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Gothic Remake |OT| Return to the Colony

There is solution tools online but also:
-Some seem to require level 2 lock picking
-Some can be 60+ moves to unlock
So I'm looking at the tools arsic but I have invested in lock pick once... If there's a solver that is level 2 I'll do it but can you link one? I think alot are geared to 0 in lock pick
 
So I'm looking at the tools arsic but I have invested in lock pick once... If there's a solver that is level 2 I'll do it but can you link one? I think alot are geared to 0 in lock pick
It rarely bugs out the Reddit poster says. So it should just work at level 0.

Level 2 just makes less of them linked together so that's why I figured my one bugged box may not be bugged if gears aren't linked together.

Just use the tool if you need to.
 
Are these locks randomly generated? Did you try the dungeon lock outside the castle on the right?
You input your lock info into the generator and it'll pop the answer.

If you save prior to a lock, the lock is always the same if you reload.

So just follow the instructions and you're set.
 
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How do you guys make money early game?
The economy change is strange, but ultimately for the better I guess. At least it makes the game feel a little harsher, which is fitting.
But still, I'm struggling.
 
How do you guys make money early game?
The economy change is strange, but ultimately for the better I guess. At least it makes the game feel a little harsher, which is fitting.
But still, I'm struggling.
Pretty much like you do in any other rpg, just slower because of the economy.
 
How do you guys make money early game?
The economy change is strange, but ultimately for the better I guess. At least it makes the game feel a little harsher, which is fitting.
But still, I'm struggling.

What I am doing is selling a lot, for example I did a mission where I had to kill goblings or whatever these monsters are called in a cave and they were dropping weapons. I took all of them and sold them to vendors. I made a couple of hundreds just from that. Another option during missions is to ask the quest giver for compensation. Many times they pay you too. And lastly another good option is to invest money into lockpicking so you can unlock chests easier and sell whatever you find in there.
 
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What I am doing is selling a lot, for example I did a mission where I had to kill goblings or whatever these monsters are called in a cave and they were dropping weapons. I took all of them and sold them to vendors. I made a couple of hundreds just from that. Another option during missions is to ask the quest giver for compensation. Many times they pay you too. And lastly another good option is to invest money into lockpicking so you can unlock chests easier and sell whatever you find in there.
Thank you for the info, but the vendors don't have enough in their pocket. Can't remember if it was that harsh in the original.
I let a minecrawler kill templers in the old mine, looted their stuff and had two swords, both of them worth ~700. Sold one, but had to buy a lot of stuff, an armour, lockpicks etc, just to have around 45nuggets after. That way I can get stuff I need like lockpicks, but I cannot make enough to buy more skills in the beginning.
Have to check the new camp again if anyone has more ore on them. Someone has to. And then I have to get into stealing, I guess. Seeling monster parts isn't as viable anymore.
 
Thank you for the info, but the vendors don't have enough in their pocket. Can't remember if it was that harsh in the original.
I let a minecrawler kill templers in the old mine, looted their stuff and had two swords, both of them worth ~700. Sold one, but had to buy a lot of stuff, an armour, lockpicks etc, just to have around 45nuggets after. That way I can get stuff I need like lockpicks, but I cannot make enough to buy more skills in the beginning.
Have to check the new camp again if anyone has more ore on them. Someone has to. And then I have to get into stealing, I guess. Seeling monster parts isn't as viable anymore.
Remember to never sell in stock, sell 1 by 1 so you can see when the vendors start lowering the price.

If you want easy money just visit both mines and mine ores spot with the trick to avoid the long animation.

You can probably get 200+ ores between both places, and the ore spots recharge after a while.
 
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Remember to never sell in stock, sell 1 by 1 so you can see when the vendors start lowering the price.

If you want easy money just visit both mines and mine ores spot with the trick to avoid the long animation.

You can probably get 200+ ores between both places, and the ore spots recharge after a while.
Yeah the first tip I read in this thread, been doing it already, thanks.

The long animation doesn't bother me, I can take a sip of coffee or just breathe slower :messenger_grinning_sweat:

Confusing layout in there, but I have to visit from time to time to get some ores.
 
Yeah the first tip I read in this thread, been doing it already, thanks.

The long animation doesn't bother me, I can take a sip of coffee or just breathe slower :messenger_grinning_sweat:

Confusing layout in there, but I have to visit from time to time to get some ores.
You have to mine 7 times to get all the ores, and there are like 20 ores spot between the 2 places, good luck with that...
 
You have to mine 7 times to get all the ores, and there are like 20 ores spot between the 2 places, good luck with that...
I'm not in a rush
Time is limited in front of the TV for me, but saving a couple of seconds won't make my sessions more fulfilling. Gothic in itself is a very slow experience, might as well embrace it.
The last two play sessions were just in the mine, got out of there this morning, saved and went to work. Will go back to the new camp in the next session to check vendors and think about where I'm heading next.
 
