=== AI fixes ===
- Attitudes will now persist upon saving the game and reloading.
- When killed by a script, NPCs will now lose all their weapons, as intended.
- NPCs will now always correctly pick up their dropped weapon after a fight.
- The fleeing voiceline will now change depending on whether the NPC has been defeated before or not.
- Fixed an oversight that caused NPCs to generate new ammo even if they still had some in their inventory.
- Fixed inconsistent behavior of Orcs when having the UluMulu equipped.
- Orcs are now recognized as dangerous monsters by NPCs.
- Hostile NPCs will no longer jitter while the hero is in dialogue.
- Gate guards can no longer be fooled by having your weapon drawn.
- NPCs should now properly detect when the player sheathes his weapon.
- Gate guards will no longer talk to you through walls or at great distances when attacking other NPCs.
- Friendly NPCs will no longer aggro at the player when he gets attacked (fixes the infamous bug with Gorn in the Free Mine).
- NPCs will no longer aggro at monsters outside of their attack range, causing them to start running and then immediately stop.
- NPCs will now detect trespassing, even if they don't see you enter the room.
- The hero now correctly takes a step back when he is too close while initiating a dialogue.
- Talking to NPCs who are using an interactive object will no longer require multiple presses of the action button.
- Fixed broken AI logic so that attacking NPCs search for a weapon if they don't have one in their inventory.
- NPCs are now able to navigate through doors without getting stuck.
- The player will no longer get attacked by an NPC for being in the way, if the NPC in question was defeated before.
- NPCs will no longer get interrupted and then instantly return to their activity when the player is close.
- NPCs will now correctly steal their opponents ore and weapons.
- Attacking NPCs now correctly re-equip their melee weapon when the player gets within melee range.
- Fixed a bug that prevented NPCs from stealing the hero's weapon when defeated.
- NPCs will no longer initiate dialogue through walls on rare occasions.
- NPCs will no longer stop attacking when the player leaves the current room under certain conditions.
- NPCs will no longer point in a random direction when shouting at the hero to come back.
- Running away from a fight is now the same as losing one.
- NPCs calling for help will now run away while doing so.
- Guards will no longer threaten to call the guards when the player is caught trespassing.
- When fleeing from a fight, NPCs will no longer randomly stop running.
- Fixed a bug where NPCs wouldn't eat to heal even if they had food in their inventory.
- When attacking the player after being warned to step aside, NPCs will no longer sheathe and unsheathe their weapon.
- Friendly NPCs will now verbally respond to being attacked.
- Fixed an incorrect code sequence that prevented the "Hey you!" and "Just wait!" dialogues from playing.
- NPCs will no longer get stuck while under the influence of the berzerk spell.
- The player will no longer get stuck if an enemy casting pyrokinesis on the hero dies mid-cast.
- Both rice (and soup) eating animations will now play.
- NPCs no longer need to take a step forward and then backward when interrupted by the player.
- NPCs will now correctly take a break during cooking.
- Followers will now properly return to their routine when not in dialogue-mode.
- Followers should no longer fall off ladders.
- Guards will now reopen gates if they detect that the player has closed them.
- Meditating novices now make an "Omm" sound, as they should.
- NPCs will no longer practice without a weapon.
- NPCs will now go to the correct waypoint when roasting a scavenger.
- NPCs are no longer insomniacs and will use beds correctly.
- NPCs will no longer get stuck in beds when interrupted by the player's footsteps.
- Smokers now actually smoke.
- Conversing NPCs will now correctly return to their conversation after being interrupted.
=== Story fixes ===
- The watermages will now remain hostile in Chapter 6, even after a savegame load.
- Baal Lukor will now remain hostile, even after a savegame load.
- Tarrok's and Ur-shak's name changes will now persist across savegames.
- The Templars at Orc Cemetary are now deceased by default.
- Fixed several mistyped waypoint names.
- Fixed incorrect dialogue flags.
- Kirgo, Herek and Mud will no longer get attacked by other Old Camp members in Chapter 4.
