentional, it was just an oversight on my part)
- - Every combat action now consumes stamina. Signs consume less stamina to compensate for this change. Stamina regen delays were lowered across the board. Armor and overencumbrance penalties sill affect only dodge/roll/jump/sprint actions and increase the final action cost in percents: +50% for full medium set and +100% for full heavy set. This change is aimed at nerfing free dodge + attack combo for light builds and at un-nerfing signs and adding an option for heavy armor builds to cast signs without adrenaline perks.
- - Heavy knockdown now grants 100% finisher chance. Contract monsters have immunity to heavy knockdown. Aard power bonus reduced to +3% heavy knockdown chance per level (max 15%). When calculating knockdown effect, its severity is affected by victim's stamina: < 30% adds 1 point to severity and < 10% adds another point to severity. All stagger and knockdown effect add 25% to critical hit chance (was 15%).
- - Axii confusion effect critical chance bonus increased to 25% (was 15%).
- - Igni initial burn chance increased to 50% (was 25%).
- - Yrden slowdown base value increased to 25% (was 15%). You always get at least base slowdown on any enemy.
- - Blizzard slowdown factors changed to 50%/70%/90% (was 50%/55%/60%).
- - Drinking Tawny Owl now immediately restores a percentage of Stamina.
- - Passive skill bonuses (adrenaline gain, stamina regen, potion duration) were removed.
- - Delayed Recovery moved to tier 4.
- - Side Effects replaced with Prolonged effects and moved to tier 3. The skill now increases potion duration.
- - Synergy switched with Adaptation: Synergy is now tier 4 and Adaptation is tier 3.
- - Ignore Pain no longer has anti-synergy with Heightened Tolerance: Toxicity threshold is now a fixed value.
- - Fast Metabolism no longer has anti-synergy with all the Alchemy skills: it was renamed to Strong metabolism and it now grants reduced potion toxicity.
- - Griffin school perk now reduces sign cast stamina cost instead of increasing stamina regen.
- - Tier 1 Griffin armor set bonus now increases sign power of other signs when casting a sign.
- - Counterattack skill now grants 50% crit chance at lvl 2 and 100% crit chance at lvl 3. Lvl 3 now grants 25% knockdown chance when adrenaline bar is full.
- - Ancient Leshen decoction max. bonus reduced to 10 points. The effect is now triggered not when casting a sign, but when Stamina drops to zero in combat.
- - Kaer Morhen armor set is introduced. Increases stamina regen for each additional enemy.
-
Version 2.7.1
- - Warning! Update the mod by removing the old version first or manually delete an outdated playerInput.ws file!
- removed an outdated playerInput.ws file, which was causing conflicts with Friendly Stash mod;
- set bonuses for all witcher sets now properly appear in crafting menu;
- problem with NG+ NPC levels should be fixed now;
- rare alchemy ingredients (like berserker skin) were added to Gremist;
- enemies dodging while in air bug should be fixed now;
- insectoids should deal a little less damage now;
- sign effects for Aard, Yrden and Axii should now scale better with enemy level;
- other minor changes.
- - Warning! Update the mod by removing the old version first or manually delete an outdated playerInput.ws file!
-
Version 2.7
- WARNING: this is mostly compatibility update to support new FHUD, FMeditations, FStash and Preparations mods!
- stash features moved to separate mod Friendly Stash;
- crafted Harpy and Weeper now have proper steel to silver/silver to steel switch animations;
- Levity/Balance/Heft enchantments description changed to reflect GM changes;
- added crafted amount info for recipes/diagrams that give you more than one crafted item (bolts, edibles);
- fixed a bug with insanely high NPC damage, which happens after NPC respawns: mostly after Geralt dies several times - thanks to Haldar1248 for finding a reliable way to reproduce it!
- adjusted instant kill damage so it won't immediately kill enemies with explode at death ability, but rather reduce their health to trigger their "last breath" behavior;
- bonus money info added to miscellaneous character stats.
- WARNING: this is mostly compatibility update to support new FHUD, FMeditations, FStash and Preparations mods!
-
Version 2.6
- Fixes:
- Fixed a typo in Piercing Cold mutation description, which was still present for some of the localizations.
- Fixed a typo in Bear School Techniques description.
- Undying skill interaction with negative effects was improved.
- Maribor Forest description fixed: adrenaline gain is now properly shown as a percentage value.
- Fixed a problem with arachas trophy description: it properly shows a bonus to max toxicity level now.
- Resolved an issue with Olgierd sabre and vampire set not being transferred to NG+.
- Fixed a bug with NG+ Nilfgaardian armor set being still level 10.
- Autogen starting items were edited to match GM changes to starting armor (and to fix some bugs).
- Mod options menu should be better organized now.
- You can now change NPC scaling without a need to return to main menu and reload the game.
- Same for quest levels option.
- Added missing reward (25 gold) for Missing in Action quest in White Orchard.
- For some reason bash/kick counterattack on two-handed opponents rarely connects with the target. The only reliable fix I was able to find for the issue was to change it to sidestep slash counterattack.
- Fixed an issue with countering gravehags and humans with spears.
UI:
- Attack Power Additive levelup bonus is now displayed as a stat in misc stats.
- Description for defensive techniques skill was changed for more information.
Console commands:
- cleardevelop changed so it won't remove player items and will properly restore everything, including mutagens spent on mutations.
Balancing:
- Arachases are now 25% slower.
- Protective Coating now reduces the final damage instead of increasing the resistance, the skill has 5 levels again.
- Armor penetration bonus for mind controlled enemies was added to Axii Puppet skill; damage cap for mind controlled allies was increased.
- Removed default 25% of poison and bleeding resistances.
- Edited standalone HoS and BaW inventories for less items.
- Defensive techniques are fully redone:
* dodge success now depends on dodge direction, Fleet Footed increases safe dodging zone;
* safe dodging zone is smaller for bigger enemies;
* when dodging inside a danger zone, damage is reduced based on angle distance: the closer you are to "straight into its face" direction, the more damage you take;
* un-dodgeable attacks (which are AoE mostly) can only be dodged by rolling inside a very narrow "moving away from that" direction (affected by Fleet Footed), the damage is reduced based on distance;
* collision type attacks can't be dodged (they don't have attack radius and they register when a weapon collides with a target, i.e. when they're already connected with a victim);
* parry and counter have small stamina cost, heavy and super heavy attacks have 2x and 3x
stamina cost multiplier respectively;
* parrying a heavy melee attack results in stagger, denial of bleeding effect (same as vanilla) and 50% damage reduction;
* countering of heavy melee attack results in 50% damage reduction and denial of all attack debuffs;
* knockdown type attacks can't be parried nor countered;
* counter attack -75% debuff to attack power was removed and 25% crit chance buff was added;
* rolling denies all types of knockdown and stagger (almost vanilla: Long Stagger is added to the list, it's unknown why it wasn't there from the beginning).
- Focus perk now has an additional effect: "Using Signs now generates Adrenaline Points" (moved from Adrenaline Burst perk).
- Adrenaline Burst now allows to pay melee action stamina cost with adrenaline.
- As a general rule, when spending stamina, you can't gain stamina and when spending adrenaline, you can't gain adrenaline.
- Generic set bonuses are introduced (for non-witcher armors): heavy set grants +15% damage reduction to all types of damage; medium set grants 15% resistances to DoT effects (poison, bleeding, burning); light set adds 10 degrees to safe angle distance while dodging.
- New Grandmaster Wolf set bonuses:
lvl 1: Each set piece increases the effectiveness of an oil applied to a sword by 10% (multiplicatively: Oil Bonus *= 1 + Set Bonus). The bonus is shown in oil description.
lvl 2: Up to three different oils can be applied to a sword at a time. Each oil applied to a sword increases critical hit chance by 5% and critical hit power by 10%.
Bonuses are scaled with oil percentage left on the sword.
- New Grandmaster Bear set bonuses:
lvl 1: Each set piece reduces the damage taken from partial parry or counter by +5% (max: +30%).
lvl 2: Parrying an attack staggers the attacking enemy.
- Manticore set tier 1 bonus was improved: "Bombs are thrown without any delay and can deal critical damage. Each set piece increases bomb critical hit chance by 5% and bomb critical hit power by 10%."
- Set bonus for Viper Armor is introduced: "Grants poison immunity. Poisons heal by 10% of poison damage for each set piece equipped." Effect stacks with Golden Oriole tier 3 effect.
- Non-grandmaster witcher sets now get minor set bonus, which is the same as for grandmaster sets. If you don't own BaW DLC, witcher sets get generic armor bonuses.
- Master repair kits (with levelup weapon/armor ability) level requirements were lowered to 15, both kits were added to enchanter (master upgrade).
- Dismantle kits are added to armorers/blacksmiths and alchemists/herbalists that allow the player to dismantle items from the inventory.
- Fixes:
-
Version 2.5.8
- - removed "indestructible" property from Tor Lara and Tor Zirael swords;
- - fixed a bug with some humans having multiple armor abilities.
-
Version 2.5.7
- - fixed a bug with "Sink the boat if over encumbered" feature when game would freeze if diving near sunken boat when over encumbered;
- fixed a typo in English localization files related to Piercing Cold mutation description.
- - fixed a bug with "Sink the boat if over encumbered" feature when game would freeze if diving near sunken boat when over encumbered;
-
Version 2.5.6
- - fixed a bug with Maribor Forest effect overriding Well Hydrated effect;
- - fixed a bug with Nilfgaardian Armor scaling in NG+.
-
Version 2.5.5
- - added an option to make guards beatable (main menu only, repeat menu xml copying step).
-
Version 2.5.4
- - added separate level up bonuses for animals, so they're less spongy now;
- adrenaline gain bonus on waterhag trophy was increased to 10%.
- - added separate level up bonuses for animals, so they're less spongy now;
-
Version 2.5.3
- - If the player has both Rage Management and Flood of Anger, Flood of Anger only triggers on full stamina, because otherwise the player is unable to cast a sign anyway and adrenaline is simply wasted.
- Bear school adrenaline bonus changed to 0.025 additional points per piece (0.1 point per full set) as 2.5% bonus per piece resulted only in 0.01 bonus point for full set, which is almost nothing.
- Gryphon set Yrden defense bonus now increases damage resistance instead of reducing final damage.
- Sign damage bonus from Veles rune is now displayed in character stats menu (need to draw a sword to see it).
- DLC13 crossbows stats were edited to correspond with GM crossbow changes (I simply forgot about them, so their stats, like weight, for example, were crazy).
- Mutated Skin bonus restored to vanilla 15% per adrenaline piece, because it felt underwhelming (note that this is not 15% resistance, but 15% reduction to *final* damage, so it doesn't grant invulnerability).
