The Witcher 2: Assassins of Kings Enhanced Edition
The Witcher 2
Recently, I spoke with Bohemia Interactive's CEO about the three most reviled letters in the gaming alphabet: D, R, and M. His company has been making waves with tech that slowly renders pirated games unplayable with all manner of obnoxious, sometimes hilarious effects. From where Bohemia's standing, DRM's a necessary evil. No one ever said, however, that forcing thieves to pony up couldn't be worth a laugh or two.

But that's only one perspective. So, in the wake of the announcement that GOG's version of Witcher 2 made a sizable stack of real, non-Monopoly money without any sort of DRM weighing it down, I decided to get in touch with CD Projekt. Read on for CEO and co-founder Marcin Iwinski's thoughts on DRM schemes like Bohemia's, why we should get rid of DRM altogether, how many Witcher 2 copies were pirated, and how piracy can even occasionally be beneficial.



PCG: For quite some time, CD Projekt RED's been of the opinion that DRM isn't necessary. The Witcher 2 - based on GOG sales numbers at least - seems to have vindicated your approach. Why, though? What made people want to buy it instead of pirating?

Marcin Iwinski: To answer this question properly, I have to go back in history a few years. I started CD Projekt with my high-school friend back in 1994. 1994 was a super wild time in terms of piracy, as this was the year when the software copyright laws were first established here.

From the very beginning our main competitors on the market were pirates. The question was really not if company x or y had better marketing or better releases, but more like "How can we convince gamers to go and buy the legit version and not to go to a local street vendor and buy a pirated one?" We of course experimented with all available DRM/copy protection, but frankly nothing worked. Whatever we used was cracked within a day or two, massively copied and immediately available on the streets for a fraction of our price.

We did not give up, but came up with new strategy: we started offering high value with the product - like enhancing the game with additional collectors’ items like soundtracks, making-of DVDs, books, walkthroughs, etc. This, together with a long process of educating local gamers about why it makes sense to actually buy games legally, worked. And today, we have a reasonably healthy games market.

In any case, I am not saying that we have eliminated piracy or there is not piracy in the case of TW2. There is, and TW2 was downloaded by tens of thousands of people during the first two weeks after release. Still, DRM does not work and however you would protect it, it will be cracked in no time. Plus, the DRM itself is a pain for your legal gamers – this group of honest people, who decided that your game was worth the 50 USD or Euro and went and bought it. Why would you want to make their lives more difficult?

PCG: Can you offer any concrete numbers or percentages as far as Witcher 2 piracy goes?

MI: There are no stats available, but let’s make a quick calculation. I was checking regularly the number of concurrent downloads on torrent aggregating sites, and for the first 6-8 weeks there was around 20-30k ppl downloading it at the same time. Let’s take 20k as the average and let’s take 6 weeks. The game is 14GB, so let’s assume that on an average not-too-fast connection it will be 6 hours of download. 6 weeks is 56 days, which equals to 1344 hours; and with 6h of average download time to get the game it would give us 224 downloads, then let’s multiply it by 20k simultaneous downloaders.

The result is roughly 4.5 million illegal downloads. This is only an estimation, and I would say that’s rather on the optimistic side of things; as of today we have sold over 1M legal copies, so having only 4.5-5 illegal copies for each legal one would be not a bad ratio. The reality is probably way worse.



PCG: Even so, you're hardly in dire straits. What about other developers, though? Do you think there'd be less piracy overall if everyone just dropped DRM entirely?

MI: In my almost 20 years in the industry, I have not seen DRM that really worked (i.e. did not complicate the life of the legal gamer and at the same time protect the game). We have seen a lot of different protections, but there are only two ways you can go: Either you use light DRM, which is cracked in no time and is not a major pain for the end-user, or you go the hard way and try to super-protect the game.

Yes, it is then hard to crack, but you start messing with the operation system, the game runs much slower and - for a group of legal gamers - it will not run at all. None of these solutions really work, so why not abandon it altogether?

PCG: Why do you think so many other developers and publishers are stuck on DRM that inconveniences paying customers just as much as pirates? I mean, their most vocal customers are shouting "No! This is terrible!" at the top of their lungs. So why is it taking so long for them to listen?

MI: Fortunately and unfortunately at the same time, games are becoming huge business. And as with every growing business, there are a lot of people coming in who… have no clue about games and could work in any other industry. They are not asking themselves the question "What is the experience of a gamer?" Or "Is this proposition fair?" But rather, they just look to see if the column in Excel adds up well or not, and if they can have a good explanation for their bosses.