I'm not in a rush
Time is limited in front of the TV for me, but saving a couple of seconds won't make my sessions more fulfilling. Gothic in itself is a very slow experience, might as well embrace it.
The last two play sessions were just in the mine, got out of there this morning, saved and went to work. Will go back to the new camp in the next session to check vendors and think about where I'm heading next.
If i had limited time i would be even more interested on skipping animations but you do you bubula :messenger_blowing_kiss:
 
Made it to full warder and somehow had enough money to completely upgrade the new armor set and get my strength high enough to wield this two handed I've been hauling around for 20 hours now.
And I still got killed by the fucking worm shark thingy in the swamp.

Kinda stuck on where to go after getting my warder gear and finishing those questlines.
Think I need to find Cor Valom but that bitch ain't nowhere to be found.
 
I hope the success of this remake triggers a return to some of these design philosophies of old.
Your giant open world isn't very convincing when the characters that populate it stand around and do the exact same thing in the exact same place for the entirety of their digital existence.

Goddamn I need a fuckin pc again.
 
"Live this amazing sense of adventure in our giant open world".
*virtually nothing presents an actual threat to the player and every single enemy and challenge is conveniently scaled to smooth your ego from the get go*.

Anyway, after spending a bunch of hours I feel comfortable saying that they did (for the most part) an outstanding job with this remake and whoever doesn't have it as at least a strong contender as his personal GOTY simply didn't pay this game the attention it deserves.
Or worse, he's a gaming journalist.
 
I just finished playing Gothic 1 Classic on Xbox One X. Then I went back to my level 30 savegame (chapter 4) for Gothic 2 Classic on Nintendo Switch. I'm really _not sure_ which of those two games are my favorite any longer, because Gothic 1 Classic is REALLY good! Maybe I need to start a whole new Gothic 2 Classic game to better compare the two.
 
I hope the success of this remake triggers a return to some of these design philosophies of old.
Your giant open world isn't very convincing when the characters that populate it stand around and do the exact same thing in the exact same place for the entirety of their digital existence.

Goddamn I need a fuckin pc again.
I mean… aside from NPCs without real quests or dialogue, the named ones are always in the same spot in each town. Exception is when it's night time and they go to bed in their house.

The open world here has mainly been new places to explore and fight. It could absolutely use random NPCs you run into hurt or trapped that need your help. It makes sense they all stay in a settlement since it's dangerous as shit out there.

Game as I mentioned is a 9/10, but let's not get it twisted that this formula couldn't have more to spruce it up. It's just that what is here and how it's executed shits on say something like Avowed.
 
I just reached act 3. I got the warden armor, immediately maxed out it's upgrades, and immediately learned two handers (the one I was using hit like a truck). Combat so far has been mid-hard with a few deaths here and there since everything two shot me. I expect things to be on the easier side now, but I'm lowkey sad about that. Dungeons have been super intimidating for me so far.

Also, I'm so glad to finally be (hopefully) done with that fuckass camp of stoners. They all act like dicks.

How do you get combat roll?
Some guy inside that cave colony at the new camp taught me it for 5LP. Google says his name was Buster. Combat roll is a game changer for combat btw, legit carries me.
 
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The open world feels alive enough in the city but pretty dead outdoors other than the occasional group of walking people that barely do nothing.

Not exactly revolutionary, i think people are surprised because this is a budget title that does more than stuff like the already mentioned avowed or starfield.


Bonus

 
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It's not the "open world" per se.

It's people having a schedule and moving around during the day. Or reacting if you invade their home or extract a weapon.
Or actually moving physically through the world from place to place (i.e. They'll tell you "I'm going to the mine" and actually start walking all the way there if you follow them).

And the sequel expands on these simple and yet well-intracting basic systems.

You could say that it's not exactly "technical marvel" tier, but then you have to remembers that MOST triple A RPGs fake or skip these kind of immersive details entirely.
 
I mean… aside from NPCs without real quests or dialogue, the named ones are always in the same spot in each town. Exception is when it's night time and they go to bed in their house.

The open world here has mainly been new places to explore and fight. It could absolutely use random NPCs you run into hurt or trapped that need your help. It makes sense they all stay in a settlement since it's dangerous as shit out there.

Game as I mentioned is a 9/10, but let's not get it twisted that this formula couldn't have more to spruce it up. It's just that what is here and how it's executed shits on say something like Avowed.

Yeah but this is also a game that is over two decades old with a fresh coat of paint slathered on it. Why didn't these systems evolve alongside graphics tech and other stuff.
We saw a few flashes of brilliance, like Mordor's Nemesis system and the crazy tech old Stalker was running. But I feel like the vast majority of these systems stagnated. Sure, everything looked a shitload prettier, but it felt even more false because all reactivity either stopped or was actively removed.
 
