ALPHA 1 - initial release ------------------------------------------------------------------------------------ ALPHA 2 [FIX] - fixed lockpicking skill gain for wayfarer - fixed requirements on "muffled movement" - fixed bug where random spell perks grant more spells after reloading (hopefully) - fixed "phase shift" - fixed formating errors on a few perk descriptions - fixed missing branch in Conjuration - fixed skill gain on Bound Arming Sword - fixed display name of "Material: Steel" - fixed conditions for vanilla leather gear crafting - fixed conditions for vanilla jewelry crafting - fixed missing perk "Unburdened" - fixed missing link between "Exploit Weakness: Light" and "Disjunct Dispersion" - fixed display name of "Bone Conservation" - fixed missing "speed base fix" - fixed display name of the "Vein of Dark Souls" spell tome - added a few spells to the exclusion list for "Spellbinder" - removed Illusion skill gain from "Shadowbound" [TWEAK] - slightly increased duration of "Warp" - increased skill level requirement for "Geomancy" rank 2 - modified patcher to append effect duration to modified alchemy effects [ETC] - added "Enchanter's Quill", a quill used to craft scrolls, and a recipe for it. Unlocked by Basic Scripture, craftable at the forge. ------------------------------------------------------------------------------------ ALPHA 3 [FIX] - fixed borked warrior and thief skill trees - fixed unbeatable locks - fixed conditions on "Studies: Expert Illusion" - fixed Enchanter's Quill not opening the crafting menu and crashing crap [TWEAK] - streamlined "Animate Weapon" script to prevent bugs - made animated weapons fight more aggressively ------------------------------------------------------------------------------------ ALPHA 3 [FIX] - Animate Weapon weapons properly terminate after 15 seconds - NPCs wearing armor will not level the player's skill anymore - rope arrows properly spawn ropes (not sure) - replaced a few borked apostrophes in various perk descriptions - added missing crafting recipes for reforged armor (Armorer) - perkus now properly mods alchemy effect duration and description - added missing conditions to scroll crafting - ammo variants don't require themselves as ingredients anymore - dwarven sphere container recipe no longer produces spiders - crafting and tempering recipe for silver scimitar no longer requires Kindred Mage - added various missing crafting and tempering recipes for silver weapons - vanilla spell tome "fear" now teaches Whisper, removed original spell tome for Whisper - corrected name on Cleansing spell tome - linked correct "Elemental Potency" in tree - linked missing second rank of Light Foot [TWEAK] - reduced damage of Frostbite, Sparks and Flames by 20% - changed silver scimitar tempering ingredient to silver ingot - removed useless "activate" choice on animunculi (will likely not work on old chars) [ETC] - added custom textures for Animunculi container ------------------------------------------------------------------------------------ ALPHA 4 [FIX] - removed duplicate "Spell Tome: Whisper" - added description to Amnesia - Heavy Weapon Combat rank 2 is selectable now - Mastery: Warrior Heart correctly grants its lesser power - Studies: Adept Illusion now has correct displayed name - Skillshot can now be used the correct number of times before rest is needed - Studies: Master Destruction now actually grants a spell - Focus: The Elementalist now adds Heavenlapse - Retaliating Echoes now works on actors that are not the player - Phantom debuffs now work on actors that are not the player - Phantom spells now actually summon phantoms - PaMa no correctly applies duration to alchemy effects; XML still incomplete though [TWEAK] - made summoned phantoms not affect stealth meter - reduced health of phantom spider - reduced health of phantom bear [ETC] - expanded Alchemy xml file - included missing interface hack ------------------------------------------------------------------------------------ ALPHA 5 [FIX] - removed leftover debug messages from phantom summoning spells - reforged armor crafting now consumes the old armor correctly - combat logic now actually works - timebomb arrows now need Advanced Explosives to be craftable - light/heavy shield classification now works; since shields carry