- Nightwraith decoction health bonus restored to vanilla 50 vitality points, because it was almost useless early on.
- Bears made a bit tougher.
- Velen treasure hunt quest levels tweaked a bit (log level only to fit monster levels, doesn't affect anything).
- Added more herbs, empty bottles and alcohol to Toussaint alchemist and herbalist (Preparations compatibility).
- Silver ore amount required for crafting Blunt bolt is reduced to one.
- - If the player has both Rage Management and Flood of Anger, Flood of Anger only triggers on full stamina, because otherwise the player is unable to cast a sign anyway and adrenaline is simply wasted.
-
Version 2.5.2
- [hotfix] fixed a bug introduced in 2.5.1 where casting alternate Yrden or alternate Axii would fail due to lack of stamina if playing at 30 FPS.
-
Version 2.5.1
- - Rage Management: adrenaline casting now has priority over stamina casting, stamina never used when casting signs with adrenaline and vice versa.
- Oathbreaker Armor schematic added (lvl 16 relic armor).
- Non-random loot at certain points of interests reworked, relic swords moved from easily accessible unguarded places to not so easy to access guarded places. - - enemy damage modifier internal mechanic reworked to possibly address a bug with random insane damage dealt by enemies (still can't reproduce this bug myself, so I'm shooting in the dark here).
- - Rage Management: adrenaline casting now has priority over stamina casting, stamina never used when casting signs with adrenaline and vice versa.
-
Version 2.5
- - Fixed a bug with Placation rune buff crashing the game.
- Fixed a bug with Missing Miners and Skellige’s Most Wanted quests not having their levels shown in the journal.
- Fixed vanilla bug with Balisse fruit not spawning anywhere but in White Orchard.
- Fixed vanilla bug with humans not having any armor at all: now visually different armor on humans will actually grant them different armor values and resistances.
- Changed targeting priority for enemies: they will not heavily prioritize the player anymore, but will prioritize an actor who is actually attacking them now. This should improve Axii Puppet.
- Axii Puppet attack bonus is changed to +33% per level.
- Added better description for Arachas decoction.
- Information about +15% crit chance bonus added to Aard and Axii base signs description.
- Changed runes and glyphs to add 3/4/5% of corresponding bonus per quality level (instead of vanilla 2/3/5).
- New menu option to set synchronized stash mode as default (repeat modSignsConfig.xml copying step).
- Tweaked resistances for monsters to fit their bestiary descriptions better.
- Tweaked levels for several quests and enemies.
- More fixes for quest items not resetting their quest status. - - Fixed a bug with enemies regaining their health after Puppet control ends.
- - Fixed a bug with Placation rune buff crashing the game.
-
Version 2.4rc2
- - price modifiers adjusted a bit;
- Nitpicker's Patch compatibility - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list);
- modBies files added to the main mod, so separate download is no longer needed;
- some other minor tweaks and fixes.
- - price modifiers adjusted a bit;
-
Version 2.4rc1
- - changes to menu options were made, so don't forget to update modSignsConfig.xml by copying bin folder and check your mod settings!
- Normal difficulty modifiers to enemy health (+25%) and damage (+50%) were set to zero to make it a base difficulty which uses unchanged xml values for everything;
- Enemy damage and health modifiers were updated to allow for both increased and decreased values, so you can now fine tune game difficulty;
- Random scaling max/min levels option was changed to allow both increased and decreased values;
- mod readme and description were updated to reflect changes in mod options;
- some other minor tweaks.
- - changes to menu options were made, so don't forget to update modSignsConfig.xml by copying bin folder and check your mod settings!
-
Version 2.4beta4
- - fixed a bug with Igni Power skill bonus damage duplication;
- fixed a bug with new checkpoint save during botchling ritual not being activated properly;
- price modifiers for merchants were reworked, you are no longer charged an astronomical sum for some common item;
- crafted amount for bolts was reduced to 10 (was 20) to match "magic engine numbers" as I got tired of fighting price problems with these;
- lots of fixes to price modifiers for DLC items and set items;
- some other minor tweaks.
- - fixed a bug with Igni Power skill bonus damage duplication;
-
Version 2.4beta3
- - early experience in Velen, Novigrad, Skellige and Kaer Morhen increased a bit;
- some other minor tweaks.
- - early experience in Velen, Novigrad, Skellige and Kaer Morhen increased a bit;
-
Version 2.4beta2
- - quest levels in Velen tweaked a bit;
- stats for crafted items tweaked, schematics for magic items changed a bit;
- some other minor tweaks.
- - quest levels in Velen tweaked a bit;
-
Version 2.4beta
- - Mod options were changed, repeat bin folder copy step and check your settings.
- Quest levels in Velen were tweaked a bit.
- Huge changes to experience points: all experience tables were reworked, experience is now the same for all difficulty levels, so no huge overleveling for easier difficulties and no huge overleveling for "fixed experience" option. By default both quest and combat experience is scaled with level difference (more for higher levels, less for lower levels). Combat experience was significantly lowered, made dependent on enemy type and slowly decreases with each killed enemy of the same type (can be turned off with "fixed experience" option).
- As a result kill count statistic was introduced - see the new bestiary section (will be zero fo existing saves, but will go up after you start killing enemies).
- All crafted items now have fixed bonuses (as a result crafted items from existing saves will become more powerful, but newly crafted items will be OK).
- Other minor tweaks.
- - Mod options were changed, repeat bin folder copy step and check your settings.
-
Version 2.4.5
- - [IMPORTANT FIX!] fixed a bug with enemies suddenly regaining full health mid combat;
- fixed vanilla bug with 'Blunt Bolt Legendary' level (it was 5 instead of 12);
- [crossbow] fixed a bug with crossbow stats calculation in stats window, attack power and damages should be properly calculated now;
- [crossbow] Anatomical Knowledge skill now also adds crit power;
- [crossbow] Steady Shot now increases base bolt damage by 50%;
- [crossbow] Crossbow and bolt stats tweaked a bit;
- [crossbow] Cat Eyes mutation bonus lowered a bit;
- [NG+] Crossbow should be more useful in NG+ now;
- bleeding effect now lasts a bit shorter (8 sec instead of 10 sec base duration), but does more damage per second;
- Static Discharge damage increased from 60 to 70 per level;
- Survival Instinct health bonus increased a bit (750 instead of 500);
- Bear School Techniques health bonus increased a bit (7.5% instead of 5% per armor piece).
- - [IMPORTANT FIX!] fixed a bug with enemies suddenly regaining full health mid combat;
-
Version 2.4.4
- - [HoS] Levity/Balance/Heft glyphwords now modify stamina regen bonus instead of replacing it. Also, these enchantments do not affect GM stamina penalties for combat actions.
- fixed an issue with not being able to force griffin and similar huge creatures to land using crossbow - it was actually possible, but chances were very low; vanilla behavior restored as this was unintended;
- fixed too high levels for some POI quests in Velen (cosmetic change, doesn't actually affect anything but displayed level in journal). - Italian translation updated.
- - [HoS] Levity/Balance/Heft glyphwords now modify stamina regen bonus instead of replacing it. Also, these enchantments do not affect GM stamina penalties for combat actions.
-
Version 2.4.3
- - Italian translation by Denroth added.
- Enemy health modifier now affect final health and not health multiplier, which results in more consistent behavior than before - i.e. setting in to -0.5 will indeed decrease all health values for all enemies by 50%.
- Final Wild Hunt bosses made less spongey, Ice Armor mechanic was changed so it now increases their damage resistance and not simply halves all the damage taken, which means Igni is no longer mandatory if you want to deal full damage and you can bypass Ice Armor by other means, like damage resistance reduction from skills and swords.
- When Geralt is knocked unconscious by guards, they take 25% of his money no matter the difficulty (was 100% on DM, 75% on BBB, 50% on Story and Sword and 25% on Story).
- The Apiarian Phantom contract haggle price is now saved properly after negotiation, so you will get proper reward after finishing the quest.
- Fistfighters during A Matter of Life and Death quest now deal proper amount of damage.
- Druid named Yolar is now indeed a herbalist (his map pin might still show generic merchant, though).
- Finisher chance for confused or knocked down enemy now increases while enemy health decreases (was 0% if health > 20% and 100% if health <= 20% before).
- Knockdown severity increases for enemies with low stamina: makes Depletion runeword and aggressive attacking more useful.
- - Italian translation by Denroth added.
-
Version 2.4.2
- - fixed visual bug with grindstone bonus not being accounted for properly when displaying sword damage on character screen (wasn't affecting actual combat damage);
- fixed visual bug with "Enchanting: Start-up Costs" quest objective still displaying vanilla 5000 crowns cost instead of modded 3000 crowns cost (wasn't affecting actual price you needed to pay).
- - fixed visual bug with grindstone bonus not being accounted for properly when displaying sword damage on character screen (wasn't affecting actual combat damage);
-
Version 2.4.1
- - German translation by FlynTie added;
- NG+ monster stats changed to fix the problem with spongey bosses and insane regen rates;
- NG+ equipment stats changed;
- NG+ witcher sets changed, all NG+ legendary sets now grant set bonuses.
- - German translation by FlynTie added;
-
Version 2.4
- - crafting prices adjusted a bit;
- release!
- - crafting prices adjusted a bit;
-
Version 2.3beta3
- - Axii confusion duration is increased a bit;
- Axii Puppet skill nod adds control duration per skill level;
- Olgierd sabre was changed to only charge when damage is dealt, double attacks with uncharged heavy strikes are removed - looks like a bug and doesn't match the description: description states that extra damage is dealt with charged sabre only;
- Aerondight levelup mechanic is changed: it now actually levels up when its damage increases past per level damage bonus. If you have fully charged Aerondight already, it'll level up on its next damage upgrade;
- Master tools levelup Aerondith by removing 10 points of bonus damage (if it has more that 10 damage bonus) and increasing sword level by 1 (bonuses are identical);
- some other minor tweaks.
- - Axii confusion duration is increased a bit;
-
Version 2.3beta2
- - Axii base duration was increased a bit.
- Firestream damage was increased a bit.
- Heavy knockdown chance bonus from Aard power skill now increases heavy knockdown chance by decreasing regular knockdown chance, i.e. average knockdown chance is the same as without it, but with the skill you will almost always apply heavy knockdown when knockdown happens.
- Same as I did for confusion effect, knockdown only triggers finishers for victims with less than 20% health left. Fun part is it was already in the code, but required victim to have special resist ability, so I simply enabled it for everyone.
- To prevent attacks spamming on knocked down enemies, receiving damage removes knockdown effect. This is exactly the same way as confusion works - when confused target gets hit, confusion gets removed (vanilla behavior, btw).