As funny as this might sound, DRM is the best explanation, the best "I will cover my ass" thing. I strongly believe that this is the main reason the industry has not abandoned it until today, and to be frank this annoys me a hell of a lot. You are asking, “So why is it taking so long for them to listen?” The answer is very simple: They do not listen, as most of them do not care. As long as the numbers in Excel will add up they will not change anything.

I always encourage gamers to go and vote with their wallets. That’s the only way to enact real change, and I can already see it is changing. When we started GOG.com, the answer from publishers for selling their back-catalogue DRM-free was a brief and strong "NO WAY." Meanwhile, today we have over 300 games, and there are newer games coming next year.

PCG: On that note, do you think DRM's becoming less popular with developers and publishers? I mean, a lot of games are just using Steam now, and even Ubisoft finally got rid of its always online requirement.

MI: It is for sure becoming something to think about, something to consider as part of the gaming experience. It has still a way to go.

The social media revolution helps here a lot. Having all these places on Facebook, Twitter and forums where people post 24/7 – they can share their opinions much easier, faster and on a much larger scale. If they do not like how a certain game works, they can flame it in just a few hours, and that news makes its rounds quite quickly.

This is the only way to get the Excel guys moving. If they hear that they have a couple hundred or thousand negative comments on Amazon, Metacritic, Twitter, etc, they will most probably do something about it. Some of them already did.





PCG: Do you pay attention to unique approaches to copy protection? For instance, Bohemia Interactive's FADE/DEGRADE tech turned a few heads recently by slowly making pirated copies of Take on Helicopters unplayable. Are there any techniques along those lines - in other words, ones that don't harm legitimate customers - that you've considered implementing?

MI: I was reading about what Bohemia did and it’s not a bad thing, but ultimately it will be cracked. The question is how much time it will give, and being a developer you always have to ask yourself the question if this kind of protection will not harm even a small percentage of your legal customers.

I would rather focus on rewarding the legal customers. We did this with Witcher 2 and beefed up both the retail and digital version with a lot of additional goodies to make it real value for money. I always think that ultimately it’s about convincing the customer in all possible ways, that your game is the best value and that the original version is something they must have at home. I do not believe in forcing anyone to buy our game. If they do not want it and they pirated it, it means we did not have the right offer for them – maybe the price was too high and they will buy it later on a year or two after the release when it will be more affordable.

PCG: What about always online "games as a service" platforms, ala Blizzard's Diablo III and its Auction House? Do you think those fall under the umbrella of "punishing legitimate customers for hackers/cheaters/pirates' crimes"?

MI: So long as it’s a real part of the game it’s the best thing you can do. Blizzard was the first to come up with it, and they sold gazillions of copies of Diablo 2 just because you had to have the legal copy to be part of Battle.net. That’s a fair deal, and it works. I would love to have something like this in The Witcher, and I hope the time will come. However, it must offer real value and enhance the gameplay experience. Gamers are not tricked easily and either it’s the real deal or they will go elsewhere. I am really curious to see what Diablo 3 will be like on this end.

It all has to make sense. If by being connected to the Internet we can offer a new gameplay experience, that’s great. If this is just a tricky way to make the game more difficult to pirate, it would not make sense from our perspective. Fundamentally, we believe in freedom, and that’s what I want to deliver with every single game we sell.

Currently we are heavily single-player, but I would like to enhance this experience one day. However, if we would do it, I still would opt for giving full freedom to the gamers as to how they want to have it. If they prefer to play the game offline, that’s great. And if they would rather be online most of the time to have access to some additional functionality, community, that’s also great.



PCG: Some developers and pundits claim that pirates simply aren't legitimate customers. That is to say, if all piracy were eliminated forever, those people would opt to simply not play games instead of buying them. Do you think that's true, or is it an excuse to avoid confronting a larger issue?

MI: Like in every society you have a small percentage of thieves. They will rather steal than buy; but statistically speaking that’s just a fraction and we should not be bothered with them. I strongly believe that you can convince almost any gamer to buy legal games if only you have the right offer for him/her.

When analyzing piracy, you should look at every single country. Why, for example, is the piracy rate higher in Poland than it is in Germany? It does highly depend on your average disposable income. 50 Euro for a German gamer is quite some expense, but for a Polish one (who earns on average 3-4 times less) it will be a much more difficult decision. You can ask the same question in every single country, and you will have different answers about the affordability of games. Plus, you have to add the cultural specificities, how people consume games, is buying game in their country a normal thing or are they not used to it (like in Poland in 1994), etc.

