

The rogue guarding Lares hut says no longer infinitely "Go!" but attacks (DIA_ORG_804_Organisator.d) Saturas no longer offers to sell a second High Robe of Water (DIA_KDW_600_Saturas.d)

CorKalom correctly closes the "Weed delivery" quest instead of "Weed monopoly" quest (DIA_GUR_1201_CorKalom.d) BaalNamib sells the Heavy Novice Robe in Chapter 2 (DIA_GUR_1204_BaalNamib.d) Y'Berion says no longer infinitely "Who let you in?" but attacks (DIA_GUR_1200_YBerion.d) Fletcher no longer reopens the quest "Vanished Guard" if the quest is already completed (DIA_GRD_255_Fletcher.d) Kirgo correctly gives a beer if the player agrees not to challenge him to a fight in the arena (DIA_GRD_251_Kirgo.d) Scorpio can no longer be asked "Can you teach me to fight?" after he moves to Cavalorn's, since the dialogue line to get him to teach the player is another one (DIA_GRD_205_Scorpio.d)

Bloodwyn no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_233_Bloodwyn.d) Jackal no longer harasses the player for protection money after the player has joined one Camp (DIA_GRD_201_Jackal.d) Thorus can no longer be bribed if the player has already obtained the permit to an audience with Gomez The option to bribe Thorus no longer stays open after the player has already bribed him (DIA_GRD_200_Thorus.d) Horatio doesn't make the player to lose STRENGTH if the player has more than 100 STRENGTH (DIA_BAU_901_Horatio.d) The player can no longer run into a room and immediately leave it to cancel a fight (ZS_Attack.d) NPCs don't draw weapon if monster is already dead (ZS_AssessMonster.d) No double experience gain when killing a NPC with a ranged weapon if the player already beat the NPC in melee combat (B_GiveXP.d) NPCs can move after being enchanted (ZS_Berzerk.d) The player can no longer pass the gate guards just by entering combat mode (B_AssessFighter.d) Companion walks if the player walks (ZS_FollowPC.d) NPCs don't stand still so often anymore when fleeing (ZS_Flee.d) NPCs no longer stuck or move in circles when trying to align if another NPC is standing on the FP (ZS_StandAround.d) NPCs no longer practice sword training without a weapon (ZS_PracticeSword.d) NPCs and monsters have all weapons unequiped when dead (ZS_Dead.d) NPCs draw the melee weapon when their ranged weapon is weaker than the armor of the enemy (B_SelectWeapon.d) NPCs no longer confront the player when he is standing in the way, if he has before defeated them (B_MoveNpc.d) NPCs collect their weapons when they regain conscious after a lost fight (B_Functions.d) NPCs sleep through and don't wake up immediately when they have gone to bed (ZS_Sleep.d) Run GothicStarter and choose the entry "Gothic UnPatch". * To enable the Shields, edit SystemPack.ini, change EnableShields=0 to EnableShields=1 EN_G1_UnPatch - Gothic Unofficial Patch Mod (version 0.9)