- Vitality based enemies receive 25% of sign damage only due to massive difference in vitality and essence numbers and the fact that signs hit both vitality and essence. (from previous version) This value increases with player level up to 75%. (new version)
- Rejuvenation and Elation runewords now work with both melee and sign attacks and activate on any killing blow (instead of just on finisher in vanilla). Rejuvenation bonus is now 20% of Stamina and Elation bonus is now 0.1-0.2 Adrenaline Points per enemy killed.
- Confusion effect was given a small crit chance bonus (+5%), we'll see how it goes and if Axii confusion is competitive with Aard at this stage - if it's not I'm ready for more balancing :)
- - Axii base duration was increased a bit.
-
Version 2.3beta1
- - signs were rebalanced to make them more useful for non-sign builds and less overpowered for sign build (see readme, full changelist) - feedback is more than welcomed;
- Aerondight per hit bonus was changed to +5% crit power;
- new master weaponsmith tools do not increase Aerondight level;
- other minor tweaks and fixes.
- - signs were rebalanced to make them more useful for non-sign builds and less overpowered for sign build (see readme, full changelist) - feedback is more than welcomed;
-
Version 2.2beta35
- - [B&W] new master tools were also added to grand master in Toussaint;
- [B&W] bandits should have more random loot;
- new menu options were added to set quest and combat experience modifiers;
- some other minor tweaks.
- - [B&W] new master tools were also added to grand master in Toussaint;
-
Version 2.2beta34
- - Checkpoint saves were added before wraiths appear in Bloody Baron's quest, lifting a curse from botchling phase. Known issue: when loading any of these checkpoint saves, botchling will not spawn properly, but you will be able to use Axii on baron to calm him down and all quest stages will work properly. Upon reaching destination point, botchling will spawn properly and will be present during cutscene.
- Master weaponsmith tools were added to master blacksmith and Master armorsmith tools were added to master armorer. When used on weapon/armor respectively, they will restore 100% durability and permanently increase weapon damage/armor value. Known issue: you can apply these tools by dragging if an item has 100% durability already, but you still can apply it by pressing E or double-clicking and selecting an item.
- Master armorer's reward armor was changed to heavy armor similar to the one Geralt is testing. Three special armor schematics were added to her inventory: for light, medium and heavy armor.
- - Checkpoint saves were added before wraiths appear in Bloody Baron's quest, lifting a curse from botchling phase. Known issue: when loading any of these checkpoint saves, botchling will not spawn properly, but you will be able to use Axii on baron to calm him down and all quest stages will work properly. Upon reaching destination point, botchling will spawn properly and will be present during cutscene.
-
Version 2.2beta33
- - overall armor stamina regen rate modifier added to stats screen (armor stats tab);
- fixed a bug where crafting an item could sometimes result in removing additional ingredients from stash even if proper amount was already removed from player inventory;
- fixed a bug where enchanting an armor or removing an enchantement which changes armor type to light, medium or heavy would not trigger proper recalculation of armor type related bonuses;
- added new "Chance to keep balance when hit" armor stat (can be viewed on stats screen, armor tab) - armor type dependent chance to not go into hit animation after being hit. Doesn't affect damage received, only effective for heavy armor to prevent permanent stunlock by groups of low damaging but fast hitting enemies. Also tries to make "heavy" armor enchantment usable.
- - overall armor stamina regen rate modifier added to stats screen (armor stats tab);
-
Version 2.2beta32
- - added ability cooldown indicator for Undying skill;
- added armor stamina regen modifier to stats list.
- - added ability cooldown indicator for Undying skill;
-
Version 2.2beta31
- - essence based animals (like leshen summoned wolves) were excluded from "do not upscale animals" option;
- essence regen for bies increased from 5 to 20 (5 was a bit pointless compared to how much health bies has and at what level player usually meets the first bies);
- enemies can no longer damage allied NPCs for more than 10% of their max health: this should fix some issues with NPCs being oneshotted by special attacks, but it mostly addresses the issue with upscaled monsters damaging NPCs for tons of health.
- - essence based animals (like leshen summoned wolves) were excluded from "do not upscale animals" option;
-
Version 2.2beta30
- - stash inventory menu moved to Glossary tab due to swf problems (don't want to edit swf as it might create unresolvable conflicts with UI/HUD mods);
- added a hotkey to quickly access stash menu (see readme for install instructions);
- fixed an inconsistency with medium armor stats where the first and basically free upgrade for starting armor was better than many randomly generated armors;
- returned damage should now never be processed if an attack was dodged.
- - stash inventory menu moved to Glossary tab due to swf problems (don't want to edit swf as it might create unresolvable conflicts with UI/HUD mods);
-
Version 2.2beta29
- - fixed a typo in one of the recycling parts of crafted Mahakaman Trousers;
- fixed Quen visual bug where buff was showing more than 100% shield percentage;
- mixed inventory view removed as it turned out to be bugged and impossible to fix properly, 'T' now switches between player and stash inventory when in shop and stash is accessible for viewing from hub menu (Enter).
- - fixed a typo in one of the recycling parts of crafted Mahakaman Trousers;
-
Version 2.2beta28
- - Crippling Strikes reworked again: it now grants regular bleeding with 5% per level chance of applying it; can still have 100% bleeding with cat school gear and runestones;
- monster loot reworked for less generic mutagens drop rate and more generic monster parts drop rate;
- other loot also reworked a bit (includes oils and armor early game availability);
- tooltip now shows recycling parts for junk and components that have them;
- "No Quest Levels" option was reworked for All Quest Objectives mod compatibility;
- weight of ingredients was tweaked a bit;
- reward items and recipes are reworked to fit quest level better;
- some other minor tweaks to monster params;
- (experimental) Silver Dust bomb now prevents wraiths from teleporting - a feedback needed on whether or not it causes any glitches I might have missed and whether or not it makes wraiths too easy.
- - Crippling Strikes reworked again: it now grants regular bleeding with 5% per level chance of applying it; can still have 100% bleeding with cat school gear and runestones;
-
Version 2.2beta27
- - fixed a bug in random level scaling algorithm;
- fixed an issue with equipped horse items being shown in mixed mode;
- removed white wolf and white bear pelts from random loot (can now mostly be looted in Skellige);
- fixed incorrect icons for some of the crafted weapons and starting weapons;
- changed Viper School sword (ones from White Orchard) models (steel was using cat school lvl1 model and silver was using the same model as starting sword);
- fixed a bug with arsonist from White Orchard having duplicated skills (and duplicated health and damage) during fistfight;
- some other minor changes.
- - fixed a bug in random level scaling algorithm;
-
Version 2.2beta26
- - fixed a problem with double randomization of enemy levels when random scaling option is active;
- added a new scaling option: random without downscaling;
- fixed an issue with unique relic crafted variants of some items having different bonuses than non-crafted variants;
- fixed an issue with Cavalry armor pieces and Tracker's armor pieces having mixed light/medium types: Cavalry is now all medium and Tracker's is now all light;
- fixed an issue with stash items sometimes not showing up in mixed mode;
- known bug with mixed mode: sometimes when activating mixed mode player inventory items might suddenly display wrong tooltips and behave strangely; dropping and picking up such items in normal mode should solve the problem.
- - fixed a problem with double randomization of enemy levels when random scaling option is active;
-
Version 2.2beta25
- - items are no longer marked as new when dismantling directly to stash (to prevent incorrect sorting as new flag is never reset for stash items);
- new configuration options added for random scaling and levelless quests (see readme for more details);
- some minor balance fixes (Gundar and Jutta).
- - items are no longer marked as new when dismantling directly to stash (to prevent incorrect sorting as new flag is never reset for stash items);
-
Version 2.2beta24
- - friendly NPC damage fix was redone as it wasn't always working and was causing some bugs with non-friendly NPC dealing less damage than they should. Hope it works properly now :)
- Heavy Artillery and Pyrotechnics interaction issues were fixed;
- alchemy recipes availability in loot and at stores was reworked;
- descriptions for all alchemy items were checked and reworked to add more info and resolve inconsistencies;
- weapon and armor enhancement effects are no longer lost when unequipping all weapons and armor;
- friendly fire damage for NPC archers was lowered;
- Geralt no longer gets bonus direct damage for his attacks when fighting on horse;
- some other minor tweaks.
- - friendly NPC damage fix was redone as it wasn't always working and was causing some bugs with non-friendly NPC dealing less damage than they should. Hope it works properly now :)
-
Version 2.2beta23
- - Added an option to reduce item encumbrance (off by default, not recommended if you like immersion).
- - Better stash: you can dismantle, repair, etc. stashed items (all parts are moved to stash if an item is taken from stash), you can view stash items from your inventory (hotkey is used to switch between normal/stash view), you can turn on synchronized mode when viewing stash items so stash will display only items that belong to currently opened inventory tab. See this video: https://youtu.be/O3UxNRM3I4g
- Active equipped bomb is now used to destroy monster nest (if valid, if not - vanilla algorithm is used).
-
Version 2.2beta22
- - Horn of Plenty effect changed to fit other edibles in GM;
- Bottomless Carafe changed to "edible" and you can drink it with the same effect as wine; can still be used to refill alchemy if Preparation mod isn't installed (will add an option for Bottomless Carafe to Preparations later);
- fixed a bug with "crafted" food amount being wrong for some recipes: for example, chicken should now properly give two chicken legs;
- Olferi saddle bags can't be bought al lower levels anymore;
- random loot leveling was changed a bit: relic and magic items can be -1...+2 of player's level, master -1...+1 and common -1...0 (instead of all being -1...+1);
- added more health to bears;
- tracking bolt bleeding effect chance lowered to 50%.
- - Horn of Plenty effect changed to fit other edibles in GM;
-
Version 2.2beta21
- - an attempt was made to fix a problem with allies doing tons of damage to vitality based enemies (needs testing).
- - an attempt was made to fix a problem with low vitality for some of the allies (needs testing).
-
Version 2.2beta20
- - fixed a bug with random crafting prices, but needed to change the code significantly, so watch out for potential bugs (hope there's none);
- made it so you can only get XP for clearing monster nests for the first time; clearing re-spawned nests won't give you XP anymore;
- loot drop rate was lowered, especially for common monsters. - - NG+: made it so monsters do not upscale to current NG+ level for Ciri flashback quests (needs testing).
- - fixed a bug with random crafting prices, but needed to change the code significantly, so watch out for potential bugs (hope there's none);
-
Version 2.2beta19
- - loot from creatures was completely reworked, especially mutagens; different types of monsters drop different types of mutagens, drop rate is about 10%;
- fixed a bug with laundry stick level from certain B&W ending;
- Palmerin was made more resistant to sharley's special attack during corresponding quest;
- dwarves during gwent tournament quest in B&W should be less spongy;
- NG+: regen rate for ghouls and noon/night wraiths was reduced.