different keywords than other armor pieces, they are judged based on the material needed to temper them. the patcher checks for a light material and considers everything that is not light heavy. - Poison Burst now unlocks after Distillation only - dynamically generated skilled enhancer recipes now properly replace the non-SE recipes - fixed xml to prevent ranged weapons from having 0 damage - Wayfarer now increases while moving outdoors - linked Architect of Magic rank 1 [TWEAK] [ETC] - cleaned up a few conditions on negative armor effects - added a few entries to Languages.xml ------------------------------------------------------------------------------------ ALPHA 6 [FIX] - explosive missiles no longer level destruction - Against All Odds no longer counts dead actors - Wayfarer no longer levels like mad - Dark Cowl is craftable now - Wild Companion rank 1 no longer spawns Skeever only - Wild Companion rank 2 no longer spawns Venomfang Skeever only - Vanilla traps can now be removed and collected - Gatherer now actually does something - Camouflage linked in tree [TWEAK] - Animal corpses vanish after activating them with "Gatherer" ------------------------------------------------------------------------------------ ALPHA 7 [FIX] - Leadership is now usable before Strength in Numbers - Aura-Chastise no longer triggers hit events - Reduced Shield Ward's armor bonus while equipped to 50 - Ebony Smithing no longer carries a bonus to tempering - Material perks now actually carry their secondary effects [TWEAK] - Reduced brightness of Artifcial Sun light - All ingots except steel now require three pieces of ore to craft - Steel ingots now require two pieces of iron ore and one charcoal to craft ------------------------------------------------------------------------------------ ALPHA 8 [FIX] - Reforged weapons no longer need Armorer - Ancient Magic now requires Fluent Speaker - Bow draw stagger no longer triggers without a bow equipped - Refined silver weapons may now be reforged - Added missing Ebony Scimitar recipe - Added missing longbow crafting recipes - Added missing longbow tempering recipes - Correctly linked Elemental Fuyr in perk tree [TWEAK] - Wild Companion can no longer be used to call multiple animal squads should an animal survive an entire day [CONTENT] - Added perk descriptions to Light Armor perks - Added perk descriptions to Heavy Armor perks - Added perk descriptions to Block perks and finalized perk names - Finalized perk descriptions for Alteration ------------------------------------------------------------------------------------ ALPHA 8 [FIX] - Staffaire name fixed - Phase shift no longer causes OnHit events - Added halberd crafting recipes for all applicable materials - Added halberd tempering recipes for all applicable materials - Warp speed effect updates faster - Vein of Raging Undead speed effect updates faster - Rising Wings speed effect updates faster - Traveller speed effect updates faster - Made sneak tools script initialize. Hope this fixes fire and water arrows. - Blunt Supremacy linked to correct tree - Fixed a few global values related to Leadership [TWEAK] - Increased Phase Shift projectile speed - Bow draw stagger no longer triggers from spells with a casting time of less than 0.5 seconds - Arctic Blaze should no longer hit the caster after running out. It uses thinner fountains now; in exchange, the number of fountains has been increased to 10 (20 if dual cast [CONTENT] - Added custom texture for perk tree screen - Added custom textures for Dwemer automatoi container - Added custom textures for Oil Container - Added custom textures for Spike Powder - Added custom textures for Semiconductive Device - Added descriptions to Smithing perks ------------------------------------------------------------------------------------ ALPHA 9 [FIX] - Unbound Flame Atronach summons correct actor - Unbound Atronachs no longer drop loot - Added proper keywords to Atronachs summoned with "Elemental Fury" and "Elemental Potency" - Fixed conditions on Prodigy: The Tinkerer - Fixed conditions on Prodigy: The Infiltrator - Fixed conditions on Prodigy: The Diplomat - Whisper works on spells and no longer words on shouts - The Elementalist keywords on shock spells fixed - Various text fixes on perk descriptions - Masquerade no