Let’s also not forget that the life of the game does not end a week after its release. If you are honest with your gamers, treat them fairly and support your title, they will support you back, spread the word about your game among their friends, and ultimately go get your game - be it on a sales promo at GameStop, Amazon, Steam or GOG.

Witcher 1 was originally released in 2007, then in 2008 we released the Enhanced Edition. In the first year we sold 1M units, and most of it was in the area of $30-50, while the other million (we just reached 2M) was sold over the next 2.5 years. This shows that if you care for your game and gamers, they will support you. I am sure that lots of these guys played TW1 in a pirated version first. I am really happy they liked it so much that when they had a chance and could afford it, they decided to get a legal version. That’s how we treat piracy.

PCG: Thanks to issues like innumerable potential hardware configurations and - of course - piracy, many developers have made consoles their primary focus. That in mind, what makes PC so attractive to CD Projekt? Why is it worth all the fuss? And - if Witcher 2 sees enormous success on consoles - will PC remain your primary platform?

MI: Consoles are a great market, and - especially in the US and some western European markets - if you do not publish on consoles, you do not reach a wide audience. We would, of course, like to introduce Geralt of Rivia to as wide of an audience as possible, but at the same give the right experience.

Making simple ports is definitely not the way we will go, and PC is and will remain super important for us. Due to its nature and constant evolution, PC will always be the most powerful gaming platform, and we will do all we can to deliver the best possible games utilizing the power of PCs. We are PC guys at heart, and nothing will change that.
The Witcher 2: Assassins of Kings Enhanced Edition
masseffectwitcher
CD Projekt RED have told Polish gaming site Polygamia.pl that they’re working on a brand new AAA title, set in a “totally different universe” to their popular Witcher RPG series. More exact details haven’t been confirmed, but it makes total sense for the new game to be a sci-fi RPG.

“The biggest news is that we are going to work on a new IP, a totally new title,” Adam Badowski, a studio director at CD Projekt RED, told Polygamia. When the presenter guessed that new title was a sci-fi game, Badowski replied with, “You can keep guessing all you want, but we will reveal more when the time is right.”

It makes a lot of sense for CD Projekt RED to move into the sci-fi arena, after all both BioWare and Bethesda have been highly successful with their Mass Effect and Fallout series. The Witcher series has shown that the CD Projeky RED has an anatomical view of RPG mechanics, presumably gleamed from their many years pulling American games to bits and reassembling them for Polish audiences. A Polish take on the sci-fi RPG genre will be a world away from Fallout’s dusty Americana cheese and Mass Effect’s digs at Republicanism, too - and this is a very good thing.

Early in 2010 CD Projekt canned a sci-fi project, a British-set first person shooter called They. The game was included when CD Projekt bought fellow Polish studio Metropolis Software (Gorky 17) in 2008 - but Badowski is keen to point out that the new IP will not be They. “It was Metropolis’ brand, we would like to go in a completely different direction.”

Badowski is firmly tight-lipped about the new project, but he does admit that it’s going to be a AAA-title, and aimed at a similarly mature audience as The Witcher 2. Which probably means boobies. It’s going to follow The Witcher’s labyrinthine plotting, too. “We would like to take advantage of the experience we’ve gained while working on both parts of The Witcher - both very complex and non-linear games” said Badowski. “We definitely would like to build on that experience while working on the new title.”

When questioned on the setting, Badowski said, “This game will be set in a totally different universe, and that’s the best part about it. It’s too early to reveal what setting be though.” The use of the word “universe” is enough to convince us that the new game definitely features a sci-fi setting, and will definitely be called “Universe Game: Witcher in Space”.
The Witcher 2: Assassins of Kings Enhanced Edition
The Witcher 2
Posters on NeoGAF have mined CD Projekt's investor report for details of their current projects. The report says that the Witcher developer plans to put out two high profile games in 2014 and 2015, with two low and one mid budget projects planned for 2012-2013. All are planned to be multiplatform and, given CD Projekt's history, we assume one of those platforms will be the PC.

The report also confirms that CD Projekt are working on a new intellectual property, which makes sense with all those games in the works, otherwise they'd end up producing 'Witcher Kart Racing'.
Portal 2
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Whoa. When did PC gaming become so damn... award-winning?

PC has cleaned up at the Golden Joystick awards with a wealth of exclusives. And the non PC exclusive games that took an award? We get to play most of those too, only more anti aliased, and in a better resolution.