- - loot from creatures was completely reworked, especially mutagens; different types of monsters drop different types of mutagens, drop rate is about 10%;
-
Version 2.2beta18
- - fixed a bug with drug dealer in "Matter of Faith" quest doing tons of damage (he had lvl 12 and was fighting lvl 2 ghouls);
- fixed a bug with priest in the above quest being lvl 1;
- Deadly and High level bonuses should not be added to allies anymore, only to enemies;
- improved stamina management code, which should fix a bug with griffin and griffin-like creatures sometimes freezing while trying to land.
- - fixed a bug with drug dealer in "Matter of Faith" quest doing tons of damage (he had lvl 12 and was fighting lvl 2 ghouls);
-
Version 2.2beta17
- - Lindevale amateur blacksmith took an extension course and became a journeyman;
- "doppelgangers" spawned by wraiths and foglets are no longer auto-leveled if corresponding menu setting is on;
- an attempt was made to fix vanilla problem with lesser mutagens of different color not having equal drop probabilities despite xml settings;
- adrenaline stat in character popup menu is now rounded properly;
- fixed a problem with some types of strong alcohol being too rare;
- added more empty bottles to merchants;
- autogenerated secondary weapons should now have proper levels instead of always being 5-6 levels above the player.
- - Lindevale amateur blacksmith took an extension course and became a journeyman;
-
Version 2.2beta16
- - added an option to sink a boat if over encumbrance is too high (off by default, repeat copy bin folder install step to see it in menu);
- fixed an issue with quality level of weapon/armor/etc recipes not matching with quality level of crafted item;
- Gourmet skill duration increased to 5 mins;
- human opponents' health tweaked to make them less of a damage sponge.
- - added an option to sink a boat if over encumbrance is too high (off by default, repeat copy bin folder install step to see it in menu);
-
Version 2.2beta15
- - NPC should be less likely to perform long series of dodges;
- fixed a bug with loosing over encumbrance effect after being knocked unconscious;
- expensive alcohol can no longer be looted from poor houses;
- Petri Filter lvl 3 special ability changed to "Special effects from signs are one-third longer." Affects all signs, including Yrden and Quen;
- Petri Filter and Thunderbolt potion now add 25/30/35 % of spell/atack power at lvl 1/2/3;
- Ekimmara trophy crit chance bonus lowered to 10% (was 15%);
- Czart trophy crit power bonus increased to 25% (was 20%).
- - NPC should be less likely to perform long series of dodges;
-
Version 2.2beta14
- - fixed a major bug with bies having 20k essence regen per second, introduced in beta13;
- wyvern trophy stamina regen bonus changed to 2.5 per second;
- lvl 3 Petri Philter +100% effect chance bonus changed to +50% (temp decision until I come up with something to replace it altogether);
- added sprint, roll and dodge stamina penalty for being over encumbered - 1 point of stamina for each 1% of over encumbrance;
- added effects_ep2.xml entries from Preparations mod, thus, no need to merge these xml files when using both GM and Preparations.
- - fixed a major bug with bies having 20k essence regen per second, introduced in beta13;
-
Version 2.2beta13
- - fixed an issue with followers dealing tons of damage;
- fixed an issue with ghouls suddenly loosing all their stamina when seemingly doing nothing;
- fixed numerous stamina related issues with NPC;
- improved NPC dodge algorithm;
- AI is tweaked again;
- removed auto-equipping of trophies after you loot them from the body;
- probably something else I forgot about.
- - fixed an issue with followers dealing tons of damage;
-
Version 2.2beta12
- - compatibility with All NPC Scabbards: install it and DO NOT merge conflicting xmls. Make sure modGhostMode is loaded first (it should by default as it's alphabetically sorted before modScabbards).
- added more health to drunk Baron during ques fistfight.
- fixed an old vanilla bug with Flood of Anger: it now works with all signs and all cast modes.
- fixed a bug with Forktail decoction bonus not being applied to alternate Igni cast.
- Yrden damage from Supercharged Glyphs is changed to 0.3% of victim's health per ability level (up to 1.5%) per second. Final damage is affected by victim's resistance.
- Lots of bugs with stamina check for certain NPC actions were fixed. All actions should now check for stamina and drain stamina properly (if an action has non-zero stamina cost).
- Base game human AI tweaked again.
- Health for base game humans was lowered slightly.
- - compatibility with All NPC Scabbards: install it and DO NOT merge conflicting xmls. Make sure modGhostMode is loaded first (it should by default as it's alphabetically sorted before modScabbards).
-
Version 2.2beta11
- - Resistances for final Wild Hunt bosses lowered a bit as fights seemed unnecessary long.
- Fixed a bug with Ancient Leshen decoction effect not being activated properly for some signs and some cast modes and also with Forktail decoction effect not being removed properly for the same signs and cast modes.
- Ancient Leshen decoction: max stack limit set to 10 (was infinite), effect only triggers on normal cast to prevent exploiting alt cast hold-release.
- Quen Impulse is no longer triggered on alternate Quen aborted - only on shield lost due to damage.
- Quen auto-casting from all glyphs, abilities and mutagens should now work properly.
- Quen chance on projectile increased a bit for armors that had it already.
- Fixed a bug with Axii slowdown effect not working properly.
- Axii Delusion skill reduced casting time was removed as it was breaking Puppet skill. Delusion now grants 30% slowdown per skill level and works properly with both regular and alt cast.
- Aard power skill related visual effects were made dependent on Aard sign power (can't see much difference, though).
- Various leftover code from dropped sign skill design was removed as it was giving unintended stealth bonuses to Igni and Axii.
- - Resistances for final Wild Hunt bosses lowered a bit as fights seemed unnecessary long.
-
Version 2.2beta10
- - Griffin school perk stamina regen bonus per piece was reduced to 1.25%;
- added better Razor description;
- added more fixes for quest items' flags;
- B&W: tucked hairs style applied for Grandmaster Bear armor;
- tucked hairs style applied for all levels of Wolf armor.
- - Griffin school perk stamina regen bonus per piece was reduced to 1.25%;
-
Version 2.2beta9
- - fixed a bug with immortal black bears in NG+;
- fixed an incorrect displayed number of random abilities when viewing item schematic in merchant's inventory;
- a piece of the code added to address vanilla problem of quest marker for items related to finished/failed quests not being properly removed, resulting in said items being permanently stuck in player's inventory;
- Arrow Deflection ability now accounts for NPC level damage bonuses, this should make late game damage scaling better;
- Restored +50% crit chance for crossbow headshots, headshots still ignore armor and resistances.
- Added "Geralt it now clean-shaven" message after shaving with razor.
- Added "Non-aimed shots deal 50% less damage" info to crossbow and bomb base skill descriptions.
- - fixed a bug with immortal black bears in NG+;
-
Version 2.2beta8
- - Cooking recipes added: can be bought from innkeepers. Original idea and recipes by delamer., used with his permission.
- Generic Merchants Fix by Wolfmark implemented with author's permission - resolves a problem with some merchants not showing their goods.
- Geralt can now use razor in his inventory to shave himself (original idea by Murzinio, used with author's permission).
- Fixed a bug with dodge and roll stamina cost for medium/heavy armor not being checked while starting an action.
- Fixed a bug with Quen cast on projectile armor ability not reducing damage.
- Acquired Tolerance was rebalanced to not count alcohol, quest and cooking recipes, it only counts potions, decoctions, bombs, oils and substances. Reequip the skill if you have it active as auto-reequipping doesn't recalculate max toxicity properly for some reason!
- Random loot and merchants' goods were reworked for base game and DLC.
- - Cooking recipes added: can be bought from innkeepers. Original idea and recipes by delamer., used with his permission.
-
Version 2.2beta7
- - fixed a bug with small DoT damages not being applied at all (early game);
- Olgierd von Everec AI tweaked a bit;
- fixed some mixed up inventory icons for boots, gloves and swords (original fix by FreeSergey);
- restored extended items descriptions for books, keys, quest items, etc. (original fix by FreeSergey);
- missing lore books from Witcher Book Collection mod by KasparsBITELV were added with author's permission (TW1/2 books were not added).
- - fixed a bug with small DoT damages not being applied at all (early game);
-
Version 2.2beta6
- - AI tweaks finished;
- WO Griffin and Nitral tweaked to adjust for Vesemir and Keira damage.
- - AI tweaks finished;
-
Version 2.2beta5
- - Removed x3 health multiplier from black bear;
- Magic Sensibilities crit chance and crit damage bonus multipliers were decreased.
- Fixed a bug with Magic Sensibilities crit damage multiplier not working.
- Pyromaniac damage bonus was decreased a bit.
- White Orchard Viper school swords are buffed with small poison damage.
- Some parts of the AI code were reworked, hopefully, for better behavior :)
- - Removed x3 health multiplier from black bear;
-
Version 2.2beta4
- - Quen Impulse used on regular Quen cast no longer drains full stamina.
- Vesemir related quests in WO were tweaked to adjust for him dealing non-zero damage.
- Keira related quests were tweaked to adjust for her dealing non-zero damage.
- Sword stats window was reworked, bug with duplicated crit chance was fixed (as well as some other bugs), additional stats were added.
- - Quen Impulse used on regular Quen cast no longer drains full stamina.
-
Version 2.2beta3a
- - fixed a bug with non-minigame fists damage buff being also applied in minigame, resulting in one/two-shooting all the opponents. Sorry :)
-
Version 2.2beta3
- - another fistfighters tweak to make non-minigame fist fights less annoying without making fists an OP weapon;
- slight changes to how difficulty damage buff is applied, should result in better control over enemy damage buffs/nerfs with xml, might result in some enemies being overly nerfed - report if you notice anything of a sort;
- an attempt to make NPC allies deal at least some damage when assisting the player, might result in some NPCs dealing too much damage - report if you see it happening;
- HoS and B&W enemies AI tweaked.
- - another fistfighters tweak to make non-minigame fist fights less annoying without making fists an OP weapon;
-
Version 2.2beta2
- - lots of fake levels removed from fist fighters and some other NPCs that were using the same "cheating" method.
- fist fights were tweaked.
- fixed a bug with alternative Quen and Poisoned Blades descriptions.
- probably something else, I forgot about :)
- - lots of fake levels removed from fist fighters and some other NPCs that were using the same "cheating" method.
-
Version 2.2beta1
- Crazy experimental version, be careful!
- AI combat parameters were tweaked to make them more aggressive (humans only for now and Ancient Leshen).
- Hit reaction severity now depends on amount of damage taken.
- AI has a chance to run an attack that can't be interrupted by taking damage.
- AI has a chance to ignore pain while burning.
- Strong attacks no longer ignore full armor, they have +25% to base damage and +200 to armor penetration instead.
