First part of Enhanced edition changelog (more coming tomorrow)

  1. Launcher now includes an option to toggle DLCs off and on.
  2. Assorted animals have been added to the game.
  3. New werewolf trophy has been added in Chapter 3.
  4. New, randomly dispersed swords have been added.
  5. Fixed error in potions_time_bonus value at level 2 of ‘Specialization: Potions’ ability.
  6. Fixed description of ‘Control over the Power’ ability.
  7. Fixed incorrect description of ‘Alchemist’ ability.
  8. Fixed incorrect description of ‘Amplification’ ability at level 2.
  9. Fixed incorrect description of ‘Energy Flow’ ability at level 2.
  10. Fixed incorrect description of ‘Control over the Power’ ability at level 2.
  11. Fixed incorrect description of ‘Synthesis’ ability at level 2.
  12. Fixed incorrect description of ‘Combat Acumen’ ability.
  13. Fixed incorrect description of Gadwall potion.
  14. ‘Position’ ability at level 2 now multiplies damage dealt to back by zero.
  15. Fixed incorrect damage calculation for ‘Whirl’ ability.
  16. Fixed spark FX and no damage taken when rolling while being attacked by foe.
  17. Fixed incorrect notification when using Axii Sign on golems.
  18. Mahakam Rune Sihil sword is now imported from TW1 game saves to New Game.
  19. Parry and Signs are now improved when Geralt has increased Vigor.
  20. Parry bug has been fixed. Players can no longer parry for 0 damage.
  21. Quen Sign has been significantly nerfed. It now wears off after one or two hits.
  22. Adrenaline no longer loads during boss fights.
  23. Fixed bug that caused Igni to deal no damage when used right after a sword hit.
  24. Fixed incorrect game behavior when saving game while casting bombs.
  25. Kayran now casts fewer stones at end of fight.
  26. Fixed bug allowing potions to be consumed with Toxicity at 100%.
  27. Finisher performed on rotfiends no longer adds additional weapon.
  28. Redanian soldiers in Chapter 3 now spawn correctly.
  29. Fire now removes Quen Sign during dragon boss fight in Chapter 3.
  30. Fixed targeting on dragon in Chapter 3.
  31. Added new statistics for NPCs to correct game balance in Chapter 3.
  32. Cat potion effect now disappears during dialogue sequences and cut scenes.
  33. Target marker and enemy names have been removed from fist fights.
  34. Fixed display name for wraiths.
  35. Small fixes introduced in NPC taunt behavior during fights.
  36. Fixed NPC behavior after combat.
  37. All critical effects dealt to player are canceled before any scene starts.
  38. Fixed unusual behavior of clothing when using Heliotrope Sign.
  39. Small fixes introduced in Dice Poker mini-game.
  40. Several fixes introduced in mini-maps.
  41. Fixed several camera shots in dialogue sequences.
  42. Fixed dialogue camera in ‘Blood Curse’ quest.
  43. Walkmesh fixed in Roche’s tent.
  44. Walkmesh fixed in Chapter 3 sewers.
  45. Walkmesh fixed when following Roche on Chapter 3.
  46. Walkmesh fixed in central square of Loc Muinne.
  47. Walkmesh fixed near Nilfgaardian camp in Chapter 3.
  48. Fixed several camera collisions.
  49. Fixed tent roof collisions in Chapter 3.
  50. Fixed collisions in butcher’s house in Flotsam.

I’m crossing my fingers that tomorrow’s list has a mention of an updated inventory UI.

Wow at change number 21.

Quen abusers = cheaters.

Learn to combine parry with evade :P

19 and 20 should help a bit.

This is interesting, the game was easy in Chapter 3
31. Added new statistics for NPCs to correct game balance in Chapter 3.

I don’t even use Quen. I just know there will be people that bitch about that change.

Most of the commenting on the change seems to be that:

  1. It’s a good change to make to balance the game, and
  2. “People” are going to be upset about it but that’s life.

In other words, it seems like more of a big deal for folks who think it’ll be a big deal.

The great thing about TW2 is that the game is so good that it makes a player willing to push out of their personal tactic comfort zone to delve into the other options as that becomes necessary.

Sounds like the triumph of internet drama over common sense – Quen was substantially less powerful than Igni before, yet they nerfed Quen and buffed Igni…

At least Quen left you vulnerable when it wore off, rather than Igni/Aard -> Time Stop which is just “I win” since the timestop never ends.

How does that work? Donn’t understand what you mean by timestop

I used to play as an almost pure swordsman and the changes to quen are going to increase the challenge significantly (which is good, the mid/late game was far too easy)

I wonder if the two branches to the story were actually done specifically to accommodate an ‘Enhanced’ playthrough. Because that seems like a very natural fit - we’ve made all these changes to our SP game, if you want to give it another go, you won’t even have to repeat all that familiar stuff, you can see the other side of the story…

Makes me wish I’d waited for my second run through.

I already played the game twice too, but the first Iorveth playthrough was a year ago and I forgot a lot of it, so I will gladly play a third time again with Iorveth with lot of new stuff added.

It would be nice if they tweaked dwarftown to not be the most confusing location in history too.

2nd part of the changelog, but it’s just small bug fixes/improvements.

Heliotrope sign. Otherwise known as everything burns in slow motion.

I did the same as farfrael, played as an almost pure swordsman, and I don’t recall a heliotrope sign in the game. Off the top of my aged head, there’s igni, quen, axii, aard, and. . .what else?

I just replayed the game for the first time, hitting the army camp side of act 2, and it felt like there was less content than there was with the dwarf town, but I liked the area better for some reason. I definitely wouldn’t mind a 3rd play through this summer once the enhanced content is available, and my Geralt build will focus more on signs and alchemy (the former the most). I wonder if anyone did a pure alch build and how viable that is in the tougher fights?

Heliotrope is at the end of the magic/sign skill tree. My sign build was a lot of fun. I felt like a Jedi blasting people. It also felt like playing a new game because I did more than just roll around and hit people in the back.

I’m not sure I’d do an alchemy build for a third playthrough. It relies on consumables and preparation. By the time I play a game once or twice, I don’t have patience to do all that crap.

I didn’t do a pure Alchemy build, but if you browse through the perk tree it’s pretty straight forward. Basically, you max out on the best Mutagens and have really strong special affects on all your melee attacks.

I haven’t played this yet, looking forward to my first experience when the 360 version is released. But I have breezed through this thread a bit, reading here and there, so pardon me if this has been asked: how feasible is a jack of all trades build for Geralt? I played about the first half of the first game and that’s pretty much how I approached it. I liked to try out swordplay, alchemy and magic a little bit. But will I end up with a badly weakened character if I try that in the sequel?

Nope. That pretty much fits his character anyways.

You’re somewhat weakened if you don’t get to the end of at least one of the three trees, but you have enough points that isn’t particularly constraining.

While I said I went “Swordsman” and “Mage”, each time I invested substantially into all three trees and was really playing what in most games would be a hybrid character.

There’s only one way you can really screw your build up – when you mutate skills you’re stuck with them, so only use the best mutagens!

Ah, so it’s like the swordsman version of the bar you build by fighting and then hit X to wipe out nearby enemies. Had no idea. Which makes me wonder what the uber power is at the end of the alchemy tree.