- The guards in the mages' quarters will no longer attack Bartholo in Chapter 5.
- Stone will now be hostile in Chapter 5.
- The key to the storage room at the castle smithy will now appear in Skip's inventory, as it should.
- The Old Mine's gate now closes properly in Chapter 4.
- The player can no longer get stuck by touching the winch next to Ashgan without opening the castle gate.
- The Rice Lord can now be traded with.
- Fixed several issues with the quest "Water Carrier for Lefty".
- Horatio will no longer rob you of strength points if you have over 100.
- Homer's quest can now be finished even without having the lurker claw in your inventory.
- Gomez will now attack you properly after being spoken to in Chapter 5.
- Initiating the admission dialogue with Gomez is no longer possible if the player has already joined a guild.
- Lester will now always go back to his initial position for the start of Chapter 2.
- You can no longer give the weed delivery to Bartholo more than once.
- Bartholo can now be traded with.
- You can no longer ask Bartholo who he is after delivering the weed to him.
- Bartholo will now attack you properly after being spoken to in Chapter 5.
- Thorus can no longer be repeatedly bribed.
- The player can no longer ask Thorus about entering the castle after being allowed to go through the gate.
- Attempting to get into the castle as a novice without having the necessary swampweed in your inventory will no longer break quest progression.
- Joining the guards and the fire mages at the same time is no longer possible.
- Jackal will now accept the player's ore.
- You can now attempt to offer the ore to Jackal repeatedly if you didn't pay before.
- Jackal will no longer ask the player for protection money after joining a guild.
- Corrected incorrect dialogue order.
- Bullit's dialogue in Chapter 5 will now trigger much more consistently.
- Scorpio now takes the player's ore when teaching crossbow skills.
- The BACK and END dialogue options should now always appear last.
- Scorpio will no longer teach you the crossbow skill if you already have it.
- Chosing the BACK option when learning crossbow skill will now properly close the menu.
- Scropio's dialogue about refusing to train the hero is no longer available after chapter 4.
- The south gate guard can no longer be bribed repeatedly when leading Dusty to the Sect Camp.
- Removed duplicate "END" dialogues.
- Bloodwyn will now accept the player's ore.
- Bloodwyn will no longer ask the player for protection money after joining a guild.
- Bloodwyn will now confront you at the southern gate of the Old Camp, even in Chapters 5 and 6.
- The guards at the entrance to the orc territory now guard their post properly.
- Kirgo now gives beer to the player instead of the other way around.
- Speaking to Fletcher about Nek after completing the quest "Vanished Guard" will no longer reopen said quest.
- Fletcher will now confront you at the northern gate of the Old Camp, even in Chapters 5 and 6.
- You can now attempt to offer a beer to Drake more than once.
- Y'berion will now attack you if you get into the temple without permission, as he should.
- Y'berion will no longer reward you if you're a templar.
- Cor Kalom now makes a comment if the player doesn't have a sufficient level to join the Novices.
- The quest "The Weed Monopoly" can now be finished even if the bandits are killed.
- Completing the quest "Taking Weeds to Gomez" will no longer also complete the "The Weed Monopoly" quest.
- The player can no longer give ore to Cor Kalom more than once, when completing the quest "Taking Weeds to Gomez".
- The player will no longer receive duplicate log entries when speaking to Cor Kalom as a shadow or a rogue.
- Certain dialogues with traders and teachers will now create an entry in the information log, as they should.
- A level requirement is now printed on the screen when trying to join the Templars.
- Cor Angar will no longer refuse to train you when you're already a templar.
- Dusty will now behave properly when meeting Baal Tondral.
- The heavy novice armor is now accessible in Chapter 2.
- Fixed a softlock that occurred when the player progressed through the "Orc Cemetery" quest too quickly.
- Damarok will now inform you that he can heal you, after completing the oath of fire.
- You can no longer ask Corristo to join the mages more than once.
- Substituted an incorrect dialogue about getting the high robe.
