Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Gothic Chronicles Of Myrtana: Archolos mod for Gothic 2

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,556
Location
Bulgaria
No, I'm serious, that's an actual thing you can do and the dog lives happily ever after on a farm.

Thanks, man. That's what i'm going to do if i ever play Archolos again.
Still going for the skin gibz,also fun dialogue with the dude in the wolf castle.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,872
Location
Mosqueow
Now that i know the ending
Marvin is Scar from Old Camp. The baron-lackey you usually just aggro and lure outside to murder and take his sword. Going through all the trouble and hardship in Archolos and eating shit the entire game just to be killed by Chad Nameless over a cool weapon. Which isn't even a unique weapon in G2 and in G3 just a starter sword. Lmao, poor faggot :D
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,872
Location
Mosqueow
Can you join the wolf chads or is the story linear?

Don't bother, they are anything but chads. You can't join them and they ended up being a buncha mad backstabbing cunts unworthy to join. After all you've done for them too. Good thing they lost their lands and those who survived were sent to Minental because of their retarded leader. I don't think you can change this outcome.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Last edited:

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Wow these guys in unfurnished huts who drink rotten pumpkin juice are such chads, sugoi desu :oops::oops::oops:
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,872
Location
Mosqueow
Mega decline. I agree. :lol:

Honestly i thought honor meant something to them judging by the bullshit they spout, and their armor looks cool. But they are indeed a bunch of loser sheepfuckers lead by a deluded moron. The retardation going on there becomes obvious when you meet the "AWOOOO" guy who's wearing common wolf head for a hat and cosplaying wolf. Half of them are drunkards too. They are also cowards despite all the boasting and were afraid to venture into Vardhal themselves for generations and so their ancient fortress became a fucked up Necropolis. Yet a fag like Marvin\Scar lead a bunch of unruly, greedy, suicidal ass clowns and looted the entire place including their prized artifact sword. Pathetic. You'll be better off joing dockside whores as a faction than them.

I remember someone posted a screenshot of end game armor. What do you have to do to get it? There is some book in water mage vault about armor forging, but i don't think i've seen any use for it during Vardhal looting. So i ended up fighting Lukashenko in my trusty veteran swordsman armor. But i drank so many stone skin potions that i didn't care much.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
Mega decline. I agree. :lol:

Honestly i thought honor meant something to them judging by the bullshit they spout, and their armor looks cool. But they are indeed a bunch of loser sheepfuckers lead by a deluded moron. The retardation going on there becomes obvious when you meet the "AWOOOO" guy who's wearing common wolf head for a hat and cosplaying wolf. Half of them are drunkards too. They are also cowards despite all the boasting and were afraid to venture into Vardhal themselves for generations and so their ancient fortress became a fucked up Necropolis. Yet a fag like Marvin\Scar lead a bunch of unruly, greedy, suicidal ass clowns and looted the entire place including their prized artifact sword. Pathetic. You'll be better off joing dockside whores as a faction than them.

I remember someone posted a screenshot of end game armor. What do you have to do to get it? There is some book in water mage vault about armor forging, but i don't think i've seen any use for it during Vardhal looting. So i ended up fighting Lukashenko in my trusty veteran swordsman armor. But i drank so many stone skin potions that i didn't care much.
You find a decayed vardhalian armor in one of the optional side branches in the dungeon and the blacksmith Stone can reforge it for you if you get him that armor manual and a few crafting components (all of which can be found in the ruins)
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,872
Location
Mosqueow
From what i remember it ends up in a fight no matter what you do. Lying does nothing because Cortez already knows. You suffer no consequences for it either.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
From what i remember it ends up in a fight no matter what you do. Lying does nothing because Cortez already knows. You suffer no consequences for it either.
Nah, you get away with the lie if you didn't let him see any other evidence of the orc attack and he lets Beckett live.

No idea what effect that has because I immediately reloaded, snitched, and murdered beckett. Cannot think of any in-character justification for letting him live.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,872
Location
Mosqueow
Do you know what you have to do
if you want Scumbag Haven to surrender peacefully in CH5? I had to fight Cortez and a bunch of his goons on arena and the guards and mercs finished off the rest of the trash outside.
 