- Melt Armor skill now reduces total armor (Armor, which is non-specific resistance, + any specific point resistance an opponent has).
- Skill descriptions were significantly altered to be more informative.
- Counterattack lvl 3 skill now drains focus after successful knockdown roll.
- All combat actions now have stamina regen delay, i.e. they pause stamina regen.
- Chernobog Runestone now increases weapon damage.
- Veles Runestone now increases sign damage.
- Protective Coating max skill level is reduced to 3.
- Frenzy slowdown factor is decreased and slowdown time is increased a bit.
- Arrow Deflection lvl 3 damage bonus was increased to 200%.
- Confusion effect now only grants higher finisher chance if victim's health is below 25%.
- Soft caps for sign power related calculations (like effect apply chance and duration) were tweaked a bit.
- HoS: - Invigoration runeword now also increases sign damage.
- HoS: some items were tweaked.
- Probably, something else, I forgot about :)
- Crazy experimental version, be careful!
-
Version 2.1beta8
- - fixed a bug with sprinting stamina penalty for medium and heavy armor being applied incorrectly.
- potion duration inventory tooltip now accounts for all duration bonuses.
- Aard knockdown effect was reworked completely, now all four types have non-zero probability to be applied at any sign power, higher sign power merely increases knockdown/heavy knockdown probability.
- B&W loot tables were tweaked again.
- - fixed a bug with sprinting stamina penalty for medium and heavy armor being applied incorrectly.
-
Version 2.1beta7
- - Undying skill was reworked: it now triggers reliably and grants brief invulnerability period during which the player regenerates some percentage of his health, depending on skill level and adrenaline available. Cooldown increased to 60 sec.
- Protective Coating protection bonus is now scaled with ammo percentage left (same way as all the other oil related bonuses).
- B&W: Euphoria bonus decreased to 0.5% per toxicity point.
- B&W: loot tables were tweaked again to reduce amount of loot.
- Fixed a bug with Euphoria bonus not being accounted for when displaying sign power in character stats popup menu.
- Reworked how armor stamina penalty is applied, so it no longer interferes with Werewolf mutagen.
- - Undying skill was reworked: it now triggers reliably and grants brief invulnerability period during which the player regenerates some percentage of his health, depending on skill level and adrenaline available. Cooldown increased to 60 sec.
-
Version 2.1beta6
- Combat skills:
- Undying skill no longer restores 100% of vitality at any skill level and uses actual values from the description.
Crossbow:
- Non-aimed shots deal 50% less damage.
- Damage from player's own bolts is no longer halved.
- Bolts and crossbows are reworked, damage and effects tweaked.
- Headshots ignore armor and resistances instead of adding 50% to crit chance.
Alchemy skills:
- Pyrotechnics damage bonus was increased to 50 points per skill level (was 30).
Alchemy items and effects:
- Non-aimed bombs deal 50% less damage.
B&W:
- Fixed vanilla bug with Euphoria bonus being applied twice, resulting in insane damage multipliers.
- Cat Eyes base crossbow damage bonus is replaced with 125% crit damage bonus.
- Combat skills:
-
Version 2.1beta5
- - rarity differentiation introduced in previous version for better sorting was removed from runes and glyphs as it was affecting weapon's/armor's rarity after applying runes/glyphs to weapon/armor.
- - Deadly Counter damage bonus and vitality threshold decreased to 15%.
- Second Life mutation now has priority over Undying skill.
-
Version 2.1beta4
- - Mutated Skin damage reduction bonus is decresed to 10% per adrenaline point.
- Lynx set tier 1 bonus now boosts light attacks after a strong attack and vice versa, bonus is reduced to 5% per piece.
- Lynx set tier 2 bonus now doubles adrenaline gain for critical hits with a sword.
- Gryphon set tier 1 bonus now decreases stamina spent while casting sign per each piece.
- Stamina regen is removed from Gryphon set tier 2 bonus, sign power bonus and damage reduction bonus are lowered.
- Minor items and loot tweaking in B&W.
- Edibles and upgrades (runes, glyphs) are assigned rarity values (master/magic/relic) for better inventory sorting.
- - Mutated Skin damage reduction bonus is decresed to 10% per adrenaline point.
-
Version 2.1beta3
- - B&W items and enemies balancing + balancing of some base game skills.
-
Version 2.1beta2
- - fixed a bug with Rend adrenaline drain messing up adrenaline bar;
- reduced Sunder Armor bonus to 5% per level (vanilla value);
- lowered Attack is the Best Defense adrenaline bonus;
- significantly lowered Gourmet food and drink duration bonus.
- Damage from player's own bombs and bolts is no longer halved;
- Dancing Star and Devil's Puffball DoT damage reduced a bit;
- fixed a bug with light attack bonuses being also applied to crossbow shots. - - added adrenaline gain and crossbow adrenaline gain to character stats popup menu.
- - fixed a bug with Rend adrenaline drain messing up adrenaline bar;
-
Version 2.1beta1
- - patch 1.30 compatibility;
- Cave of Dreams quest: Eredin Vision level changed to 19;
- Bombs were tweaked in terms of damage and effect duration;
- Dimeritium Bomb effect now lasts outside of the affected area for 4-7-10 sec for tiers 1-2-3.
- - patch 1.30 compatibility;
-
Version 2.0beta17
- - Griffin in master armorer's quest was buffed to be more dangerous.
- Whirl and Rend mechanics were changed, in-game tooltips were rewritten to provide detailed info.
- Adrenaline is no longer generated while being drain to sustain Whirl attack to prevent infinite Whirl.
- Zero crit restriction was removed from Whirl because of change in its mechanic.
- - Griffin in master armorer's quest was buffed to be more dangerous.
-
Version 2.0beta16
- - B&W: loot quantity was lowered for both random loot and monster remains;
- B&W: alchemy/crafting categories were changed for some of the items.
- - B&W: loot quantity was lowered for both random loot and monster remains;
-
Version 2.0beta15
- - fixed a problem with Drowners being affected by Pops Gas during certain quest;
- QoL: inventory tooltip now shows how many items of this type you have in stash and merchant inventory tooltip shows how many you own (inventory + stash) - the info is displayed left of the weight info;
- Activating Quen Impulse in alternative Quen mode now drains full stamina bar.
- - fixed a problem with Drowners being affected by Pops Gas during certain quest;
-
Version 2.0beta14
- - (experimental) Sun and Stars night energy regen bonus changed to +5/s (was +1/s);
- fixed a bug with Master Armorer's quest reward armor using old model for armor stand;
- fixed a bug with Gourmet perk not working for drinks;
- fixed a bug with Wolf Liver being unequipped from a quick slot after save/load;
- fixed several skill descriptions: Alternate Yrden, Axii Domination and Deadly Precision.
- - (experimental) Sun and Stars night energy regen bonus changed to +5/s (was +1/s);
-
Version 2.0beta13
- - Sign power doesn't have an effect on burning damage anymore - it affects burning duration only.
- Base Igni fire damage was increased to 125.
- Firestream on hit fire damage was increased to 125.
- Firestream channeling fire damage was increased to 50 * skill level.
- Pyromaniac bonus to fire damage was increased to 40 and channeling damage - to 15 per skill level.
- Sign power skills now add 10% per skill level up to 50% (was 5% per level up to 25%).
- Quen Impulse damage was added to magic stats screen.
- - Sign power doesn't have an effect on burning damage anymore - it affects burning duration only.
-
Version 2.0beta12
- - fixed a bug with Superior Northern Wind recipe requiring Saltpetre instead of Alchemists powder;
- Quen Impulse damage is now scaled with stamina spent in alternate Quen mode.
- - fixed a bug with Superior Northern Wind recipe requiring Saltpetre instead of Alchemists powder;
-
Version 2.0beta11
- - Removed a fix for bugged immortal NPCs introduced in version 2.0beta8 as it was causing problems in Toussaint.
- Crippling Strikes skill was changed: it now works similar to regular bleeding (damage is calculated as % of enemy health instead of being just fixed 25 points per level), its apply chance is checked against target's resistance. Effect duration now depends on skill level: 3 sec + 2 sec per additional level (vanilla is 5 sec).
- Exp points for upscaled monsters were halved to avoid overleveling problem. - - (experimental) signs do only 25% of their direct damage to vitality based opponents, DoT damage is unchanged. This aims to address the problem with signs (Igni in particular) being way more effective on humans/animals early game than steel sword.
- - Removed a fix for bugged immortal NPCs introduced in version 2.0beta8 as it was causing problems in Toussaint.
-
Version 2.0beta10
- - wolves/dogs were rebalanced to make them less annoying in WO and more threatening during Ciri episodes.
-
Version 2.0beta9
- - fixed an issue with B&W pants still having vanilla weight and resistances;
- Ciri vs witches fight rebalanced a bit to make it easier;
- (experimental) tweaked human AI block/parry/dodge params a bit.
- - fixed an issue with B&W pants still having vanilla weight and resistances;
-
Version 2.0beta8
- - an attempt was made to address vanilla issue with improperly initialized NPC (negative essence and vitality, impossible to damage/kill): when such bug occurs, attack will kill bugged NPC and combat log will output a message "KILLING BUGGED NPC!";
- fixed a problem with B&W exp being too low;
- fixed camerlengo trophy description;
- B&W enemies damage was decreased a bit (to prevent one-shotting).
- - an attempt was made to address vanilla issue with improperly initialized NPC (negative essence and vitality, impossible to damage/kill): when such bug occurs, attack will kill bugged NPC and combat log will output a message "KILLING BUGGED NPC!";
-
Version 2.0beta7
- Base game:
- Fixed a bug with stuffed animals in Ermion's lab being at lvl 32.
- Fixed a bug with oils permanently stuck on sword when transferred to another inventory.
- Removing armor piece now improves stamina regen.
- Rend gives 50% base damage bonus for full stamina spent and 25% for each adrenaline point. Attack now drains adrenaline.
B&W:
- Fixed a bug with Euphoria mutation not being triggered properly on combat start and another bug with it being triggered out of combat after drinking a decoction.
- Piercing Cold freezing chance is now checked against victim's resistance to frost, force damage is decreased to 750 (scales with sign power).
- Toxic Blood returned damage is decreased to 0.75% per toxicity point.
- Fixed a bug with skills permanently stuck in locked additional slots after 1.22 patch.
- Fixed a bug with being able to place any type of skill to any type of additional skill slot by swapping.
- Bear set Quen damage bonus is reduced to +100% (was +200%).
- Lynx set fast attack bonus is reduced to 5% per piece (was 10%).
- "Bombs are thrown without any delay" bonus is moved to Manticore set (in additon to crit chance/damage for bombs).
- Wolf set tier 2 bonus is replaced with "Each oil applied to a sword increases critical hit chance by 5% and critical damage by 10%."