The best bit? Gamers voted for these. Real-life gamers with strong opinons. A record-breaking 2.06 million of them in fact. Well done PC gaming community - you rose to the challenge and pwned.

Click through for the full results. Don't agree with some of the winners? It's time for a furious debate. See you in the comments.

PC dominated the Best Strategy category: Starcraft 2 took the number one spot, followed by Civilisation V and Shogun 2: Total War. Assassin's Creed: Brotherhood was awarded Best Action game and Fallout: New Vegas took Best RPG.

World of Warcraft took Best Subscription MMO, beating Rift and Eve Online. One of PC Gamer's faves - Minecraft - was awarded Best Downloadable Game. We'll have Notch's acceptance speech on the site as soon as possible.

League of Legends scooped Best Free-To-Play Game - considering the numbers and constant updates, it's hard to disagree.

Portal 2 took Ultimate Game of the Year at the prestigious ceremony. Seeing as we have the ultimate version of Portal 2, we'll take that as ANOTHER win for PC gaming.

Skyrim took the One To Watch award. We've been keeping a close eye on that one. And yes, it is indeed one to watch.

Best Action
Assassin's Creed: Brotherhood
Runner Up
Portal 2
Third place
L.A. Noire

Best Mobile
Angry Birds Rio
Runner up
Fruit Ninja
Third place
Infinity Blade

Best RPG
Fallout New Vegas
Runner up
The Witcher 2: Assassin's Of Kings
Third Place
Dragon Age II

Best subscription MMO
Winner
World of Warcraft
Runner up
Rift
Third place
Eve Online

Best Fighting
Mortal Kombat
Runner up
Marvel vs Capcom 3: Fate of Two Worlds
Third place
Super Street Fighter IV: Arcade Edition

Best Racing
Gran Turismo 5
Runner up
DiRT 3
Third place
Need For Speed: Hot Pursuit

Best Sports
FIFA 11
Runner up
Pro Evolution Soccer 2011
Third place
NHL 2011

Best Strategy
Starcraft II: Wings of Liberty
Second place
Civilization V
Third place
Total War: Shogun 2

Best Music
Guitar Hero: Warriors of Rock
Second place
Rock Band 3
Third place
Child of Eden

Best Free-to-play
League of Legends
Second place
World Of Tanks
Third place
RuneScape

Best Downloadable
Minecraft
Second place
Limbo
Third place
Dead Nation

Best Shooter
Call of Duty: Black Ops
Second place
Halo: Reach
Third place
Crysis 2

One to Watch
The Elder Scrolls V: Skyrim
Second place
Battlefield 3
Third place
Guild Wars 2

Innovation of the Year
Nintendo 3DS

Outstanding Contribution
Sonic The Hedgehog

Ultimate Game of the Year
Portal 2
Second place
Starcraft II: Wings of Liberty
Third place
Call of Duty: Black Ops
The Witcher 2: Assassins of Kings Enhanced Edition
Golden Joysticks thumb
Games are great, as we all know. But some games are greater than others, and some people tend to disagree on which games are the greatest. That is why we have the Golden Joysticks 2011. They let us use the power of democracy to decide which games are the greatest ONCE AND FOR ALL (until next year).

The thing is, you people have too many opinions about games. Voting on the Golden Joysticks was supposed to close today, but there are still those out there who want their opinion to be known. And Lo, so it came to pass that voting on the Golden Joysticks was extended until 4pm, Monday October 17.

But SERIOUSLY. Look at my face. Okay, you can't see my face. But it is Deadly Serious. There are brilliant PC games in some of those categories that deserve to win everything, including Total War: Shogun 2, The Witcher 2, Civilization V, Minecraft. Oh, and you stand a chance to win a top of the range Alienware gaming laptop if you vote in every category. Head over to the Golden Joysticks site and make it so.
The Witcher 2: Assassins of Kings Enhanced Edition
The Witcher 2 - zap and stab thumb
The huge, free 2.0 update to the Witcher 2 will hit tomorrow, adding new modes, a proper tutorial, and dozens of major fixes designed to improve combat. The fiddly enemy targeting system has been improved, controls feel smoother and Geralt's attacks can no longer be constantly interrupted by a prod from one of a dozen enemies.

The patch will add a new Arena mode. Separate from the single player campaign, this will throw Geralt into a gladiatorial ring in which he much fight off waves of increasingly powerful foes for GLORY. And points. Mid-fight, you'll encounter allies that can be recruited to help with tougher waves. Once you've racked up a good sum, you'll be able to post your score online.

