The History of Khorinis is the PREQUEL of the Gothic game, which takes place over 10 years before the events of the Gothic I and BEFORE the creation of the magic barrier.
The whole project is a NON-PROFIT - characterized by great attention to compliance with the plot of the Gothic 1-2 games saga and great attention to detail.
While creating the Story, we do not take into account Gothic 3, the third installment in the series. Only events and characters from the following games are considered canonical: Gothic I, Gothic II and Gothic II: Night of the Raven.
To know more about the project, check out the videos below.
Due to the COVID-19 epidemic and our dubbing and music recording sessions were blocked (and other problems with our team due to the pandemic), the release date was suspended until the situation normalized. We keep you updated on the situation on our social media, which we encourage you to follow.
Details of our progress are presented in the last summary of the work, you can watch it here:
The project in its current form has been created since mid-2018, while its genesis and first concepts and ideas date back to 2008. In its current form, the game significantly differs from its original assumptions.
Only the second part of the History of Khorinis modification is planned - it will be a direct continuation of the first part and takes place on the island of Khorinis in its heyday.
No, we only plan to publish the finished production.
Yes, the modification will be supported as long as it is necessary.
It will not be possible because the nature of the project is focused only on the single-player mode.>
A dedicated launcher will be released for modification, which will install the modification itself. However, it will also be possible to install the modification manually - especially for Windows systems older than Windows 7.
They have not contacted us about this, but we can confirm that they know about the project. Among other things, their official Facebook profile liked ours in the past:
Yes, we will hear voice actors known from Gothic I and Gothic II: Night of the Raven.
It will be completely free and available for download from our website.
Yes, installation will require the full version of Gothic 2 with the Night of the Raven expansion pack.
The game will be somewhat improved compared to the original, but the hardware requirements will not change significantly. In a word - the modification can be launched on any equipment that has Gothic II: Night of the Raven without any problems.
You will play on any configuration that supports the basic Gothic II: Night of the Raven (in extreme cases, taking into account the lowering of the graphics settings of the game - f.e. the viewing distance of the area).
Initially, the modification will be released in Polish, then in English (several months after the Polish premiere). In turn, other translations (Czech, Italian, German and Russian) will be created on the basis of the English version.
Yes. Each version of Gothic, including the one from Steam / GOG, will be supported by the mod - however (for better stability) we recommend the version from GOG.com.
The codes will be blocked for about the first month after the release of the game - but we will restore it in one of the first post-release patches.
The surface of Vaduz Island is the size of Khorinis Island - excluding Jarkendar and Valley of Mines.
The island of Vaduz is not canonical, although we keep the information contained therein as canonized and in good taste as much as possible.
The atmosphere is similar to that of Gothic 2, and it was Gothic 2 that was the 'design model' in creating the world of our production.
Such a possibility will appear in the second part of modification - already taking place directly on the island of Khorinis.
On the island of Vaduz, we will have the opportunity to visit the Adanos Monastery - which has a significant role in the plot of the game.
Yes, but apart from 12 mages, there will only be 2 other people.
No, but there will be other characters - including one with an equally interesting personality.
Pigs, hares and bears will definitely be added. Other animals are also contemplated.
Trolls will definitely appear, but we do not plan such creatures as dragons or black trolls.
The western part of the island is governed by the governor appointed by the king, and the eastern part, Margrave - a feudal nobleman and owner of the eastern lands of Vaduz. Despite the division of the island, the margrave and the governor have the same range of powers and are equally accountable to the king (not being able to give orders to each other).
Similar to those of the inhabitants of Khorinis in Gothic II: Night of Raven - with a different view on the situation of the kingdom.
No, the law was always one and the same. However, we have restored the feudal chivalry heard in Gothic.
We won't be able to meet orcs on Vaduz.
Yes, they will appear, but in a completely new version.
Those from Gothic II: Night of Raven will be extended with new models.
Yes, there will be two large mines and a few smaller locations, but they will be integral parts of the world (so they, the loadings screens) will not appear .
Yes, there will be places like this.
Yes, there will be one building on Vaduz with the same function as the famous Red Lantern in Khorinis.