longer damages health and now forces combat by script - Linked bound weapons to correct enchantments - Removed junk test equip ability from Ice Spike - Fixed duration of Sigil of Flame's effect on Flames [TWEAK] - Warp is now classified as "Utility" spell - Prodigy: The Beastmaster now grants "Lore: Forces of Nature" instead of "Lore: Cavedwellers" - Renamed "Lore: Mountainous Monsters" to "Lore: Great Monsters" - Reduced "Linguist" to two ranks - Sneak attacks on undead are 40% less effective [CONTENT] - Added all missing perk descriptions - Added crafting recipes for unenchanted spell staves. Recipe for a staff: - 1 Wooden Battlestaff - 1 Empty Common Soul Gem - 1 Iron Ingot - 1 Silver Ingot - Added Alteration spell "Accelerate". Caster moves 30% faster until interrupting his motion. Utility. Adept. - Added Destruction spell "Hellfire Cage". Fire/Shock. Encases the target in a circle of shock pillars, rendering it unable to move, and deals 4 * 8 fire damage per second for 6 seconds. The 30 shock pillars do not damage the target, but everyone who comes too close. Each deals 8 shock damage to Health and Stamina per second. Does not work on giants, dragons and mammoths. Does work on targets that are immune to regular paralysis. Master. - Added Destruction spell "Heavy Fireball". Fire. Deals 40 points of damage within a 25 feet impact radius. Ragdolls everyone nearby, including the caster. Projectile is affected by gravity. Master. - Added Destruction spell "Great Thundercall". Shock. Concentrations-type spell that has no effect until the caster releases it. Releasing the spell causes a caster-centered shock explosion. The longer the spell was charged this way, the greater its area and damage becomes. Master. Time (s) | Area (f) | Damage < 1 20 10 1-2 30 20 2-3 35 40 3-4 40 80 4-5 45 160 > 5 55 320 - Added Destruction spell "Frostburn". Frost. Deals 10 points of damage. If dual cast, consumes 80% of the caster's Magicka, and deals twice the amount of Magicka drained as DoT to the target, distributed over 10 seconds. Master. - Added Destruction spell "Blue Flames". Fire/Frost. Deals 15 points of fire and frost damage each per second. Slows the target down by 50% instead of the regular ice spell's 30%. Can not be spell absorbed. Master. - Added Destruction spell "Corroding Touch". Frost/Shock. Deals 10 points of frost and shock damage to health each. Deals 300 frost damage to stamina. Deals 300 shock damage to Magicka. Master. - Added Destruction spell "Prismatic Skin". Skin. The next incoming hit causes your Destruction spells to grow 30% stronger for 15 seconds. Does not stack with itself. Master. ------------------------------------------------------------------------------------ ALPHA 10 [FIX] - "Arctic Blaze" displays correct spell tier - Added missing skill description to "Wayfarer" - Added missing perk description for "Camouflage" - Fixed description on "Light Weapon Handling" - fixed countless formating errors across all perk trees [TWEAK] - Upon entering Helgen Keep, the non-PerMa spells "Sparks", "Fury" and "Conjure Familiar" will be replaced by their PerMa-counterparts if applicable - Attacking someone who is affected by "Masquerade" will make the target immune to "Masquerade" for 10 minutes - Tweaked perk tree layouts to suck less [CONTENT] - Added custom art for "Fingertrap" - Added custom inventory art for "Summon Unbound" spells - Added custom inventory art for "Summon Phantom" spells - Added custom inventory art for "Mixed Elemental" spells - Added custom projectile to "Heavy Fireball" - Added custom projectile to "Blue Flames" - Added custom projectile to "Hellfire Cage" - Added weapon "Steel Claw" - Added weapon "Imperial Claw" - Added weapon "Dwarven Claw" - Added weapon "Iron Claw" - Added weapon "Iron Knuckles" - Added weapon "Steel Knuckles" - Added weapon "Dwarven Knuckles" NOTE: Not all of them are properly textured yet - Added crafting and tempering recipes for the new weapons - PaMa: If either Warrior or Thief module are used, distributes fist weapons on leveled lists - PaMa: Silenced crossbows are actually silent now - PaMa: Added fist weapon entries to xml - PaMa: Added a few leveled list eclusions to xml ------------------------------------------------------------------------------------ BETA 1 [FIX] - Sunburst