- Base game:
-
Version 2.0beta6
- - B&W: items, equipment end enemies are tweaked (but not tested in actual playthrough), new skills are unchanged.
-
Version 2.0beta5
- - fixed an issue with bolt prices.
-
Version 2.0beta4
- - fixed a bug with wrong experience for vitality based monsters;
- - added XP gained message to combat log;
- - fake levels removed from all monsters that used them, displayed level should match actual monster level now.
-
Version 2.0beta3
- - stashed items are now taken into account for crafting;
- - stashed items are now taken into account for making alchemy items when accessing alchemy menu from herbalist/alchemist, but only player inventory items are used when making alchemy items by yourself.
- - can now buy missing alchemy ingredients directly from alchemist/herbalist (same as crafting ingredients since patch 1.21);
-
Version 2.0beta2
- - experimental: Cat and Bear school perks changed;
- - early game experience modifiers tweaked a bit;
- - late game trophies tweaked a bit (pre-B&W changes);
- - work on B&W started, some files tweaked, still not recommend to attempt B&W with current beta, though.
-
Version 2.0beta
- - patch 1.22 compatibility;
- - fixed an old bug with incorrect attack power calculation for stats menu;
- - oils were changed significantly (new abilities added, bonuses depend on current charges).
-
Version 1.2
- - fixed a bug with NG+ xml file (introuduced in one of the latest mod versions), causing all weapons and armors to disappear/glitch in NG+;
- - added Russian translation of short changelist.
-
Version 1.1
- fixed a problem with some of the relic swords being too OP for their location;
- old readme replaced with the new one;
- partially translated Russian readme added.
-
Version 1.0
- - fixed various HoS monsters balance issues;
- - added Russian localization for new stats in character popup menu;
- - Devil's Puffball damage now scales with enemy health (similar to Dancing Star damage);
- - items durability tweaked a bit;
- - fixed a bug with Glyph of Warding and Glyph of Binding not giving proper resistance;
- - Olgierd sabre tweaked a bit (see full changelist).
-
Version 0.9.1beta1
- - HoS overhaul started, testing is in progress;
- tax collector now appears if you have more than 10000 crowns (was 35000 in vanilla, too much for this mod);
- enchanter upgrades now cost 3000/6000/9000 crowns for levels 1/2/3 respectively;
- bolts no longer cost a fortune, you can sell them and by them fore reasonable price, but you can't dismantle them; crafting price is roughly the same;
- Strong Back carry weight bonus reduced to 40 (was 60);
- Battle Frenzy crit chance increased to 10% per adrenaline point (was 8%);
- Pierog rune gives +2 normal vitality regen and Tvarog rune gives +2 combat vitality regen (was no bonus and I kinda like pierogi myself :) );
- Dumplings runeword now doubles well fed/well hydrated effect regen value and not effect duration;
- enhanced armor and weapons effect bonus is 20% for armor and 15% for weapons;
- both armor and weapon enhancements now affect base armor and base damage;
- durability now affects base armor value and base weapon damage in more drastic way.
- - HoS overhaul started, testing is in progress;
-
Version 0.9
- - auto-leveled rats shouldn't deal an insane amount of damage anymore;
- another portion of experience, quests levels and monsters tweaks;
- set swords made more useful;
- relic swords rebalanced for more usefulness;
- random items bonuses redone for better scalability;
- end game bosses are tweaked and tested.
- - auto-leveled rats shouldn't deal an insane amount of damage anymore;
-
Version 0.8alpha23
- late game experience and quests levels tweaks;
- late game quest monsters tweaks.
-
Version 0.8alpha22
- - Quen Discharge now properly returns % of reduced damage and not % of incoming damage.
- All returned damage is now direct and isn't affected not by attacker power attributes, nor by target's resistance. Still, direct damage from Quen impulse is scaled with ability level and sign power and alghouls return piercing damage with their spikes.
- Mutagens were tweaked for more usefulness.
- Melt Armor skill was tweaked to have bigger and quicker effect.
- Black Blood was nerfed a bit.
- - Quen Discharge now properly returns % of reduced damage and not % of incoming damage.
-
Version 0.8alpha21
- more tweaks to quest levels on Skellige and in KM;
- more tweaks to reward swords and some of the relic swords;
- minor tweaks to armor reduction on items and upgrades;
- wild hunt now deals additional frost damage;
- wild hunt bosses balancing started (Imlerith is tweaked, others are not yet tweaked);
- damage resistance for golems and elementals tweaked;
- oils now have 5-10-15% damage reduction.
-
Version 0.8alpha20
- fixed wrong levels for bear school steel swords.
-
Version 0.8alpha19
- another bug with Northern Wind bomb is fixed, now it should work as described;
- wolf armor levels reworked to fit exp curve and monster levels in related areas (21-24-28-34).
-
Version 0.8alpha18
- - more quest level and experience tweaks;
- - Northern Wind bomb bugs and inconsistencies are fixed: it now increases incoming damage (25-50-75% for tiers 1-2-3) and adds damage to Aard attacks on frozen targets. Knockdown effect is removed;
- all monster hunt monsters are now immune to knockdown effect - they get stagger effect instead.
-
Version 0.8alpha17
- - more experience tweaks: now for kills mostly;
- more tweaks to Skellige quest levels and monster levels - work in progress (!);
- new soft leveling menu option: upscale low level enemies to be no more than 6 levels below Geralt.
- - more experience tweaks: now for kills mostly;
-
Version 0.8alpha16
- - yet another experience tweak;
- more fixes to quest levels (Novigrad, Skellige);
- extended stats screen now shows attack power multiplier for light and strong attacks;
- switched "Fogling teeth" and "Hag teeth" for Full Moon 2 and Full Moon 3 potions;
- Basilisk, Forktail and Wyvern plate now give both Monstrous plate and Monstrous hide when disassembled;
- fixed a bug with monster nest experience and lowered exp values (20 for the nest, 30 for the boss);
- lowered exp for bribe (5 exp) and Axii (5*level) in dialogues.
- - yet another experience tweak;
-
Version 0.8alpha15
- - yet another experience tweak (modifiers, quest levels in Novigrad);
- fixed wrong exp bonus for Deargdeith relic sword;
- fixed steel and silver swords level calculations;
- buffed a bit Hattori quest sword.
- - yet another experience tweak (modifiers, quest levels in Novigrad);
-
Version 0.8alpha14
- - another experience tweak;
- added more herbs for alcohol crafting to herbalists;
- added a workaround to fix what appears to be 1.12 new bug - merchants never spawn balisse fruit in their inventory.
- - another experience tweak;
-
Version 0.8alpha13
- - fixed mahakaman trousers schematic;
- fixed pops gas killing drowners during Dijkstra's quest;
- tweaked some of the monster's stats;
- changed quest experience logic slightly;
- an attempt to fix Novigrad quest levels inconsistency.
- - fixed mahakaman trousers schematic;
-
Version 0.8alpha12
- fixed a bug with quen not reducing damage properly;
- fixed a bug with leshen, wildhunt and waterhag trophies not displaying their tool-tip data properly.
-
Version 0.8alpha
- alpha version with lots of changes, still in development.
-
Version 0.7.1
- - fix for wooden sword vs wooden sword fights becoming unwinnable in NG+ due to zero damage dealt (when both opponents fight with wooden sword, no resistance is calculated and used, just raw damage).
-
Version 0.7
- - Roll stamina delay increased to 1.5 sec (was 1.0 in vanilla), sprint and jump delay increased to 1.0 sec (was 0.5).
- Foglet's decoction now gives its bonus during rain, snow and storm only, i.e. when weather indicator doesn't show 'Clear'.
- ArchGriffin decoction now reduces target's health proportional to stamina spent: if you have full stamina, health will be reduced to 5%, but if you have only half stamina, health will be reduced to 2.5%.
- Ekidna decoction heal percentage now depends on stamina spent: for max stamina you'll get 10% of HP healed, for less stamina you'll get less healing. Now woks with all actions that have stamina cost.
- Alternate attacks and sign casts now properly pause all stamina regen effects. As a result, Tawny Owl no longer regenerates stamina during sign channeling and doesn't prolong the cast.
- Every action that has stamina regen pause now pauses all stamina regen effects and not only auto-regen effect.
- Alt Yrden uses up more stamina.
- Aard Shock Wave uses up more stamina and has more cooldown time.
- - Roll stamina delay increased to 1.5 sec (was 1.0 in vanilla), sprint and jump delay increased to 1.0 sec (was 0.5).
-
Version 0.6
- - Parry stamina cost removed, parry and counter stamina regen delay increased to 1.5 sec instead (was 0.5 sec in vanilla).
- Quen base health is increased to 400 (was 200 in vanilla) for both normal game and NG+.
- - Parry stamina cost removed, parry and counter stamina regen delay increased to 1.5 sec instead (was 0.5 sec in vanilla).
-
Version 0.5
- - Starting Axii confusion chance is 50% (like in vanilla) and can be reduced by target's resistance.
- 1% of Axii power adds 0.5% to raw confusion chance for powers between 0% and 100%, 0.33% for powers between 100% and 200% and 0.25% for powers > 200%. I.e. progression is non-linear. So, higher sign power helps with effect duration and with countering high effect resistances of high level enemies.
- Starting Aard knockdown chance is 50% (like in vanilla) and can be reduced by target's resistance.
- 1% of Aard power adds 0.5% to raw knockdown chance for powers between 0% and 100%, 0.33% for powers between 100% and 200% and 0.25% for powers > 200%. I.e. progression is non-linear. So, higher sign power helps with effect duration and with countering high effect resistances of high level enemies.
- Sign bonuses for lower difficulties changed to account for changes to starting sign effect chances for Aard and Axii.
- - Starting Axii confusion chance is 50% (like in vanilla) and can be reduced by target's resistance.
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Version 0.4
- - Fixed a bug with Yrden slowdown effect not being continuous sometimes (it was not cumulated properly due to multiple changes to how slowdown loop works in the mod).
- Superior Petri Filter works for non-immune targets only (i.e. if corresponding prc resistance is < 100%), gives 100% knockdown chance to Aard, 100% burn chance to Igni, 100% Axii success chance, 100% success for Quen knockdown effect and at least 50% slowdown factor for Yrden.
- - Fixed a bug with Yrden slowdown effect not being continuous sometimes (it was not cumulated properly due to multiple changes to how slowdown loop works in the mod).
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Version 0.3
- - 1% of Yrden power adds 0.5% to raw slowdown factor for yrden powers between 0% and 100%, 0.33% for powers between 100% and 200% and 0.25% for powers > 200%. I.e. progression is non-linear.
- Difficulties: Added bonuses to some of the signs starting effect chances for lower difficulties, no bonuses for DM.