- You can no longer buy the high robe of fire if you already have it.
- The player can no longer give the letter to Torrez without having it in his inventory.
- Torrez will now use standardized dialogue options when teaching mana.
- You can no longer buy the high robe of water if you already have it.
- Cronos will no longer give you a message for the firemages if they are dead.
- Fixed a duplication glitch with Balor and Viran.
- Nyras will now attack you properly after being spoken to in Chapter 2.
- The player can now offer ore when Balor asks for it.
- The hero now responds with Yes/No when asked by Joru about his rations.
- You can inform Baal Kagan about sharing his weed, only after you have handed out at least one joint.
- You can now speak to Tarok when you don't have all the parts required for Ulu-Mulu.
- The Orcish High Priests will now attack you properly after being spoken to.
- The last orc priest will now talk to you again after charging-up Uriziel.
- Talking to Lares is now possible, even if Roscoe dies.
- You can now ask ambient NPCs about Gorn's whereabouts after Lares mentions him in dialogue.
- The bandit guarding Lares' hut will no longer get the player stuck in a perpetual dialogue, if he's a shadow or a guard.
- You can no longer get rid of Mordrag by defeating him after he leads you to the New Camp.
- You can no longer go to the New Camp with Modrag if he's already there.
- You can now attempt to offer a joint to the New Camp gate guard more than once.
- Offering a joint to the New Camp gate guard will now unlock extra dialogues.
- Buster no longer teaches the acrobatics skill if the player has already learned it.
- The player will now verbally ask Buster what he can teach him.
- Silas can now be traded with repeatedly.
- You can no longer kick Shrike from his hut without asking Gorn beforehand.
- Talking to Sharky about Fisk no longer opens the trade menu.
- Wolf now teaches dexterity only to New Camp members instead of Old Camp guards.
- You can no longer bring crawler plates to Wolf after you've already collected the right amount.
- Cipher can now be talked to even without talking to Balor beforehand.
- The tavern guard will now let you in when you're a novice, like he says.
- Offering a joint to the tavern guard will now count for the quest "Canvassing of Customers".
- The tavern guard will now take your 10 ore if you offer it to him, like he says.
- Fixed problems with the unused blackmailers.
- The quest "Shrike's Hut" can no longer be reopened by speaking to Gorn after the fact.
- Completing the quest "Shrike's Hut" is now possible even if Shrike is killed.
- Gorn can now be traded with after the convoy raid.
- The player must now have Cronos' letter in his inventory when delivering it to Milten.
- Milten will no longer equip Uriziel after the "OREHEAP" Cutscene is finished.
- The hero will no longer try to equip Uriziel in dialogue, if he doesn't have enough strength.
- Lester can now guide you around the camp more than once.
- Diego now makes a comment if the player doesn't have a sufficient level to join the Shadows.
- The quest "New Fence for Fisk" will trigger even if Mordrag is killed or taken to the New Camp.
- Swiney will no longer take off his own armor when giving the scraper armor to the player.
- Cord will no longer offer to teach you level 2 skills, if you haven't learned level 1 skills before.
- The exit dialogue option will now be always marked as "END"
- Conflicting dialogue options can no longer be selected when Fisk confronts the hero about Mordrag.
- Fingers will no longer offer to teach you level 2 skills, if you haven't learned level 1 skills before.
- Talking to Gor Na Ran after defeating the Minecrawler Queen will no longer create a log entry about joining the templars if you're not a novice.
- Fixed issues with Gor Na Ran's dialogue in Chapter 6.
- You can no longer buy the loincloth if you already have it.
- Gor Boba will now attack you properly after being spoken to in the Sleeper's Temple.
- Jesse's quest will now trigger properly.
- Conflicting dialogue options in Jesse's quest can no longer be selected.
- Grim now correctly states I'm/We're when ambushing the player with a group of diggers.
- You can now ask Snaf about Nek even after completing the quest "Snaf's Recipe".
- Aleph now correctly accepts the player's ore.
- You can no longer buy the key from Aleph more than once.