will now only kill the target if it actually gets within 400 units range of the artificial sun's core - Linked correct explosion to "Absolute Zero" - "Regrowth" now checks for correct keyword - Added missing recipes for katanas - Added missing recipes for tantos - Added missing recipes for longmaces - Added missing recipes for longswords - Added missing recipes for nodachis - Added missing recipes for clubs - Added missing recipes for partisans - Added missing recipes for bastard swords - Added missing recipes for shortswords - Added missing recipes for shortspears - Added missing mauls + recipes - Added missing battlestaff recipes - Added missing hatchets + recipes - Added missing recipes for wakizashis [TWEAK] - Improved spell swap script to not only trigger when entering Helgen - PaMa: Changed shout classification to use effect types and flags, not spell school assignments - Renamed "Blade Barrier" to "Riposte" - "Absolute Zero" is now toggleable - Spell scaling now checks for keywords, not the spell school [CONTENT] - The Wayfarer skill now inherently improves food. Consuming any food now has added benefits, depending on your Wayfarer skill level. These effects do not stack when eating/drinking multiple pieces in short time intervals. Duration is 3 minutes for all effects. Wayfarer skill level | Effect > 0 15% disease resistance > 20 15% poison resistance > 40 30 armor > 60 10% magic resistance > 80 30 carry weight In addition to that, the strength of those effects grows by x%, where x is your Wayfarer skill level. - When using Leadership and selecting the mage, "Julian, Elite Wizard" might spawn instead of the normal mage hireling. Julian has additional Conjuration spells and is at 80% of the player's level. Spawn chance is 5%. - When using Leadership and selecting the warrior, "Kaige, Elite Berserker" might spawn instead of the normal tank hireling. Kaige uses two-handed swords and has additional perks boosting his heavy armor rating and two-handed weapon damage. He is at 80% of the player's level. Spawn chance is 5%. - Added Orcish Knuckles - Added Elven Knuckles - Added Glass Knuckles - Added Elven Claws - Added Orcish Claws - Added Elven Katar - Added Elven Claws - Added custom projectile art for "Frostburn" - PaMa: Added crafting exclusions for some Apocalypse spells - PaMa: Added a lot of weapon.xml entries (thanks raulfin!) - PaMa: Added some ammunition.xml entries (thanks raulfin!) - PaMa: Added some needed staff crafting exclusion ------------------------------------------------------------------------------------ BETA 2 [FIX] - Removed broken script references on shortspears - Removed some formating errors on perk descriptions - Made "Mark" spells not stackable - Fixed some harmless random crap script errors - Added description to "Beatdown" - Added description to "Savage Strikes" - Removed link between "Bone Mastery" rank 3 and "Lord of Bones" - Hopefully fixed crafted skeleton behaviour - Fixed skeleton overlord summoning sacrifice spell - Fixed a few typos on random things - Fixed projectile types on Arcane Archery fire and frost spells - Properly linked Eagle Eye [TWEAK] - Made teleportation and speed uncreasing spells not work on Daedric Cows (Thunderchild) - Renamed respec potion to "Essence of Mind Sculpt" - Weak Flame Atronach is slightly weaker now - Reduced skill experience gain from "Raise Animal" [CONTENT] - PaMa: Added "armor modifiers" to Armor.xml ------------------------------------------------------------------------------------ BETA 3 [FIX] - PaMa: Fixed a broken perk reference - PaMa: Fixed issue where quite a few perks were not distributed at all - PaMa: Fixed meltdown and temper material assignments for orcish and elven stuff - "Raise Animal" is no longer free - Added missing perk names to "Combat Enchanter" and "Animate Weapon" - Removed borked dupöivate Glass Longmace recipe - Fixed conditions on Glass Shortsword recipe - Fixed Just Rage stuff (hopefully, not sure) - PaMa: Fixed scroll crafting ingredients [TWEAK] - Doubled magnitude of all mage armor spells - PaMa: Tweaked Alchemy.xml (thanks raulfin!) - Shadowbound now fire when sneaking with a drawn weapon [CONTENT] - PaMa: Can now handle SILVER as armor material ------------------------------------------------------------------------------------ BETA 3.1 [FIX] - Now contains PaMa fixes from BETA 3 - PaMa: Fixed Strongest bolst recipe conditions - Fixed timed blocking -> you might need to remove/add the "Timed Blocking" ability to existing chars - Fixed message on Shadowbound - Fixed description and buggy script on Light Elven Partisan [CONTENT] - PaMa: Can now handle GOLD as armor material - PaMa: Can now handle CHITIN, GOLD and BONEMOLD_HEAVY as weapon materials - PaMa: Can now exclude NPCs based on EDID ------------------------------------------------------------------------------------ BETA 4 [FIX] - Fixed conditions on a passive spell scaling perk. This was leading to CTD madness it seems. - Focus: The Idol no longer makes all spells free to cast - Fixed conditions on Thick Padding - Fixed Just Rage not wearing off and stacking with itself. It now works differently - upon dropping below the threshold, time is slowed down for 10 seconds. - Greed now actually does something - Fixed typo on Prominent Flanker description - Replaced "Fortify Smithing" on potions/ingredients with "Weaponmaster" effect -> +damage with heavy weaponry and ranged weaponry - Replaced "Fortify Enchanting" on potions/ingredients with "Brawler" effect -> +damage unarmed and with fist weapons - Vex, Majhad and Ra'zhinda now train Dexterity instead of Wayfarer - Adjusted Dexterity training text to make clear it trains Dexterity, not Pickpocket - Made a quick attempt to fix Aura: Soul Consumer (untested) - Fixed activation text label on Deportee [TWEAK] - PaMa: Now skips quite a few unnecessary patching steps on weapons that can't drop. - Crossbows are now craftable if you have the material perk and either Advanced Missilecraft or fulfill the Dawnguard conditions - Can now decide not to use Deportee when activating a summon [CONTENT] - PaMa: Added weapon modifiers functionality - PaMa: Can now handle the armor material WOOD - Added perk to Destruction: Defiant Concentration (25/55) 1 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 80% cheaper to cast. 1 - While below 20% Magicka, all fire, frost and shock spells are 70% weaker and 95% cheaper to cast. ------------------------------------------------------------------------------------ BETA 5 [FIX] - Removed buggy leftover script and effect from a few longbows - Added recipe for Eastern Dwemer Longbow - Shield Ward can timed block now - Can no longer cast "Curse of Infestation" on the spiders it spawns - Fixed error in "Weaken Gravity" description - "Lore: Cave Dwellers" now unlocked with "Lore: Predators" - "Removing The Scaffold" now unlocked with "Monkey Grip" - "Hunting Grounds" now unlocks "Legcutter" - "Elemental Burst" unlocks elemental paste recipes - Stamina and Magicka drain from "Fatal Apparition" now works on targets that don't need a dual-cast effect - Leeching Spikes can no longer be resisted or spell absorbed - Unlocked crossbow crafting recipes for regular forges. Also altered conditions - the player needs Advanced Missilecraft and either the respective Smithing perk or Dawnguard quest progression to craft crossbows. - Second rnk of "Defiant Concentration" now caries correct spell magnitude - Added 1st person art to "Eastern Dwemer Longbow" - Added 1st person art to "Eastern Dwemer Longsword" - "Legionfall" now dispels on death - "Wall of Flames" now has correct description and name - Removed typo in "Cryomancer's Sight" ability - "Curse of Infestation" can no longer be cast on its own spiders and dragons - "Fluent Speaker" ability now hidden - "Fluent Speaker" now actually does something - Can no longer absorb/resist your own "Fluent Speaker" effect - Dremora summon duration now scales with skill - Summoned Dremora Valkynaz will now always carry a Daedric Bow and has a new AI - Great Infusion weapon enchantment works differently now. While "Great Infusion" is not active, the charge depletes way too fast to properly use it. - Great Infusion Armor enchantment works differently now. While "Great Infusion" is not active, each armor piece enchanted with "Dragon's Wings" will cause 50 damage to Health every 10 seconds to the wearer. - Fixed material keywords on Imperial Shortsword and Imperial Partisan - Fixed material keyword on Orcish Claw - Skyforge Steel Shortspear now needs the Skyforge to be crafted - Added weapon type keyword