- HoS bosses and monsters resistances tweaked.
- MiniBoss and Boss resistances tweaked, I was too harsh on signs with them.
- Returned Aard to griffin-based monsters bestiary entries, but after Quen (some players pointed out that you can still use Aard to bring them down at least).
- - 1% of Yrden power adds 0.5% to raw slowdown factor for yrden powers between 0% and 100%, 0.33% for powers between 100% and 200% and 0.25% for powers > 200%. I.e. progression is non-linear.
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Version 0.2
- - Pyromaniac adds 5% bonus to raw burning chance per skill level, 30 fire damage and 5 channeling damage per skill level.
- Yrden damage from Supercharged Glyphs is increased to 15 per skill level (instead of 10 in vanilla) and is scaled with spell power and target's resistance. Hit animation is now played properly.
- Quen base health is increased to 300 in NG+ (was 200 in both normal and NG+ in vanilla).
- Crippling Strikes skill deals more damage per level (40 instead of 25) and damage and effect duration both scale with attack power, but its apply chance is checked against target's resistance. Base duration is 5 sec (vanilla).
- Broken undocumented ability for oils was fixed and now they properly reduce target's damage reduction percentage. Effect depends on "charges" left: reduction % = current charges / max charges * lvlReduction. Instead of being used for superior oils only, this ability now works for all oils, but max reduction is determined by oil level (lvlReduction = 10%, 20%, 50% for lvls 1, 2 and 3 respectively).
- HeavyKnockdown effect base duration changed to 3 sec instead of 3-5 sec in vanilla.
- Knockdown applicator logic changed to make knockdown effect harder to max out and to make it random instead of being determined by thresholds.
- When calculating effect duration, multiplier is now affected by target's point resistance.
- Armor reduction in points (like from strong attacks) now works for actual armor and doesn't work for innate target's defence.
- Sunder Armor resistance reduction is now 10% per skill level.
- Rend has twice as much stamina regen delay than vanilla.
- Parry costs 20 stamina.
- Fixed weird Aard Wave skill knockdown penalty calculations (it was 25% to 21% instead of 21% to 0%). Starting penalty is now 20%, level 2 has 10% and level 3 has 0% reduction.
- Axii Domination has 30% and 15% initial duration penalty for lvl 1 and 2. Description is wrong and seems to ignore actual sign stats completely. Can't be fixed without breaking localization.
- Fixed a bug where Axii Domination penalty was applied even when Axiing a single target.
- Poisoned Blades effect is now checked against target's resistance. Chance increased to 5% per skill level. Note that this ability have undocumented +10% per oil level chance to poison, resulting in min 15% and max 55% chance.
- Dancing Star and Devil's Puffball effects duration increased to 1, 2 and 4 sec for lvl 1, 2 and 3 bombs respectively (vanilla were 0.3, 0.3 and 3 sec).
- Enhanced armor and weapons effect duration increased to 30 min (was 15 min), bonus lowered to 10% (was 20%).
- Shrine sign bonus lowered to 15% (was 20%), time is unchanged (30 min).
- Well fed and well hydrated effects last longer (30-90 sec), but restore less health (10-15 per sec).
- Fixed bug with being able to apply oils in combat by dragging.
Resistances:
- Difficulties: Hardcore difficulty has 10% resistance to everything, NG+ hard difficulty has 10% resistance to sign effects and damage over time effects, NG+ hardcore has 10% resistance for everything.
- Individual monster armor and resistances changed.
- Wild Hunt resistances changed, added more base resists, individual resists lowered (because they should stack).
- Removed 87.5% of fire resistance from humans.
- Added different sign related resistances to human armor.
- Bestiary entries for griffin-based monsters changed: Aard changed to Quen, because they are huge monsters, immune to knockdown and have high force resistance.
- - Pyromaniac adds 5% bonus to raw burning chance per skill level, 30 fire damage and 5 channeling damage per skill level.
-

The mod focuses on improving overall gameplay by fixing bugged and over/underpowered skills, balancing of crafting, loot and economy while still keeping the game as close to vanilla as possible.
Since v3.0 the mod offers stamina based combat, i.e. all your combat actions require stamina to perform. In my opinion, it allows for deeper and more balanced gameplay, but if you think that this feature doesn't fit your playstyle, you can disable it in mod's options and switch to vanilla stamina rules.
For more detailed information on the changes in the mod refer to FullChangelist.txt.
If you're looking for other mods to use with Ghost Mode - here's my personal mod list.

Ghost Mode is an overhaul mod that alters almost every aspect of the gameplay: from combat and damage to loot and economy.
The mod aims to create more challenging and balanced experience, while not deviating too far from vanilla system and principles, i.e. all game basics remain roughly the same.
Vanilla game has lots and lots of gameplay issues: skills not working as intended or not working at all, descriptions being wrong, decoctions not doing what they're supposed to do, quest levels and experience being weirdly distributed, etc. Large portion of the mod is dedicated to resolving these issues: fixing bugged skills and items, providing better descriptions, tweaking useless and overpowered skills and items to be more balanced, changing loot so dimeritium plate can no longer be found inside poor peasant's shack, etc.
The mod supports all DLCs, but doesn't require them to function properly.
The mod supports standalone DLC playthroughs, but since those are technically save files made with vanilla version of the game, you will need to use cleardevelop console command to reset the character and rebuild skill trees.
NG+ is supported, but not recommended as the game itself was not created with NG+ in mind. So if you seek challenge, NG+ is not what you want.
Starting a new game is highly recommended both to avoid problems and to get used to mod changes. Starting from existing vanilla save is possible, but some of your equipment might get weird stats after installing the mod (newly found/crafted equipment will have proper stats). Starting from another overhaul mod is not recommended, especially if the mod changes skill tree and/or experience curve - this will result in broken skills and leveling. You can fix character development issues for vanilla/modded saves with cleardevelop (console command), but items you will need to craft again/re-spawn with console.
Mod changes by category:
1. New damage formula and combat changes
How damage is calculated affects all the other combat related gameplay aspects: from weapons and armors to skills and bonuses. An issue with vanilla formula is that there's nothing that can counter damage increase from attack power: bigger sword damage multiplied by bigger attack power results in fast snowballing into massive damage dealt to any enemy in the game. And it also results in useless skills (like strong attacks), upgrades (like armor penetration) and item stats (like armor value).
New damage formula was implemented in the mod to fix the snowballing problem: you now need to penetrate enemy armor first for your attack power bonuses to start taking effect. This works both sides, so higher difficulties enemy attack bonuses don't render armor value useless.
To complement this change a set of other modifications was introduced:
- strong attacks deal more damage and have armor penetration bonus, as a result, strong attacks work better against armored enemies and hit harder in general;
- enemy types are more distinct in terms of armor and resistances, some enemies are very hard to deal with using light attacks only, because light attacks won't be able to penetrate their armor;
- enemies have better chances do dodge strong attacks, overall AI handling of dodging was improved, making it more consistent, an ability to dodge different types of attack differs depending on enemy type;
- player armor classes were redone, so light armor has smaller resistances, medium armor has average resistances and heavy armor has bigger resistances to all types of damage;
- armor value still depends on armor level like in vanilla and it's now more meaningful because of its considerably bigger effect on damage taken;
- all combat actions require stamina to perform (configurable via in-game mod menu), stamina cost for sign casting is reduced compared to vanilla;
- cooldown mechanic was introduced for signs (configurable via in-game mod menu);
- heavy armors have stamina penalties for certain combat actions per piece, light armors have stamina bonuses for melee combat;
- being over encumbered adds severe penalties to sprinting, rolling and dodging actions, depending on how big your over encumbrance is;
- defense techniques (dodging/rolling, parrying and countering) were reworked, see the in-game description of corresponding skill for details;
- armor sets were introduced for generic (non-witcher) armors: wearing all four pieces of a certain armor type gives you additional bonuses;
- if you have Blood and Wine DLC, non-grandmaser witcher sets will grant you minor bonuses of corresponding grandmaster sets; grandmaster set bonuses were completely reworked;
- AI stamina management was reworked, so all AI actions now have stamina cost and you can now actually cause opponents to run out of stamina;
- combat is more dynamic and effects that stunlock your enemies have lesser duration to prevent issues like infinite burning stunlock with Igni;
- signs were rebalanced in terms of numbers, calculations and power to fix numerous issues with overpowered and useless skills;
- AI combat behavior was tweaked to make it react better to player actions;
- level up AI bonuses were changed to make NPC progression work better, level difference bonuses were removed;
- game difficulties were reworked, so Blood and Broken Bones is now hard and Death Match is deadly;
- optional enemy scaling was introduced, numerous issues with levels were fixed, so using scaling won't result in ridiculously hard enemies anymore (like rats or D'Jinn in vanilla).
2. Consistent wording and better descriptions
There is a huge issue with wording of gameplay terms in vanilla: the exact same thing can be called by three different names. Another issue is that many descriptions are rather vague and some are even incorrect.
The mod changes many of the texts in game to use consistent wording and provide more precise description and numbers. Almost every skill description was changed, as well as many descriptions for decoctions and other alchemy items.
3. Alchemy and ranged combat
Almost all alchemy recipes were redone for better consistency and more ingredients variety, a lot of bugs and inconsistencies with alchemy items were fixed.
Recipes for various types of strong alcohol were added to alchemists, so you can now brew mahakaman spirit or mandrake cordial yourself (very useful if you play with Preparations mod).
Cooking recipes were introduced into the game: you can now cook different meals using alchemy menu after you buy recipes from innkeepers and gather all the ingredients. Food types were reworked and separate "well hydrated" effect was restored, so you can drink and eat at the same time again.
Decoctions were reworked completely to offer more unique and interesting bonuses and to create synergies with different builds.
Bombs are more consistent and reliable now with their effect: their damage over time effects now reduce a percentage of enemy health, as all the other similar effects do. Non-aimed bomb throws now suffer from 50% penalty to attack power. When destroying a monster nest, the game now tries to use the bomb you have selected first instead of always preferring Dancing Star bomb. Damage from player's own bombs is no longer halved.
Crossbows and crossbow bolts were reworked for better damage and better additional effects. Non-aimed crossbow shots also suffer from 50% attack power penalty same as bombs, headshots go through armor and have additional 50% critical hit chance. Damage from player's own bolts is no longer halved.
Meditation and refilling of alchemy items are unchanged, but the mod is fully compatible with Preparations mod and is balanced for playing with Preparations using default refill option (refilling with base ingredient). Other aspects of Preparations are also accounted for - like no eating/drinking in combat or no applying oils in combat. Using Preparations makes meditation and alchemy/skill management more immersive, so it's highly recommended to install it along this mod.
4. Economy, looting and crafting
Prices are a big issue in vanilla game: when you're charged with astronomical sum for some basic sword or crafting component you rarely even buy anything. On top of that there's loot system that generates rare and expensive ingredients like dimeritium plate inside a regular crate in some poor man's house. Ingredients having zero weight take it even further as you can loot virtually everything, so you never run out of crafting components or money.
The mod makes several adjustments to improve this system:
- merchant price modifiers were changed, so items no longer have 400% extra charge;
- loot tables were completely reworked to not have rare and expensive ingredients or magical items everywhere - they can still be found, but only at alchemy labs or inside treasure chests;
- all items have weight, so you can't carry hundreds of swords and armor anymore;
- due to changes to alchemy recipes and crafting schematics you won't need as many ingredients as in vanilla and due to changes to loot system you won't get that many of them anyway, so weight limitation won't create issues with alchemy and crafting;
- you are no longer able to gallop and fast-travel while overencumbered;
- merchant inventories were also reworked: more common items, generic food and alcohol were added as well as empty bottles (to support new cooking recipes and Preparations mod);
- negotiating monster contract price can now increase your reward up to 70% (if you're very lucky, average number will be around 30%);
- rare monster parts cost more than generic alchemy ingredients, so you can kill monsters and sell these ingredients for money.
Crafting was completely reworked and shifted much earlier into the game:
- crafted item bonuses are no longer random: no matter the quality, all crafted items have fixed set of characteristics you can view immediately while buying corresponding schematic;
- crafting schematics are more consistent now: you don't need monster parts to craft generic human weapon or armor, but witcher sets require a lot of rare materials;
- you now have wider variety of weapons and armors to craft early game;
- Lindenvale blacksmith now has journeyman level, so you can craft different swords early on without a need to go all the way to Oxenfurt (good for those not using fast travel).
5. Items and equipment
Witcher sets are the best looking ones and have the most powerful bonuses in vanilla game (except for some relic items in HoS and BaW). This creates an issue with exploring and treasures when everything you find is far more worse than set items. There also is an issue with monster hunt trophies giving you useless and repetitive bonuses.
To address these issues all equipment and trophies (as well as many other items) were completely redone:
- generic items were given better bonuses, which are still random; higher level items get bigger bonuses, making them competitive to items you can craft or set items;
- relic items were also given better bonuses and items themselves were spread better throughout the game, so better relic swords and armors are available for higher level player;
- trophies were completely redone: all of them are now unique and provide useful bonuses which are related to abilities of a creature the trophy comes from;
- loot leveling system was improved so higher level players won't get items with a very low level;
- special DLC items were reworked for better balance;
- durability penalties were redone, so they now have more impact on the game, especially on higher levels;
- you can now buy special master tools after completing master armorer's and master blacksmith's quests: this tool restores 100% durability and increases item level by one when used;
- dismantle kits were added to armorers/blacksmiths and alchemists/herbalists that allow the player to dismantle items from the inventory;
- razor can now be used for shaving.
6. Quests, experience and rewards
There are numerous issues with quest levels and experience/reward amounts in vanilla game: levels are inconsistent, player tends to quickly overlevel the content, you can get huge amount of experience just for reading a book and almost nothing for completing a long difficult quest, some rewards have fixed level and are useless at the point you get them, etc.
All these issues are dealt with in the mod:
- quest levels were tweaked to spread them better throughout the game, some quests were shifted later into the game, because you can indeed complete them later story wise;
- experience tables were redone for more consistency, huge spikes like 4000 exp points at once were replaced with more reasonable rewards;
- main amount of experience still comes from the main quest, as it is somewhat time sensitive (at least story wise);
- another source of experience comes from monster contracts;
- side quests and minor quests give little experience: they mostly give you either another piece of the story or some reward like items or money;
- optional quests like horse races, fistfights and gwent give less experience and more items/money;
- combat experience was reworked, common monsters give little amount of exp, while bigger and unique monsters give more;
- you get progressively less experience for killing monsters of the same type;
- both quest and combat experience are adjusted by player level and quest/opponent level difference: you get progressively more (up to 150%) experience for higher level quests/opponents and progressively less (up to 0%) for lower level quests/opponents;
- you always get at least 5 exp points for completing a quest and at least 1 exp point for killing an enemy;
- difficulty modifiers were removed as they are no longer needed anyway because of experience table changes, you will no longer get massively overleveled when playing on lower difficulties or using fixed experience option;
- options for fixed quest and combat experience and for removing quest levels entirely were introduced as well as sliders for increasing/decreasing quest and combat experience;
- reward items for important quests were changed to have better bonuses and to autolevel to player level;
- additional unique diagrams of all three armor classes were added to master armorer, free reward armor was changed to match the one you help to test during the quest.
7. UI changes
QoL and fixes:
- kill count per enemy type can now be seen in new tab of bestiary menu;
- some mixed up inventory icons for boots, gloves and swords were fixed;
- extended descriptions for books, keys, quest items, etc. were restored.
Character statistic menu was also altered to show more data:
- sword damage now shows damage per hit instead of average damage per second;
- more detailed stats about attack power, critical hits, etc. are now displayed for swords;
- adrenaline gain is now displayed in stats;
- more stats are displayed for crossbows;
- more stats are displayed for each sign, signs section was divided into two to fit all the data;
- sign intensity now shows your base intensity and not average sign intensity for all signs, individual sign intensities a shown in detailed stats;
- more stats are displayed for each skill, even for base ones, so make sure you read them;
- stamina costs for actions are now displayed in stats.
8. Mod customization options
Enemy scaling, damage and health, quest levels, experience and some other options are available from the menu. For more detailed information on those refer to FullChangelist.txt.
9. Your very own difficulty mode
In vanilla difficulty modes differ by AI bonuses to health and damage and by quest and combat experience bonuses/penalties, AI combat behavior is the same on all difficulties. In the mod both quest and combat experience were completely reworked (see above), so vanilla bonuses/penalties no longer exist. This leaves AI bonuses to health and damage, which you can configure yourself using mod options.
In the mod Normal difficulty (Story and Swords) does not have any difficulty modifiers for enemy health and damage, so you can use it as a base to create your own custom difficulty mode:
1. All enemies already have their base health, damage and resistances set up on per enemy type basis with additional tweaks for special enemies like monster hunt monsters and bosses.
2. By increasing or decreasing additional damage and health you can fine tune the combat to your liking. For example, decreasing enemy health (about -50%) while simultaneously increasing their damage (300-400%) will result in very fast paced, but also very deadly combat as even slightest mistake will make you killed. Leaving health as it is while slightly increasing damage (by 50-100%) will result in more slow paced and less brutal, but still challenging combat.
3. By increasing or decreasing quest and combat experience you can speed up or slow down your level up rate. Since experience gain rate is balanced for existing quest levels, these options are only recommended to use if you have both enemy scaling and fixed experience options turned on.

The mod requires Community Patch - Base and Shared Imports installed to compile properly.
It's recommended to install the mod using The Witcher 3 Mod Manager - it handles installing/uninstalling the mod and its menu automatically. For manual install see the instructions below. Remember, though, that mod manager does not resolve mod conflicts, you still need Script Merger for this!
If you have any other mods installed, use Script Merger to find and resolve conflicts.
Compatibility with specific mods:
* Preparations - do not merge effects_ep2.xml file. Make sure the one from Ghost Mode has a priority (should be like this by default as modGhostMode is loaded before modPreparations).
* Nitpicker's Patch - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list). Loading order can be easily changed by renaming modNitpicker folder to modZNitpicker.
* Besserwisser's Patch - do not merge anything (including scripts!), but make sure Ghost Mode has higher priority (is first in conflicts list).
* All NPC Scabbards - do not merge bundled xml files, but make sure Ghost Mode has higher priority (is first in conflicts list). Nitpicker's Patch priority is irrelevant as Ghost Mode overrides both. Loading order can be easily changed by renaming modScabbards folder to modZScabbards.
* Better Icons mod - do not use xml versions of the mod as there are a lot of conflicts with Ghost Mode, but use version that changes icons themselves instead (search the Nexus for the one that corresponds to your language).
General merging advice: no other mod should override GM's files (ws, w3ent, xml, etc.)! If you allow another mod to take priority, the game might run and even seem OK, but later you will inevitably encounter things like wrong levels or abilities on NPCs. One-shotting the final boss of the game is no fun and it can happen if you ignore this warning!
IMPORTANT NOTICE: please, exit the game and re-run it after script compilation is done. It was discovered that playing the game without doing so might result in weird bugs occurring, such as invalid (-1) number of potions, probably, something else. The nature of this bug is yet unknown, but the above procedure should prevent it from happening.
RECOMMENDED MOD SETTINGS: use default/recommended presets in mod's options menu.
Manual install instructions:
Install the mod by unpacking both modGhostMode and modGMTutorials it into [Path to The Witcher 3]\Mods folder. Run Script Merger to find and resolve conflicts.
For in-game menu to work you need to copy [Path to The Witcher 3]\Mods\modGhostMode\bin folder into your [Path to The Witcher 3] folder.
Uninstallation (manual):
Delete both modGhostMode and modGMTutorials from [Path to The Witcher 3]\Mods folder. Run Script Merger to fix merged scripts.
Delete [Path to The Witcher 3]\bin\config\r4game\user_config_matrix\pc\modSignsConfig.xml.

My personal mod list.

- KasparsBITELV for permission to use parts of his Witcher Book Collection mod.
- Murzinio for original Razor Shaving mod.
- Wolfmark for Generic Merchants Fix.
- FreeSergey for his ideas, original cooking recipes and fixes.
- delamer for his ideas, cooking recipes and testing.
- SilversParlor for the header, logo and headlines.
- ViNT-1369 for playtesting the very early beta.
- FlynTie aka Chris.R and Moahofer30 for German translation.
- Denroth for Italian translation.
- Belzebox and lexo1000 for French translation.
- cavecanem and Spontan for Polish translation.
- lucard1984 and Musashiro for Brazilian Portuguese translation.
- udo and Kenny for Spanish translation.
- KNG for useful suggestions.
- KoalaNalle for various w2ent fixes.
- erxv for permission to use his Alternate Aard ripple fix.
- Polakowicz for permission to use his Ciri cutscenes sword bugfix.
- Reaper for useful suggestions and playtesting.
- lynn for being lynn.
- classboy05 for being nitpicky.
- Zym for brainstorming sessions and math. Lots of math.
- Spacecop42, Avaritica, Drum_Machinist, Remos, LaMurchik, combatmaster1o3, Monsieurbz75, slave.exe, Das, Kimura, Hi i'm Royeen, DreamGothic, Lexonn, kayjay, Pelmen and all the other beta players.
- Everyone who continues to support the mod on Nexus, Discord and Patreon, offers their help with localizing and testing the mod.