- There are no longer more people than there are beds.
- The guard at the Old Mine entrance now belongs to the mine.
- Matched Drake's skin color between his head and body.
- Corrected wrongly assigned NPC IDs to fix a problem with mismatched routines.
- Cor Kalom should no longer stand around doing nothing on rare occasions.
- Natalia will no longer keep fanning Y'Berion after his death.
- Natalia now sits in her own room during the night instead of Chani's.
- Cronos now has the correct NPC type.
- Tarrok's health will now be at 10 HP by default, as it should be.
- A scraper in the Free Mine Camp now has ambient dialogues.
- The second mercenary guarding the ore mound will now spawn properly.
- Fixed incorrectly specified waypoints for Cavalorn.
- The named templars in the Old Mine are now invincible.
=== Miscellaneous fixes ===
- Fixed incorrectly assigned properties on several items.
- Items with no value will no longer have a "Value:" string displayed.
- The Elixir of Healing now uses the correct item model.
- The book "The Crypt" now has the correct description.
- Several crystal lights in the Sect Camp now light up at night, as they should.
- The guard sleeping quarters and surrounding chambers are now off-limits to non-Old Camp members.
- The player will no longer receive XP for killing previously defeated enemies with magic or a ranged weapon.
- The unused tramps are now hostile, as they should be.
- The camera will no longer zoom into the hero's chest when sitting on a bench.
- Fixed incorrect PFX behavior on the alchemy table's distillation equipment.
- Babes now have functioning pain and death sounds.
=== Improvements and additions ===
- Friendly NPCs will now defend themselves when attacked.
- NPCs will now heal while sleeping.
- Items on shelves should now be easier to pick up.
- The unused blackmailers now spawn at the bridge near the New Camp.
- The unused tramps now spawn.
- The unused guard guarding the gate of the Old Mine now spawns.
- Baal Lukor can now be found in the Sect Camp prior to Chapter 3.
- Gor Boba Lukor can now be found in the Sect Camp prior to Chapter 3.
- The gate to the exchange place now closes in Chapter 4.
- The quest "The Big Thing of the Brotherhood" will now resolve in a more elegant manner.
- You can now ask ambient NPCs about Cor Kalom's whereabouts after Y'Berion mentions him in dialogue.
- The Sleeper will now wake up from his sleep when Cor Kalom calls upon him.
- The quest "Ghorim's Replacement" will now fail if Harlok is killed.
- Adjusted the camera angle so you can now see the Sleeper when impaling his hearts.
=== Meshes ===
- Tree leaves are no longer solid.
- The falling floor in the old citadel is now aligned properly with the world mesh.
- The lurker claw will no longer fall through the ground.
- Fixed a stretched texture on the Orc Axe model.
- Corrected improper texture on the heavy mercenary armor.
- The boots on the light mercenary armor now have the correct texture.
=== Animations ===
- The crossbow's animations are now synced with the player's when shooting.
- Crossbows are now unloaded when holstered.
- Jumping with the acrobatic skill will now work consistently.
- When falling into water with the acrobatic skill, the correct animation will now play.
- Fixed several scenarios when monsters would freeze when plunging into deep water.
- NPCs as well as the player will now produce an audible splashing sound when falling into a body of water.
- The weed stomper sound effect is now synced up with the animation.
- Fixed the broken roof on Velaya's bed.
- Replaced broken animation files to make Scavenger rotisseries usable.
- The fire underneath the cooking cauldron is now textured properly.
- Fixed incorrect textures on the campfire meshes.
- The weed stomper object now has the correct textures.
- Fixed squished shoulders in the lightning victim animation.
- NPCs heads will no longer squish while eating.
- The belt on the Light Digger's Trousers is now textured properly.
- Removed a large dark shadow on The Light Novice's Armor.
- Fixed stretched texture on the light crossbow model.
- The bowstring of the Longbow will now retract when shot.
- The alchemy table is now textured properly.
=== Textures ===
- Added missing fire animations for the shrines in the Sect camp.