Then there's dark mode, designed to add a new level of difficulty for hardened Witcher fans. Every enemy will have the strength to quickly take you out, but a string of new quests will let you unlock new armour sets and gain cursed weapons, because wielding cursed weapons always ends well. The patch makes loads of other changes, and incorporates all other patches and previous DLC additions. If you upgrade from a fresh install, you'll get all of the many, many free improvements CD Projekt have made to the Witcher 2 in one package. Get the full patch notes below.

Here's some bonus good news for new players. CD Projekt have decided that throwing Geralt into a siege battle without telling the player anything about how to stay alive was too unwelcome an introduction. A new opening adventure will teach players the basics of alchemy, magic, and how to swing a sword real good. Combat will feel even better, hopefully, thanks to these changes:

Patch notes

Numerous improvements have been made in the targeting system.
Parrying is now unlimited (even when Vigor is completely depleted), though parries no longer cancel all damage (maximum 50% reduction once the relevant ability has been acquired).
Responsiveness of game controls has been improved. This includes but is not limited to casting Signs, parrying, and attacking immediately after evading an opponent’s assault.
Geralt’s attacks are no longer interrupted by attacking opponents. Attacks are now contiguous and foes cannot interrupt Geralt’s attacks by landing a blow.
Assorted fixes now prevent opponents from incessantly attacking Geralt after he has been knocked down. Geralt can no longer be knocked down repeatedly in quick succession. Also, he rises quickly while evading subsequent attacks.
Geralt no longer attacks opponents located behind other opponents positioned nearer to him.
The target locking system has been improved. Preference is now given to previously highlighted targets.
Target selection has been improved. Priority is now given to foes affected by a critical effect facilitating the completion of a finishing move.
The additional two steps Geralt took after mounting an attack with the W, S, A or D key depressed have been eliminated.
Attacks can now be continued even when a key controlling Geralt’s movement (e.g. W, S, A, D) is depressed.
Attacks can now be continued if the attack key is depressed immediately after the final strike of an attack animation sequence.
Geralt can now pivot 180 degrees immediately after completing an attack.
Assorted problems with key responsiveness have been resolved. Keys no longer need to be depressed twice or more to trigger a given action.
A distance attack problem has been resolved. Geralt now mounts distance attacks (lunge with sword in hand in the Fast style) when opponents were located at a suitable distance from him.

 
Other corrections and amendments:

Casting several bombs no longer blocks further inputs.
An option has been added to the configuration tool enabling aspect ratio to be set independently of resolution.
The amount of disk space required for game patching has been reduced.
The loading of selected Witcher 1 game saves no longer causes the game to crash.
A greater number of monsters now appear in the cave leading to Loc Muinne.
Improvements have been made in the manner in which monsters are spawned in the mist in Chapter 2.
The visual effect accompanying Adrenaline use no longer disappears prematurely.
Archers now draw their swords more quickly when Geralt approaches.
Mages no longer automatically cast shield spells when Geralt casts daggers at them.
The game is now paused when Geralt executes a finishing move in combat.
The troll in Chapter 2 has been corrected. Previously, in some circumstances he could not be attacked.
Physics on cast daggers have been improved.
The site for aiming daggers is now more visible.
Geralt’s animation when he dies while casting the Axii Sign has been corrected.
An exploit in the fight against Letho has been eliminated. Previously, this foe could be killed by casting bombs in quick succession.
An exploit related to the ‘Insane’ difficulty setting has been eliminated. Previously, game saves could be loaded with difficulty set to this level, which was contrary to design intentions.
Camera positioning/operation has been corrected during the boss fight against the kayran.
Camera control via gamepads has been improved.
Assorted adjustments have been made in mutagen statistics.
The ‘Junk’ filter in the Inventory has been adjusted to provide for correct item filtering.
In the Inventory, the dialogue window warning of prohibited actions has been corrected.
Assorted corrections have been introduced to the mini-map in Chapter 1.
Audio balance throughout the game has been adjusted.
Erratic character teleportation in mini–games has been eliminated.
Assorted adjustments have been made in animations applying to nekkers.
A minor bug in the “Scent of Incense” quest has been resolved.
Numerous minor fixes have been introduced in character lip-sync throughout the game.

 
The Witcher 2: Assassins of Kings Enhanced Edition
There's no shame in losing to a mutant. Your whole ARMY losing to a mutant, that's a different story.
Yesterday, CD Projekt guaranteed that more Witcher 2 upgrades will soon be awkwardly opening doors one-at-a-time into your life. Awesome, right? No downsides here. None at all ever. Please?

