Probably the last release before the big 1.0, this version should offer a very good feel of what the mod will be in its complete state. So if you can't wait the 1.0 release in a few weeks, then this version is a solid alternative!
WMH Map
Elven Archipelago
The region introduced in the v0.5.1 is now complete. It features a multi-level archipelago where the player can either explore the shores or the islands.
Complete detailing pass
The entire level received a bit of polish, especially around the cliffs & mountains with additional meshes for extra detailing.
Gameplay & balance changes
- NEW feature: Merchant Goods, a new type of interactive object can be found while exploring the map. Once picked up they must be brought back to the camp so the Merchant's stock can be refilled or to be used in exchange of other services.
- procedurally generated elements will now have a small chance to contain Merchant Goods.
- Weather Shrine rework: the previous implementation of weather shrines was unintuitive and difficult to figure out, they were updated to me easier to use and also received an additional feature:
- Weather shrines will now display a dialog-choice to set the weather
- NEW feature, Weather shrines can now act as Quick-Start locations. Quick-start locations can be used to fast travel at the start of the hunts, in exchange of Merchant Goods and a few crowns.
- Add ~15 more weather shrines across the map
- NEW Barber NPC to the Witcher Camp that can be hired by talking to the camp manager
- NEW fast travel signpost both in the Witcher Camp and in White Orchard near the bridge east of the village to exit & enter WMH's map
- NEW option to adjust loot table in WMH if the player is not in a WMH playthrough in order to avoid breaking your progression with the extra recipes & schematics you can get by playing the mode.
Dev notes 🤓: These two new features are part of an attempt at adding more goals/destinations in your hunts than your contract targets. The next updates will bring more of these interactive elements, like a Distillery, Gardening plots, or Lost gear; so that hunting in WMH is less about wandering around until you find a target and more about following deliberate routes until you get to your target.
Balance changes
- Remove nekker that used to drop a Relic sword from the possible spawns
- Decrease amount of pigs spawned from 3-5 to 1-3
- Decrease crowns obtained by completing NPC events
- Improve loot distribution to reduce the amount of rarer items available at the start of the playthroughs, and to reduce the amount of common items at the end. This will result in a more linear progression in terms of gear & crowns you can get from hunting
- Increase health bonus on high level contracts
Fixes & Misc
- Fix clue 3D markers staying visible after the hunt is finished
- Add audio cues when interacting with NPCs from NPC events (the ones you can randomly find while hunting)
- Fix encounter 3D markers staying visible after the encounter is cleared
- Automatically hide the minimap while in the WMH level as the map is meant to be played without any map anyway
- Improve tutorials wording & grammar
- Improve Witcher Medallions logic, it should be more robust in scenarios with loading screens
- Add new type of procedurally generated structures: Skellige ruins.