to Imperial Claw - Can no longer activate Deportee multiple times on a single Daedra - Fixed a billion string formatting errors. Special thanks to TruNord! - "Chaotic Binding" now actually does something - Bound Sword enchantment now carries "absorb Magicka" effect from "Chaotic Binding" - Replaced "Flames" and "Frostbite" spell tomes in Mzulft with "Focus Lense - Fire" and "Focus Lense - Frost". These are weaker than PerMa's spells and should not break the quest - Tolfdir now sells all Alteration master level spells - "Ancient Rites" correctly linked to "Studies: Adept Alteration" - PaMa: Now correctly assigns weapon school keywords [TWEAK] - Reduced radius on "Phase Shift" explosion - Increased speed of "shift" spell projectiles - Changed hit effects on "Chilling Touch" - Destroyed animunculi can now be collected again as "broken" containers. These can be directly reforged into new robot buddies, saving time and resources. - Nose For Coin rank 2 no longer needs a second click - Removed sound from Legionfall - Crafted spell staves now have a fixed charge of 2500 - "Shadowbound" now triggers five second after entering sneak mode - Slightly altered Illusion tree layout - PaMa: No longer imports quests - PaMa: Altered Enchanting.xml structure and fixed a few exclusions - PaMa: Improved log output - PaMa: Now wastes less time before crashing if you mess up the xml files - PaMa: Clothing check in armor patcher now catches more [CONTENT] - Added weapon enchantment "Disease Damage" with three power levels - Added armor enchantment "Immunity" with three power levels - PaMa: Can now create enchanted variants of weapons, and distribute them on leveled lists - PaMa: Can now create enchanted variants of armor, and distribute them on leveled lists - PaMa: Added batch file for more heapspace without debug output - PaMa: Refactored and unified the way exclusions works - PaMa: Refactored and unified the way simple bindings work - PaMa: Can now exclude races from being patched - PaMa: Now assigns spells to a few perk-relevant form lists - PaMa: Bundled with raulfin's freshest XML - Added spell "Arcane Generator" (Apprentice Alteration) +Completely restore the caster's Magicka. Works once every 10 minutes. - Added spell "Rewind" (Master Alteration) + After 30 seconds, restore the caster's Health, Magicka and Stamina to the values they were at when casting the spell. Usable every 20 minutes. - Added new effect to "Alchemist", rank 1: Eating an ingredient reveals one additional effect - Added new effect to "Alchemist", rank 2: Eating an ingredient reveals one additional effect - Added new effect to "Green Thumb": Eating an ingredient reveals one additional effect - Added new effect to "Studies: Novice Alteration" + All Alteration spells are 15% cheaper and last 15% longer - Added new effect to "Studies: Apprentice Alteration" + Each incoming hit restores 3% Magicka - Added new effect to "Studies: Adept Alteration" + Each known "Mage Armor" spell increases armor by 25 permanently - Added new effect to "Studies: Expert Alteration" + Each known "Kinetic" and "Shift" spell increases attack and movement speed by 2% permanently - Added new effect to "Studies: Master Alteration" + All spells that would normally occupy both hands now only occupy one hand - Added new effect to "Studies: Novice Conjuration" + All Conjuration spells are 20% cheaper - Added new effect to "Studies: Apprentice Conjuration" + Conjuration summoning spells last 20% longer. Bound weapons deal x% more damage, where x is CONJURATION_SKILL * 0.5 - Added new effect to "Studies: Adept Conjuration" + When summoned creatures kill someone, get 10% of your maximum base Magicka back. Reanimated zombies do not count as "summoned", with the exception of Draugr raised by "Mark of Decay". Skeletons do count though. - Added new effect to "Studies: Expert Conjuration" + While below 50% health, summon limit grows by 1, and summoning bound weapons is free. - Added new effect to "Studies: Master Conjuration" + As long as at least one summoned creature is alive, take 10% less damage from spells and weapons. Does only trigger for creatures you actually summon, so it does not cover skeletons. - Added new effect to "Studies: Novice Destruction" + All Destruction spells are 15% cheaper and stronger - Added