The Witcher, though, is hardly all sunshine and butterflies, so – fittingly – neither is its news. There's a catch. Or at least, I was afraid there'd be. So I got in touch with CD Projekt Red to find out if Geralt's next equippable stat-boosting trophy will be your wallet.

"Even though the Xbox version of the game is just round the corner, we won’t stop supporting the PC version of the game," a CD Projekt rep told PC Gamer. "We treat both platforms equally and both game editions are of the same importance for us. That’s why you can expect more updates for the PC version coming and they will all be free just like it is now."

Moreover, development director Adam Badowski elaborated in an interview with RPS, saying:

"All DLC for the PC version is and will remain FREE. That’s not likely to be the story for the Xbox version, because of certain Microsoft policies that need to be followed. But on PC, once you buy our game, you don’t need to worry about any additional costs – we will provide all updates, including those featuring new content, for free.

"Any payable DLC that appears is likely to be a more classic expansion pack along the lines of, say, Baldur’s Gate: Tales of the Sword Coast. But this is a purely theoretical discussion at this point, as we have yet to confirm or even plan any official expansion packs," he added.

He also noted that CDP's next full game, whether it's Witch3r (pronounced Witch-three-ar) or something completely out of left field, won't take another four years to finish. He noted, however, that an expansion could toss a few cartoon banana peels on the track to completion.

Regardless, if you love exceedingly pale mutant men with amnesia (and seriously - who doesn't?), you've got plenty to look forward to. Most of it for free!
The Witcher 2: Assassins of Kings Enhanced Edition
The Witcher 2
The Witcher 2's hotly anticipated 2.0 patch, perhaps its witchiest to date, is just around the corner, but CD Projekt's not letting Geralt hang up his monster-killing swords and lady-killing, well, equipment just yet. There's plenty more on the way, the developer said during the Eurogamer Expo. As for precisely when it's coming, well, that's a bit less clear.

"We still have at least one big title ahead of us in The Witcher franchise," designer and writer Jan Bartkowicz told Eurogamer. "All I can say is - outside of when the preproduction starts and finishes - with the story team we were probably in preproduction for The Witcher 3 during making The Witcher 2."

He then went on to say more than "all" he could say:

"Of course we're not announcing anything. We cannot say, I cannot say - I don't know if it's going to be The Witcher 3 or something else that covers the story, but there's probably going to be some releases in the future."

In the meantime, though, The Witcher 2 2.0 is hardly the incredible fantasy sequel's swan song.

"All I can say is we're planning on releasing something," Bartkowicz explained. " not the last update for The Witcher 2. That's what I can assure you."
The Witcher 2: Assassins of Kings Enhanced Edition

CD Projeckt's acclaimed (and Kotaku-Approved) PC RPG The Witcher 2 is on sale for $30 all weekend at Good old Games. If you've got a gaming PC and like lusty, swashbuckling adventures (and seriously good RPGs), give it a go.


The Witcher 2: Assassins of Kings Enhanced Edition
Going to need a bigger sword...
A new update has landed for The Witcher 2. Evil Avatar spotted the fix list on The Witcher 2 site where the patch is available to download now. It makes a number of small but useful fixes to a few quests, some scientists in Flotsam get proper names and, importantly, "Game exe files are no longer treated as a threat by popular antivirus software." You'll find the full patch notes below.


Issue with shadows in 3D Vision mode has been resolved.
Screenshots to savegames made in 3D Vision are now visible in load menu.
Issue with Steam achievements not being registered has been resolved.
Blood texture glitches in game with ubersampling option turned on have been fixed.
Pocket item counter is properly updated after picking up an item which is already selected.
Issue with ingredient counter when brewing multiple Thunderbolt potions has been resolved.
Finished “Scent of incencse” quest is no longer marked as failed when entering Loredo’s residence at the end of Chapter 1.
Corrections have been made in the greater mutagen drop rate.
Deleting savegame after entering memories and flashbacks menu no longer causes “Loading available flashbacks” message to appear.
Game exe files are no longer treated as a threat by popular antivirus software.
Patching the game automatically right after installation no longer causes Launcher.exe error on Windows XP systems.
Game installation folder is not recognized if diacritic signs were used in folder name on Windows which doesn’t support them. Patch now properly informs about the cause of the problem.
Name of two scientists in Flotsam have been corrected.
Storage chest description have been corrected.
Description of Mahakaman Rune Sihill imported from The Witcher savegame have been corrected.

 
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