2.1.0 - 1.21 WITCHER SCHOOLS ARMOR UPDATE INTERNAL CHANGES
- BREAKING FOR TEXTURE PACKS: Changed the paths for textures in the model files
- CONFIG RESET: Your custom item Configs got reset, the config file is now called: "items_v5"
- Added magic damage types for each sign school and silver
- Added entity type tags for targets that are vulnerable to a specific sign
- Added Entity Type for Axii Immunity (Mostly for Bosses)
- If a target is vulnerable to a specific sign, the damage gets increased
- Cleaned up the code of relic witcher swords
- Added a tweaks config file
- Added a Witcher Grave Structure for Witcher Related Loot
- Relic Witcher Swords can only be found in Witcher Related structure chests now and in the future (LNE Witcher Add On)
BALANCING
- Rend Spell damage now scales with adrenaline effect amplifier
- Casting damaging signs (aard & igni) increases your adrenaline now
- Added the Stagger Effect
- Made the passive for all relic swords configurable
- The ultimatum sword applies stagger instead of fire
- Added missing textures of status effects
- The Kaer Morhen Set now acts as an early- to mid-game armor choice
- Changed Armor Set Bonuses
ADDITIONS
- You now can level up your Witcher School Armor!
- Added "smithing template" diagrams for each witcher school armor (Enhanced & Superior Tier)
- New Armor: Wolven Witcher-School Armor
- Wolven Gear is a hybrid medium armor type
- Superior witcher gear is fireproof like Netherite gear
2.0.4 - 1.21
- CONFIG Your effects config got overwritten, use effects_v1 now
- forgot to add silver & steel swords to their tags
- added more configured_feature variants for the witcher ores
- tweaked some numbers for the ores
- made the dark iron ore brighter
- added a meteorite like geode
- added netherrack dark iron ore
- adrenaline effect amplifier now gets decreased on receiving damage (like in TW3 game)
- CONFIG Your effects config got overwritten, use effects_v1 now
- Ice And Fire Fabric Silver Ingot Compat
- forgot to add silver & steel swords to their tags
- added more configured_feature variants for the witcher ores
- tweaked some numbers for the ores
- made the dark iron ore brighter
- added a meteorite like geode
- added netherrack dark iron ore
- adrenaline effect amplifier now gets decreased on receiving damage (like in TW3 game)
- fixed mod id to witcher_rpg
- 1.21.x update
- alternate sign mode is disabled for 1.21 version, will be enabled later
- the alternate signs can still be found in the Master Witcher Spell Book
- Sign Intensity Enchant is for Weapons, added specific sign intensity enchants for all Sign-Forms for the armor
- new particles for the aard signs
- new Spell School Witcher_Melee, that the melee spells also benefit from adrenaline, to crit more & higher
- Rend now stuns blocking entities and adds grievous wounds effect
- nerfed Whirl & Rend cooldown
HOTFIX
- fixed a breaking bug with 1.2.0 More RPG Lib, forgot to change the Adrenaline Attribute
- fixed a bug where game crashes if Alternate Sign Mode gets removed, and you have no Spell Book Equipped GENERAL CHANGES
- changed the icon for the mod
- added lapis to the spell book recipes
- update advancements, so all witcher swords count
- added a quen sign texture to the active quen shield effect while casting
- made rare & high tier swords and the master witcher spell book fireproof
Official Release of the Mod! ###GENERAL CHANGES
- Code cleanup
- Added Spell Schools for the Witcher Signs, for each Sign a separate school and a generic sign school
- shifted all witcher related attributes from the RPG Library to this Mod!
- removed the bound sign-spells from the ultimatum sword and the winters blade
- reworked all item attributes
- The Adrenaline Attribute now also modifies critical hits on witcher spells
- The Adrenaline Modifier will increase your duration of the adrenaline effect
- Added a Master Book, where you can choose between a mix of Fencing Spells and Sign Spells
- changed some particles, models & textures
- added Bear-, Cat- & Griffin-School Armor
- added sign related enchantment for witcher armor
###BALANCING SIGNS SPELLS
- added all the alternate sign modes via a sign mode spell
- Aard Sweep has less knockback & a smaller range but is 360 degrees
- Axii Puppet makes a monster entity your ally for a small duration and buffs its attack damage
- Igni Firestream is a concentrated stream of fire, deals more damage than regular igni
- Quen Active-shield is a casting mode, gives absorption, cleanses all negative effects, heals 50% of incoming damage
- Yrden Glyph, destroys incoming projectiles, damages entities in the radius and slows them
- the Aard Spells now cancel incoming arrows when timed correctly
###BALANCING FENCING SPELLS
- removed Strong Attack & Crippling Strike
- added Witcher Reflexes, you can block arrows or incoming attacks with your weapon when timed correctly
- added Battle Trance, you get 10% more damage per Adrenaline Gain amplifier & movement speed
- You're in Blocking Mode while casting the Whirl Skill
- Updated for Spell Engine version 0.15
- Buffed Movement Speed while casting for many signs and physical spells
- Buffed damage for mostly all physical Witcher Spells
- nerfed hunger costs and cooldown of the most of the spells
- Buffed Better Combat Range for all Witcher Swords
- Silver Swords and the Aerondight now deal a percentage of magic damage, according to your attack damage
- added new electric particles from the Spell Engine API to the Quen Sign
- Steel Swords have a 10% chance to add the Bleed effect to non-undead targets
- made tags for silver and steel ingot items from other mods, so you can use their ingots for crafting Witcher stuff
- changed Sign Intensity on the Kaer Morhen Set to Flat from Percentage
- italian translation thanks to Zano1999