There will be two factions: the city guard and the mercenaries of the merchant guild.
No. The only type of magic intended for the player is teleportation scrolls and runes.
Lars is an ordinary human, not a chosen god like The Nameless One, so it would take much longer for him to master the magical arts. The second reason is that the possibility of becoming a mage would conflict with the story concept of the History of Khorinis.
Yes, these will be teleportation runes that the main character can receive from other characters or buy back.
Yes, there will be two such guilds.
At the moment, it is not possible to provide such a value, it will be possible only after thorough testing. Nevertheless, we plan that it will last a similar amount of time as the story in the original Gothic II with the Night of the Raven expansion.
Yes, the game will be divided into chapters (acts), although they will function on slightly different principles than those we know from other parts of the series. For example, if you change an act, the killed monsters won't come back to life.
At the moment, these questions cannot be answered, it depends on the results of internal testing and beta testing.
No, we are not making any changes to the combat mechanics of the original Gothic II.
No, as we consider it unnecessary.
Yes, the player will have more weapons to choose from than in Gothic I and Gothic II: Night of the Raven.
The number of available armor in the History of Khorinis will exceed a hundred, while most of it will not be available to the player.
Yes, because the official position of Piranha Bytes does not prohibit the use of any assets from the Gothic Sequel, the History of Khorinis will include, inter alia, armor of the Royal Guard from the same project.
Yes, but not too often.
Regarding gods - yes - but the quests will not be "commissioned" by the gods as was the case in Gothic 3.
Yes, there will be both kinds of these activities.
Yes, the tasks will be written in such a way that they do not overlap - or that the death of an important character will not block the future plot (of course, only on the condition that the player will play 'fair').
Naturally, in many cases, the main character will be able to answer questions or requests in more than one way. The ability to intimidate will only appear as it was in the original Gothic and Gothic II - but not as a skill.
Yes, but only available for crafting from specific NPCs.
Yes, but there won't be many of them.
This will look identical to the original Gothic and Gothic II.
There will be interactions like cooking, digging pits, and some other minor interactions.
Yes, none of the players will have to fear death due to their use anymore :D.
Yes, there will even be a new dedicated animation.
Yes, but only in the form of a plant for alchemical use. It will not be possible to prepare joins from it. Regular tobacco will be available for smoking.
There will be no such possibility.
Easter eggs will appear, but their number will not be exaggerated - so as not to overwhelm (and not spoil!) the gameplay and the plot.
There will be only single such references.
There will be no In Extremo performance, but we are preparing some other musical easter eggs.
Yes, but we don't want to reveal any details about it.
Yes, but only as a curiosity.
We make every effort to ensure that the atmosphere of the History of Khorinis brings to mind the original Gothic game - that's why there will be curses, but limited only to those from the original series..
Yes, there will be both old cult songs from two parts of Gothic series, but there will also be brand new ones created for the History of Khorinis by our musicians.
Yes, some of them will be used in such a way as to fit the storyline of two parts of the Gothic series and the History of Khorinis.
Yes, but there will only be a few such references.
Both of these things will appear.
Yes, but it's only 10 years and the effect will not be noticeable (especially on such an old engine as ZenGin - the Gothic game engine).
No, we consider it unnecessary and not appropriate to the nature of the modification.
Yes, at the moment we have over 300 new face textures ready - and over a dozen new, additional 3D models of heads.
Yes, NPCs will have more new activities (e.g. moving crates or repairing flat surfaces such as roofs). NPCs will also have more elaborate routines, which will make their lives even more interesting.
Yes, there will be times when more than two characters will talk to each other.
No - we considered this function redundant.
There will be new spells, while Water Mages will not stop using fire magic (because they used them in Gothic 1 and Night of the Raven for a reason - elemental magic was simply never closely related to their use by mages from specific circles).
No, it won't be possible.
Yes, we are rebuilding this attribute in such a way that developing it brings more benefits.
The save system will be tweaked as much as possible, but making multiple saves will still be advisable.
It is possible, but due to the limitations of the ZenGin engine, we use it with caution, taking a correction for optimization aspects.
Support for Linux is planned and the ability to run Gothic II and the History of Khorinis in native mode.