new effect to "Studies: Apprentice Destruction" + When casting a second Destruction spell within 3 seconds of the last one, the second spell is 15% stronger. Does not stack, but can be chained. - Added new effect to "Studies: Adept Destruction" + All area-of-effect destruction spells have their area increased by 30% - Added new effect to "Studies: Expert Destruction" + Cloak spells boost the strength of their associated element(s) by 15% - Added new effect to "Studies: Master Destruction" + Casting a spell with base Magicka Cost of 100 or more triples the strength of the next Destruction spell. - Added new effect to "Studies: Novice Illusion" + All Illusion spells are 20% cheaper - Added new effect to "Studies: Apprentice Illusion" + For each "influence" spell you know, get a 3% chance to ignore all incoming melee damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively. - Added new effect to "Studies: Adept Illusion" + For each "influence" spell you know, get a 3% chance to ignore all incoming Destruction spell damage. Eligible spells: Calm, Fear, Fury, Frenzy Rune, Anarchy. Stacks multiplcatively. - Added new effect to "Studies: Expert Illusion" + Critical hit chance agains anyone affected by influence spells or phantom debuffs grows by 30%. Destruction spell power against anyone effected by influence spells or phantom debuffs increases by 15%. - Added new effect to "Studies: Master Illusion" + Casting a spell with base cost of 100 or higher makes you ethereal for 5 second - Added new effect to "Studies: Novice Restoration" + All Restoration spells are 20% cheaper - Added new effect to "Studies: Apprentice Restoration" + Standing still decreases ward spell cost by 30%. Whenever a ward absorbs a spell while standing still, recover 10 Magicka instantly. - Added new effect to "Studies: Adept Restoration" + While in combat, each hostile undead within a 15 feet radius gives 5% magic resistance and 30 armor - Added new effect to "Studies: Expert Restoration" + Casting any non-concentration spell from any school restores 10 health instantly. This effect does not scale with anything. - Added new effect to "Studies: Master Restoration" + Casting a spell with base cost of 100 or higher increases Magicka regeneration by 100% for 1 minute. Does not stack with itself. ------------------------------------------------------------------------------------ BETA 6 [FIX] - "Clear Cut" now unlocks "Penetrate" - "Free Movement" now unlocks "Adrenaline Rush" - "Opportunist" rank 1 now unlocks "Opportunist" rank 2 - "Alchemist" now unlocks "Elemental Burst" - "Unknowable Horror" now unlocks "Debilitating Terror" - "Elemental Wrath" now unlocks "Synergetic Link" - Changed "Inverse Shift" effect type to Script - Fixed cooldown check on "Arcane Generator" - "Primordial Thunder" no longer paralyzes targets immune to paralysis - Fixed formating error on "Distillation" - Hidden "Fake" boots are no unplayable and have no world model - Fixed an issue that would prevent "Blackjack"'s activation choice form popping up - "Spell Tome: Phantom Mudcrab" exists now - Replaced buggy script reference on "Fear" - Fixed name on "Spell Tome: Kinetic Wave" - Staff enchanter in Dragonsreach no longer floats - Removed typo in Dexterity training dialogue - PaMa: Enchantment distributor now handles clothing and jewelry - PaMa: Clubs are no longer daggers - PaMa: Crossbow variants now qork with "Weaponsmith" [TWEAK] - "Elemental Fury" (perk) renamed to "Elemental Wrath" - Removed visual effect from "Studies: Apprentice Destruction" - "Affection" no longer works while in combat or while a weapon is out. It no longer replaces the default action. - Bolts are now craftable under the same condtion as crossbows. Dawnguard's explosive bolts still have unaltered conditions - PaMa: Old enchantment_binding entries now called "direct_enchantment_binding" [CONTENT] - Added new perk: Mastery: Warforged (Smithing) + Allows you to craft reforged gear into warforged gear at the forge. Warforged gear has considerably better stats than regular gear, but can not be enchanted. While using a warforged weapon, attacks consume no stamina. While wearing at least four pieces of warforged armor of any material combination, you gain all armor bonuses from all material perks you know. - PaMa: Can now