The Witcher 2 - Thread

Another one here that hasn't made it past the tutorial...
I'm not sure if there's something wrong with my pad, or whether the game controls are just awful?
I'm having trouble selecting things on the wheel for some reason and the parry symbol never pops up no matter what I do in the initial combat training.

Sorry for not much info, but I've had to uninstall it for unrelated reasons and not sure if I can be bothered to try again as I've never been one for RPG's and only bought it cos it was in the steam sale and everyone says it's a quality game.

Would you guys say this was better with a pad or M/KB? Or is it just personal preference?
 
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Alright, cheers guys :)

I'll give it another go and try the keyboard. It's just that I've always preferred to use a pad with 3rd person games. It's the reason I refuse to play Mass effect on PC for example, which is a bloody shame.
 
Decided I'd have another crack at this but after a 240mb update it's now wanting to download a 9gig patch???

The dvd's installed 14gig so what did they add, anything significant ?
 
Decided I'd have another crack at this but after a 240mb update it's now wanting to download a 9gig patch???

The dvd's installed 14gig so what did they add, anything significant ?

Is that on Steam? Steam can't patch files, it only replaces them completely, and Witcher's data is in one massive file. The slightest change triggers Steam to replace the whole game data file.

Check if CD Projekt Red or Witcher.com can do you a much smaller update patch as they did with their GOG version.
 
Sadly I don't have the steam version as I pre-ordered the boxed collectors(?) edition. I'll have another look at the official site as I may have missed the information on updates, thanks.
 
The solution was to go to GOG and access this page http://www.gog.com/witcher/backup

Then all you do is put in the serial from your DVD copy and you get the GOG Enhanced version for free :D

The enhanced version contains ;-

GENERAL CHANGES
Up to 80% increase in responsivness per Geralt's animations.
Up to 50% increase in repsonsivness per NPCs animations.
Added strafing while being locked on an enemy and walking.
Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
Geralt automatically parries enemy sword attacks and deflects incoming arrows.
Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
Monster attacks still cannot be parried with a sword.
While using Guard Stance Geralt channels an active Quen shield.
Above listed changes to defence mechanics decreased importance of rolling in combat.
CHARACTER DEVELOPMENT
Decreased the number of skill to ensure quality over quantity.
Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
All skills now have one level ( previously 2 ).
Aard and Igni Signs have been changed from projectile to cone area of effect.
Riposte doesn't require Guard Stance to activate, only attacking in a timed window.
Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
Experience points are given only for progressing through quests, not for killing enemies. This encourages role-playing without worrying about missing experience.
Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.
BALANCE
Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won't survive more hits than a knight in platemail just because the bandit was encountered later in game.
Decreased the disproportion in stats between starting equipment and late game equipment.
Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt's badass factor as items.
Geralt's armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
Set elixirs and oils duration to 1 hour.
Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt's sword DPS.
NPCs deal full damage to other NPCs.
Removed 50% Hit Points condition for throwing enemy off height with Aard.
Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
Riposte no longer costs Vigor.
Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
Geralt gains knowledge about monsters faster.
Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
Set minimal damage dealt by Geralt to zero ( was 5 ).
Removed bonus damage for backstabs.
Finally soaked boots in tutorial weigh more than dry boots!!
ECONOMY
Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
Decreased amount of loot dropped from enemies.
Removed some of the junk items from container definitions.
Made vendors specialize in certain type of merchandize.
Witcher specific recipies cannot be bought but also cannot be sold to merchants.
VISUALS
Added Focused Combat Stance. Geralt enters focused state during challenging encounters.
While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
Enemies explode when killed by mage spells. Does not apply to witcher Signs - they are not that powerful.
Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
Decreased camera shake effect used on each step of huge creatures like trolls and golems.
Removed green cloud effect from enemy poisoning FX.
FIXES
Tweaked anim events in all combat animations to improve timings and responsivness.
Fixed sword oils not providing bonus damge against monsters.
Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.
OTHER
Changed item rarity names to reflect witcher's low level magic setting. Items are no longer MAGICAL and EPIC.
Decreased attacked enemy importance for targetting to make switching enemies easier.
Many, many other changes that were required to make features listed above work.
 