It's not the "open world" per se.

It's people having a schedule and moving around during the day. Or reacting if you invade their home or extract a weapon.
Or actually moving physically through the world from place to place (i.e. They'll tell you "I'm going to the mine" and actually start walking all the way there if you follow them).

And the sequel expands on these simple and yet well-intracting basic systems.

You could say that it's not exactly "technical marvel" tier, but then you have to remembers that MOST triple A RPGs fake or skip these kind of immersive details entirely.

When it first came out I can't remember the last game that had schedules like this, I know G2 expanded upon it as with more traders and the town crier. Perhaps one of the Ultimas? They predate oblivion by like 6 years and Stalker by 7 iirc. And even then far better animated than Bethesda's game.
 
https://xetoxyc.github.io/gothic-remake-lockpicker/

This one seems good. I tried it on two very complex ones and it helped on one and didn't work on another.
So here's the lock

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Now on that solver from back to front is 1 to 6, and left to right pins are 1 to 7.

I added the links. And the solver always has the first move as gate 1 to the right x2 or then it may say x5.. That gate is linked to 3 and when I move it once I'm stopped.

What am I missing?
 
Game is just awesome there are some really awesome looking landscapes and areas, they did a good job.. Their 60 frames don't really feel like 60, but it's way better than what it initially was.

Old school rpgs just hit different.

I gotta get that lock tho, it's weird that lock program isn't working for me.
 
My problem wih the lockpicking (and the reason I also decided to mod it basically out of the game with that same mod after 25+ hours of playing vanilla) isn't even that is difficult.
It's that is relentlessly time consuming, in a manner that is completely disproportionate to the benefits it introduces.

For context I never really crossed a lock I couldn't solve at level 1 lockpicking, but after a while I started to simply resent interacting with chests and locks in general.
So I put the mod linked above in modality "suggest the next move" and the realization dawned on me: with 60+ moves to solve some of these locks I was still spending two or three minutes or more on locks where I was literally only "punching in" a combination I already knew.
I set the mod in "always autosolve" which automatically uses the combination at super-human speed. Even THEN, with the computer doing anything by itself at a speed a human couldn't dream to match, some locks are so neeedlessly complicated that the process may take 6-to8 seconds to unlock.

This mechanic is almost comically overdesigned and completely unnecessary.
If there's something I never felt playing the original (which had an extremely basic lockpicking system where you had to punch in a quick combination fo "left" and "right" moves that amounted at most to 10 or so) is "Damn, i wish I could spend roughly a third of my entire playtime figuring out how to access the hundreds of chests and doors lying around everywhere".
 
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My problem wih the lockpicking (and the reason I also decided to mod it basically out of the game with that same mod after 25+ hours of playing vanilla) isn't even that is difficult.
It's that is relentlessly time consuming, in a manner that is completely disproportionate to the benefits it introduces.

For context I never really crossed a lock I couldn't solve at level 1 lockpicking, but after a while I started to simply resent interacting with chests and locks in general.
So I put the mod linked above in modality "suggest the next move" and the realization dawned on me: with 60+ moves to solve some of these locks I was still spending two or three minutes or more on locks where I was literally only "punching in" a combination I already knew.
I set the mod in "always autosolve" which automatically uses the combination at super-human speed. Even THEN, with the computer doing anything by itself at a speed a human couldn't dream to match, some locks are so neeedlessly complicated that the process may take 6-to8 seconds to unlock.

This mechanic is almost comically overdesigned and completely unnecessary.
If there's something I never felt playing the original (which had an extremely basic lockpicking system where you had to punch in a quick combination fo "left" and "right" moves that amounted at most to 10 or so) is "Damn, i wish I could spend roughly a third of my entire playtime figuring out how to access the hundreds of chests and doors lying around everywhere".
Agreed. I never mod any 'cheats' into any of my games. But with this game, I made an exception and modded in an auto-lockpick system. The lockpick minigame is utterly disrespectful of your time. The game is slow going as it is, which is great, but I disliked the time ratio of: 50% Lockpicking | 50 % Everything else.
 
I must say, for how original a prison colony is as a location, the plot has been pretty fucking boring and generic until now and i just reached act 3.

I hope there is some surprise going forward.
 
I must say, for how original a prison colony is as a location, the plot has been pretty fucking boring and generic until now and i just reached act 3.

I hope there is some surprise going forward.

If you are expecting the game to have gay furry porn plot to be entertained I have bad news for your papi
 
If you are expecting the game to have gay furry porn plot to be entertained I have bad news for your papi
Yeah discovering that
the menacing looking demon is indeed a menacing demon and the religious zealots were wrong
was top 3 best and most unexpected storytelling moment ever :lollipop_squinting:


Absolutely riveting stuff i must say :lollipop_grinning_sweat:
 
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