=== World ===
- Fixed incorrectly mapped textures on several surfaces.
- Fixed a broken portal in Xardas' tower. As a result, the ground floor now has sharper lighting.
- Fixed a broken portal in the ore mound cavern.
- Fixed holes in the New Camp rice field.
- Fixed holes in the ground which caused the player to fly up into the air.
- Fixed a hole under the water surface in the swamp.
- The hero will no longer stumble when walking over the bridge to the Old Camp.
- Fixed hole in the roof of a cave near Cavalorn's hut.
- Re-added canyon near the Old Mine.
- The top of the tower at the old citadel is now accessible.
- Fixed a broken portal in the Fog Tower dungeon.
- Adjusted the water surface in the river near the mountain fortress to prevent clipping from the ground underneath.
- Removed the large portal in the swamp, which was known to cause graphical glitches.
- Fixed a broken portal in the forest between the Old Camp and the swamp.
- Repaired and restored the waste outlet on one of the sides of the castle.
- Increased static lightmap resolution to match Gothic 2.
- Fixed missing collision on various objects around the world.
- Fixed invalid sound instances.
- Locked chests now always have a LOCKED model, and vice versa.
- Certain gates and movers now make a sound when opening/closing.
- Fixed missing or incorrect focus texts on interactive objects around the world.
- The scavenger rotisserie in the Free Mine will now have correct animations when used.
- Fixed a misplaced campfire in the Old Mine.
- The lava in the Temple of the Sleeper is now animated.
- Fixed misplaced items in the Sleeper's Temple.
- The portal behind the Sleeper is now animated.
- The target puzzles in the Sleeper's Temple will no longer break on high FPS.
- The target puzzle with Varrag-Unhilqt can no longer be solved by just walking up to the rear wall.
- All torch holders now require an active torch to be lit.
- A chest in the Free Mine Camp will now require a lockpick to open.
- The grindstone in the New Camp now requires a blade to use.
- The torch holders near the ore mound now require an active torch to light.
- The cauldrons in the New Camp now require a scoop to use.
- Fixed a misplaced table model underneath the map.
- Fixed misplaced structural logs in the New Camp tavern.
- The chest in Rice Lord's room now has a valid key.
- A chest in the new camp can now be lockpicked.
- Removed faulty objects in the Old Camp.
- Adjusted several misplaced objects.
- The door to the storage room at the castle smithy now has a valid key.
- The water pipes in the house of the ore barons will now have correct animations when used.
- The flags on the Arena podium will no longer disappear based on the player's position.
- Added lights to previously unlit dark interiors.
- A loose board in the Sect Camp now requires a hammer to use.
- The player can now sleep on all beds in the Sect Camp.
- Fixed misplaced fire effects in the Sect Camp.
- Beds in the Sect Camp will now have the correct animations when used.
- Fixed levitating waterpipe next to Baal Cadar.
- All campfires are now usable.
- The gate next to the exchange place is now closable.
- The gate at the entrance to the New Camp is now closable.
- The hut at the lake in front of the entrance to the New Camp now has collision.
- A bunch of winches around the colony now have a properly specified owner guild.
- Cavalorn will now become angry if you loot his chest.
- Aidan will now become angry if you loot his chest.
- The chest in the basement of the stone circle is no longer inside the wall.
- Removed a misplaced lensflare effect in a cave near the New Camp.
- The infamous pillar in the old monastery will now fall over in the correct direction.
- Xardas' tower is now connected to the rest of the world via the waynet.
- Adjusted misplaced vobs in the Fog Tower dungeon.
- Fixed incorrenctly placed Fog Tower dungeon lights located at 0,0,0.
- Adjusted a misplaced column in the Orc City throne room.
- The collapsing floor of the old citadel will no longer reassemble itself back into place when the button is pressed twice.
- A tree near the swamp will no longer light up as an interactive object.
- Fixed misplaced items around the Colony.
- Fixed an invalid switch target in the Orc City prison.
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