Awesome game, I'll be doing my final play-through on the Iorveth path soon in preparation for W3. Just finished the Vernon Roche path on Dark mode last week, hard work saving up for the special dark mode items.
 
I got this game on GOG recently.

I didn't really like the combat so installed the FCR2 mod and started again.

I really want to love the game but dislike the combat :(

The graphics are amazing, the dialogue is really nice and the whole immersion of the world is brilliant, really pulls you into the game.
The only thing I really can't seem to get on with is the combat.

I started on easy and found it too easy/boring so put it on hard which seems more fun but the combat seems to be roll, hit, dodge, hit, aard, hit, roll etc... (maybe set traps or throw some bombs also)

I feel a bit disappointed, I want to finish the story and do the RPG elements of the game but just can't be bothered with the combat.

The enhanced version contains ;-

GENERAL CHANGES
Up to 80% increase in responsivness per Geralt's animations.
Up to 50% increase in repsonsivness per NPCs animations.
Added strafing while being locked on an enemy and walking.
Geralt can block while moving ( NEW ANIMATIONS ). Static Guard Stance is no longer required to parry enemy attacks.
Geralt automatically parries enemy sword attacks and deflects incoming arrows.
Geralt and his attackers are no longer bouncing off parry. It allows to continue attack sequence.
Monster attacks still cannot be parried with a sword.
While using Guard Stance Geralt channels an active Quen shield.
Above listed changes to defence mechanics decreased importance of rolling in combat.
CHARACTER DEVELOPMENT
Decreased the number of skill to ensure quality over quantity.
Geralt now starts with core witcher skills already learned. No need to go through Training tree before unlocking other branches.
Removed many passives from skill tree to replace them with more active abilities. Remaining passives are changed to make them more attractive.
All skills now have one level ( previously 2 ).
Aard and Igni Signs have been changed from projectile to cone area of effect.
Riposte doesn't require Guard Stance to activate, only attacking in a timed window.
Changed riposte animations ( NEW ANIMATIONS, DUH ) to prevent Geralt from sliding on enemies.
Experience points are given only for progressing through quests, not for killing enemies. This encourages role-playing without worrying about missing experience.
Geralt no longer buys witcher specific recipies from random merchants. He recalls lost memories as a part of character development.
BALANCE
Each enemy is balanced according to his constitution, combat skill, combat style, weapon and armor type. Following this pattern allowed to created consistent rules that every character follows. A barechested bandit won't survive more hits than a knight in platemail just because the bandit was encountered later in game.
Decreased the disproportion in stats between starting equipment and late game equipment.
Moved the weight of character power from equipment to character development. Learned skills should have as big impact on Geralt's badass factor as items.
Geralt's armors are split into 4 categories: leather jackets, heavy leather jackets, combat jackets and heavy combat jackets. Heavier armors impose small damage penalty on Geralt. Players need to choose between max damage and protection.
Items imported from The Witcher savegames are of the same quality as in the first game. An exceptional armor and weapon remains valuable. This makes the game easier, but it is an intentional reward.
Set elixirs and oils duration to 1 hour.
Added potion overdose and heavy overdose debuffs on toxicity thresholds 55 and 65.
Removed Fatigue penalty that decreased sword damage and damage reduction on block when Vigor was spent on Signs or Parry. It discouraged some players from using Signs becaused it decreased Geralt's sword DPS.
NPCs deal full damage to other NPCs.
Removed 50% Hit Points condition for throwing enemy off height with Aard.
Decreased Riposte damage multiplier to 1.0, but added 30% enemy parry chance debuff.
Riposte no longer costs Vigor.
Silver throwing daggers are considered as silver weapons for damage calculations against monsters.
Inceneration, Bleeding and Poisoning effects are allowed to be active at the same time.
Made quest experience rewards more consistent. There are no longer any situations where player is rewarded with 50 experience points for one quests and 2000 for another.
Made moral choices in quests equally rewarding in terms of experience and items. Players should be encouraged more to role-play instead of weighing quest rewards.
Geralt gains knowledge about monsters faster.
Changed rewards for gaining knowledge about monsters to monster specific oils for swords.
Set minimal damage dealt by Geralt to zero ( was 5 ).
Removed bonus damage for backstabs.
Finally soaked boots in tutorial weigh more than dry boots!!
ECONOMY
Decreased the number of armors and weapons present in game. Amount of equipment is adjusted to provide smoother item progression without making huge amount of items useless stat-wise.
Weapons and armors that are present in the game were picked according to these rules: visual differentiation, witcher low level magic setting. Some items available in game assets but not used in original game were reintroduced.
Moved more quality items from quest rewards to shops and distributed them among Chapters. Player should be encouraged to regulary spend money in shops.
Decreased buying cost of swords and armors. Player should be able to buy items more often, not hoard money.
Decreased amount of loot dropped from enemies.
Removed some of the junk items from container definitions.
Made vendors specialize in certain type of merchandize.
Witcher specific recipies cannot be bought but also cannot be sold to merchants.
VISUALS
Added Focused Combat Stance. Geralt enters focused state during challenging encounters.
While in Focused Stance Geralt performs piruettes ( NEW ANIMATION ) instead of rolling and uses Guard Stance idle animation.
Enemies explode when killed by mage spells. Does not apply to witcher Signs - they are not that powerful.
Made finisher animations which use Signs unlocked by upgrading Aard and Igni in character development.
Removed cutscene swords. Geralt will use his currently equipped sword in all cutscenes.
Equipped enemies with swords according to their social status, wealth and current situation in the game. For example, soldiers patrolling areas near ghost fog in Act 2 are equipped with silver swords like the story suggests.
Decreased camera shake effect used on each step of huge creatures like trolls and golems.
Removed green cloud effect from enemy poisoning FX.
FIXES
Tweaked anim events in all combat animations to improve timings and responsivness.
Fixed sword oils not providing bonus damge against monsters.
Fixed Circle of Power: Endurance giving Circle of Power: Vitality bonus.
Fixed a bug where Geralt was always doing 2 more steps after roll before stopping.
OTHER
Changed item rarity names to reflect witcher's low level magic setting. Items are no longer MAGICAL and EPIC.
Decreased attacked enemy importance for targetting to make switching enemies easier.
Many, many other changes that were required to make features listed above work.
Is that changelog from the official patch or the FCR2 mod ? (seems to be from the FCR2 mod)
 