PrK

Savant
Patron
Joined
May 5, 2018
Messages
249
I'm very into cock and ball torture
This game (actually a mod, good heavens) is so good, I have to shit on it because we're on the codex after all. So, despite having such great reactivity as citizens giving you grief over installing a Beliar shrine on your lawn, it commits cardinal sins that OG Gothic didn't, and as such will remain inferior to the PB games (the fact that that was ever in question speaks volumes to the quality of this mod).
Unkillable NPC's. Even tertiary quest relevant NPC's are invulnerable, as well as guards etc. You can't murder who you want to. Messing with quest scripting or not, big decline.
The most important, notable aspect: a big amount (even majority) of quests you cannot do ahead of time. A hallmark of PB RPGs is the ability to complete quests before you know about them, because the world exists outside of your own actions and ambitions. While certainly not all, there are numerous quests that only spawn the relevant item, NPC, enemy, etc after you accepted it, meaning even you explored say the cave the quest giver asked you to, the corpse you are supposed to find only spawns after you pick the relevant dialogue options for the quest giver. Huge decline.
Subjective to be sure, but the time frame when you are a meatbug getting bullied by everyone and are scrounging for single coins on the ground is too small. I feel that you get adequately strong too soon compared to the PB games; still not as big a fault as the first two points.
TL;DR, amazing game, let's shit on it so the next one gets even better.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I don't agree that basic functional game design elements are "decline." The number of invincible questgivers is annoying but also is the only reason this game is able to have elaborate C&C and quests more involved than basic point A to point B fetches and escorts like the original had. Also, the only things I can think of that fit what you're describing are the wanted posters, which represent evolving conditions on the island. They actually, literally aren't supposed to be there until their appointed time, the world isn't static. New threats emerge throughout the course of play.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I agree that a morrowind-style "You fucked up, you should reload" when a crucial NPC gets killed is better than invincibility, but also Gothic NPCs will just randomly fucking die even if you aren't the one attacking them if they aren't given godmode. They'll bug out during an animation, spawn at the very top of the skybox and fall to their deaths. It's necessary. Every plot-critical NPC in Gothic is immortal and always was, the only difference here is that there are more of them and they extended it to (some) side-quest people as well.
 

PrK

Savant
Patron
Joined
May 5, 2018
Messages
249
I'm very into cock and ball torture
I don't agree that basic functional game design elements are "decline." The number of invincible questgivers is annoying but also is the only reason this game is able to have elaborate C&C and quests more involved than basic point A to point B fetches and escorts like the original had. Also, the only things I can think of that fit what you're describing are the wanted posters, which represent evolving conditions on the island. They actually, literally aren't supposed to be there until their appointed time, the world isn't static. New threats emerge throughout the course of play.

Exploring the forest next to Bengar's farm, finding three scavengers pecking the empty ground, and then after you accept the quest to find the missing guard, and having spent half an hour searching the forest for him, go to the spot you killed those scavengers from before to find his miraculously spawned corpse, is indeed decline. The world shouldn't be static, true. That's what chapters are for, even day - night cycles. Not that though.
Still, it's true I can't fault this mod for much. It does so many things right though, when it falls short of something Piranha Bytes did right 20 years ago, it leaves a sour taste.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I don't agree that basic functional game design elements are "decline." The number of invincible questgivers is annoying but also is the only reason this game is able to have elaborate C&C and quests more involved than basic point A to point B fetches and escorts like the original had. Also, the only things I can think of that fit what you're describing are the wanted posters, which represent evolving conditions on the island. They actually, literally aren't supposed to be there until their appointed time, the world isn't static. New threats emerge throughout the course of play.

Exploring the forest next to Bengar's farm, finding three scavengers pecking the empty ground, and then after you accept the quest to find the missing guard, and having spent half an hour searching the forest for him, go to the spot you killed those scavengers from before to find his miraculously spawned corpse, is indeed decline. The world shouldn't be static, true. That's what chapters are for, even day - night cycles. Not that though.
Still, it's true I can't fault this mod for much. It does so many things right though, when it falls short of something Piranha Bytes did right 20 years ago, it leaves a sour taste.
I can't argue with that one, I didn't realize it worked that way. The missing guard is something you hear about as soon as you arrive in silbach, it happens well before you get asked to look for him, he should obviously be there from the start.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,556
Location
Bulgaria
I don't agree that basic functional game design elements are "decline." The number of invincible questgivers is annoying but also is the only reason this game is able to have elaborate C&C and quests more involved than basic point A to point B fetches and escorts like the original had. Also, the only things I can think of that fit what you're describing are the wanted posters, which represent evolving conditions on the island. They actually, literally aren't supposed to be there until their appointed time, the world isn't static. New threats emerge throughout the course of play.
The npcs should have been beatable but unkillable when they are on the floor. Having immortal enemies is retarded at best,should be in a gothic game for sure. Quests making inferior enemies invulnerable for plot armour is retarded. Good example is the attack of voltron men at the end of chapter 4,i could easily kill them but the game makes them immortal. Also a lot of people talk about CnC but i am yet to see it lol,outside of choosing a guild to join there has been no choices,it is pretty linear story wise,which is decline.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,556
Location
Bulgaria
I don't agree that basic functional game design elements are "decline." The number of invincible questgivers is annoying but also is the only reason this game is able to have elaborate C&C and quests more involved than basic point A to point B fetches and escorts like the original had. Also, the only things I can think of that fit what you're describing are the wanted posters, which represent evolving conditions on the island. They actually, literally aren't supposed to be there until their appointed time, the world isn't static. New threats emerge throughout the course of play.

