lastly,-after-8-years-geralt-can-now-not-eat-rooster-sandwiches,-turkey-legs,-or-pierogies-underwater

The Witcher 3’s next-gen model continues to obtain refinements and enhancements from CD Projekt Purple, and whereas I assumed the developer might by no means stay as much as the audacious excellence of fixing the grass shadows (and thus the game itself), I’ve been confirmed grievously unsuitable. After eight lengthy years, the identical hole as between the O.G. Witcher and The Witcher 3, Geralt can now not get his chow on underwater. Our boy’s days of noshing within the briney deep are no extra. CDPR additionally fastened another stuff too.

“Except for potions and decoctions, it is now unimaginable for Geralt to eat or drink underwater,” the 4.03 patch notes point out on the finish, additional explaining that “Whereas the workforce agreed it is perhaps potential to drink liquids from a corked flask, consuming pints of ale or grilled meats underwater is an excessive amount of of a stretch.”

I like this to bits. I can think about the courageous, realism-focused CDPR dev refusing to surrender, holding out Twelve Indignant Males-style till the remainder of the workforce lastly relented and agreed that sure, it was absurd that Geralt might pause the game underwater, eat seven pierogies and slam 4 Viziman Champion lagers, then skewer some Drowners along with his crossbow. Now he can solely try this on dry land.

The opposite massive change in 4.03 to my eye is the choice to auto-apply blade oils, the little anti-monster poisons Geralt could make within the alchemy system. PC Gamer information lead Andy Chalk was indignant about this facet of the Geralt Simulation™ getting smoothed over, however I am extra agnostic. I undoubtedly love how tactile and impactful the primary Witcher’s alchemy was by comparability, however blade oils in The Witcher 3 already felt sort of vestigial, simply one thing you need to keep in mind to verify off within the stock display each on occasion. Why not simply flip the change as soon as and optimize my construct?

I popped over to Crookback Lavatory and certain sufficient, taking a swing at a drowner had my blade instantly slicked with Necrophage Oil. The game will routinely choose the perfect poison for any scenario so long as you’ve gotten it crafted.

This function did appear to bork my mods although, going by the compilation error I obtained on launch. I am fairly certain the offender was the fairly good Pleasant HUD mod, and I’d guess that different tasks can also be affected. Often mod creators simply need to type these items out within the days and weeks after a significant patch, and I’d anticipate to see a 4.03 version of FHUD shortly. I’ve included the total patch notes (sans console-specific entries) under:

PC particular

  • Mounted a problem with ray-traced vegetation shadows “popping”, relying on Geralt’s proximity and angle.
  • Mounted a problem where repeatedly disabling and enabling ray-traced reflections and shadows might trigger black shadows to seem on the fringe of objects.
  • Addressed the difficulty where the DirectX 11 model of the game might crash on launch or after loading a save on sure AMD GPUs.
  • Added help for Intel Xe Tremendous Sampling, an upscaling expertise that makes use of machine studying to enhance efficiency and picture high quality.
  • Mounted some lighting points with Display screen House Reflections when ray-traced world illumination is off.
  • Efficiency enhancements to ray-traced world illumination and ray-traced reflections.
  • Mounted a problem where purple splashes might seem on the display when driving Roach by puddles of water.

Visible

  • Mounted a problem where a grid of sunshine spots might seem on the bottom and partitions in sure climate circumstances with Ray Tracing enabled.
  • Spider webs will now not change colour when moving the digital camera with Ray Tracing enabled.
  • Mounted a problem where some textures on characters throughout cutscenes would seem as not absolutely rendered.
  • Via Time and House – Mounted a problem where the mist within the Poisoned Valley was pink as a substitute of white.

Quests and gameplay

  • Added the community-made mod Subsequent Gen Script Fixes by Sergeanur.
  • Mounted a problem where a grid of sunshine spots might seem on the bottom and partitions in sure climate circumstances with Ray Tracing enabled.
  • Spider webs will now not change colour when moving the digital camera with Ray Tracing enabled.
  • Mounted a problem where some textures on characters throughout cutscenes would seem as not absolutely rendered.
  • Via Time and House – Mounted a problem where the mist within the Poisoned Valley was pink as a substitute of white.