I played the vanilla game for the first time on hard. I didn't ever bother with bombs or traps, just swordplay and signs in combat.

And TBH I loved it. Coming from skyrim with a very hack and slash combat system, the way felt more controlled was great. My tactic consisted of using quen, then dodging around large groups of enemies getting in light hits here and there. Then when I thinned them down a bit I would switch to blocking, parrying and riposte. Try to hit armoured enemies with heavy attacks as they are more effective and avoid attacking enemies who are blocking. Quen is useful with dense clumps of enemies as there was an upgrade that added an AOE component.

I think I will play witcher 2 again soon.
 
Hello Everyone! , I am trying to get to this lovely game and after fist intro it crashes and never recovers, any windows shortcuts don't work and PC require hard reboot....i can play tutorial and the arena but the game itself nope...I have done fresh reinstall of my Windows and still does the same, I've got AMD 295x2. Any ideas ?

Which version of Witcher 2 are you using? Steam, GOG Advanced Edition or installed from disc. If disc version you will wanna download and install the enhanced edition patch.

I'm using a 295X2 too and it worked ok for me on my Intel i7 4790k build and on my previous FX8350 build too.
 
Which version of Witcher 2 are you using? Steam, GOG Advanced Edition or installed from disc. If disc version you will wanna download and install the enhanced edition patch.

I'm using a 295X2 too and it worked ok for me on my Intel i7 4790k build and on my previous FX8350 build too.

Steam version, works now, I had to turn off afterburner :)
 
Well it took several years, but finally completed it.
Last 2 chapters were a lot more fun and engaging then the 1st, which is where I always stopped playing. Think I restarted the game at least 4 times.

Good ending though, 1/2 tempted to play it again and play on the other side. But I've got Dragonage and Fallout New Vegas still waiting to be played.
 
Might have to go buy this, loved it on 360 before I got into Pc gaming.

Cheapest I can find it is off the bay for like £6 but dont really trust buying codes off there
 
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