Exploring the forest next to Bengar's farm, finding three scavengers pecking the empty ground, and then after you accept the quest to find the missing guard, and having spent half an hour searching the forest for him, go to the spot you killed those scavengers from before to find his miraculously spawned corpse, is indeed decline. The world shouldn't be static, true. That's what chapters are for, even day - night cycles. Not that though.
Still, it's true I can't fault this mod for much. It does so many things right though, when it falls short of something Piranha Bytes did right 20 years ago, it leaves a sour taste.
I can't argue with that one, I didn't realize it worked that way. The missing guard is something you hear about as soon as you arrive in silbach, it happens well before you get asked to look for him, he should obviously be there from the start.
The worst quest so far is the one where you talk with some ghost in a tower that wants you to find 4 confession letters. Loved how i decided to check the how it works and got to the place where a letter should be,but it was not there,then i read the previous one and when i clicked rmb the new one got spawned before me eyes. Every quest objective spawns once you had taken the quest or triggered certain trigger. Also that phantom quest is not worth it,you run all around the world on a fetch quest and end up with 2k exp and some shitty scrolls,just sad fetch quest.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
I don't agree that basic functional game design elements are "decline." The number of invincible questgivers is annoying but also is the only reason this game is able to have elaborate C&C and quests more involved than basic point A to point B fetches and escorts like the original had. Also, the only things I can think of that fit what you're describing are the wanted posters, which represent evolving conditions on the island. They actually, literally aren't supposed to be there until their appointed time, the world isn't static. New threats emerge throughout the course of play.
The npcs should have been beatable but unkillable when they are on the floor. Having immortal enemies is retarded at best,should be in a gothic game for sure. Quests making inferior enemies invulnerable for plot armour is retarded. Good example is the attack of voltron men at the end of chapter 4,i could easily kill them but the game makes them immortal. Also a lot of people talk about CnC but i am yet to see it lol,outside of choosing a guild to join there has been no choices,it is pretty linear story wise,which is decline.
You have no idea what you're talking about or are just deliberately lying. Virtually every quest has 2 outcomes minimum, usually three, with threads continuing through chapters and resolving in ending slides in many cases.
 
Last edited:

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,634
The worst quest so far is the one where you talk with some ghost in a tower that wants you to find 4 confession letters. Loved how i decided to check the how it works and got to the place where a letter should be,but it was not there,then i read the previous one and when i clicked rmb the new one got spawned before me eyes. Every quest objective spawns once you had taken the quest or triggered certain trigger. Also that phantom quest is not worth it,you run all around the world on a fetch quest and end up with 2k exp and some shitty scrolls,just sad fetch quest.

This is a great example, actually. Doing it literally any other way would just mean the quest items get found and lost/thrown away 60 hours before anybody starts that quest in 99% of cases. The way they did it is just straightforwardly smarter from a game design perspective. Simulationist design is fucking retarded.

Also, that quest is a reference to the gothic 1 quest "Chromanin" that worked exactly the same way.
 
Last edited:

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,617
Location
Afghanistan
The worst quest so far is the one where you talk with some ghost in a tower that wants you to find 4 confession letters. Loved how i decided to check the how it works and got to the place where a letter should be,but it was not there,then i read the previous one and when i clicked rmb the new one got spawned before me eyes. Every quest objective spawns once you had taken the quest or triggered certain trigger. Also that phantom quest is not worth it,you run all around the world on a fetch quest and end up with 2k exp and some shitty scrolls,just sad fetch quest.
Nigger this quest works just like the quest in Gothic 1 where you collect diary entries they dont spawn until you read them.

:retarded:

Fargus
Nameless hero is far from chad he is more of a cuck getting ordered by Xardas and doing all his work for him for 2 whole games just to get played again by Xardas at the end of Gothic 2.
 
Last edited:

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,872
Location
Mosqueow
Getting ordered by one of the if not the most powerful mage ever that can build a tower overnight and command hordes of demons vs getting ordered by
a sad clown and Robar II colsplayer like Gomez :lol:
and getting played by everyone in Archolos. Marvin is too much of a stooge.

Plus Xardas played everyone even Beliar. You can always off him in G3. But i personally think he is cool.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom