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By the end, I was running with a heavy armor build. I went with a heavy attack + rend + alchemy build and I enjoyed it very much. You must be wary of your stamina, because everything costs stamina now. I'm a programmer so I got the gist of the code and it worked flawlessly. It was between Auto Loot and Complete Animations. Out of all these mods, I only had one conflict to merge manually. Witcher Senses button works as an on/off switch I set the combat stamina and sprint stamina modifiers in the GM options to -0.3 (I was running out of stamina WAY too damn quick) I played on Story & Sword (I believe GM is much harder than unmodded based on things I've seen and read) I played GM v4.0 beta (the lastest version)
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I didn't want to play a quen-fest light attack spam game. I read everywhere that it's super unbalanced and the scaling is fucky. I also used a fuckton of other mods that ghost mode recommends (full list at the bottom).ĭisclaimer: I've never played unmodded Witcher 3. Perhaps this could be adapted to TW3.Oh this is perfect for me to answer! I just finished the main campaign with ghost mode yesterday. In TW1 I always carried food and water/milk/juice/beer/alcohol with me, and meditated frequently to increase vitality regeneration and level up. If implemented properly this could add an interesting layer to planning and exploration. There is a fine line however between a realistic or believable game and a horrendously annoying game. Likewise, "proper clothing" (like a thick fur cloak) may simply give you resistance to cold/fire/acid whatever. Environmental and weather effects can be simulated using the same rules: if you climb a snowy mountain without protection from cold spells or proper clothes, you may receive cold damage or develop diseases.
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When starving (days without eating?) they may start losing HP or become diseased or weakened (reflecting in their ability scores, attributes and so on).
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When hungry, they may get penalties to concentration, attack bonus or saving throws. For example, characters may have states corresponding to satisfied/hungry/starving. Unimplemented features could be added by playing around with the ruleset and game system. Also, by going to taverns and resting in comfortable beds, characters recover many more hitpoints during their sleep than the 1 HP for 8 hours of sleep they get in a dungeon (unless they have regeneration). Even as a mod or DLC in the future.įor example, in Infinity Engine games there are important reasons to rest: spellcasters need to rememorize their spells, per day abilities need to refresh, and characters may get fatigued after many hours of activity or as the effect of certain intense actions (such as the spell Haste). Depending on the ruleset underneath the action layer of TW3, this could be implemented without much hassle.
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