use list_enchantment_bindings + These offer another way to distribute enchantments. Instead of just "sticking new ones to old ones", It takes a defined leveled list, creates a variant of that list that follows replacement rules defined in the xml, then links the new list wherever the old list is linked as well. This is better for jewelry, since it makes sure the drop rates don't go haywire. It's generally better to fine-tune leveled lists, but more demanding to configure. ------------------------------------------------------------------------------------ BETA 7 [FIX] - Kinetic Shift no longer stagger the user - Flesh To Power no longer causes OnHit events - Kinetic Shift no longer causes OnHit events - Inverse Shift now does something - Removed bad script references on multiple Partisans - "Arctic Blaze" terminates - "Hunting Grounds" now grants the power to place traps - Nord Hero Shortspear has correct crafting conditions now - Packed correct patcher version - Perkless dual wield malus is now applied (and removed) as advertised - Added recipe for Nord Hero Warhammer - Added recipe for Nord Hero Longbow - Added recipe for Nord Hero Partisan - Added recipe for Nord Hero Shortsword - Weapon attack speed now starts at 0.99 (1.0 didn't work lol) - Ability from "Studies: Expert Alteration" is now hidden, as it should be - "Sun Fire" spell tome has correct inventorey art - Excluded multiple spells from "Spellbinder" - "Conviction" now does something - "Call Undead" should work better now - "Mastery: Warforged" description now makes sense - Fixed typo in "Chronokinesis" description - "Spellbinder" and "Sacrificial Casting" now stack properly - "Deconstruct Skeleton" script reference error fixed - "Thunderbolt" now shows the base damage, as it should be - PaMa: Fixed error in pricing on dynamically generated enchanted armor - PaMa: Nordic gear now needs "Material: Corundum" to temper/ melt down and nets Corundum Ingots when molten down - PaMa: Reduced number of dirty edits from craftable patcher - PaMa: Weapon modifiers no longer reduce speed to 0 - PaMa: List bindings for enchantments on same lists no longer overwrite one another [TWEAK] - "Great Infusion" is a "Focus" perk now, and has its original effect back - The "clear enchantment" part of "Animate Weapon" is a feature now. In exchange, using the ability restores 10% of the enchantment charge lost as Magicka. This effect does not trigger on Daedric artifacts. - All Enchanting perks that did not boost enchantment strength in Beta 6 now add 4% enchantment strength. - Swapped positions of "Juggernaut" and "Stone Wall" branches in Heavy Armor - "Arctic Blaze" stream originas moved upwards slightly for better looks - "Nose For Coin" rank 2 now activated via label - PaMa: Gear processed by list enchantment bindings is left alone by direct bindings now. - PaMa: Direct enchantment bindings no longer place enchantments on similar gear, only on gear that already exists in an enchanted version - PaMa: Now links STEELPLATE armor to steel ingots for meltdown purposes [CONTENT] - The "Scripture" perks now unlock crafting recipes for every book that contains a spell whose scroll you can craft. Book crafting needs two scrolls of paper, two inkwells and three scrolls of the spell. Only scrolls you crafted yourself count. Crafting station is identical to scroll crafting. Recipes do not shop up if you don't have at least one of the needed scrolls in your inventory. - PaMa: Added "STARTSWITH" exclusion type - PaMa: Added similarity_exclusions_armor and similarity_exclusions_weapon ------------------------------------------------------------------------------------ BETA 8 [FIX] - Secondary cloak spell effects only hit hostiles - "Arcane Generator" now has cooldown - Ward spells that break on special occasions now break way more violently - Changed "Prismatic Beam" loop sound to hopefully not bug out - "Dragon's Roar" enchantment conditions now apply when enchanting weapons - "Dragon's Roar" frost damage no longer has 50% chance of failing - "Dragon's Roar" is back to having a scripted penalty when not used with the "Great Infusion" ability. Each piece reduces Light Weaponry, Heavy Weponry, Ranged Weaponry, Enchanting, Destruction and Sneak by 20. - PerMa Thief: - Skill books that used to boost Lockpicking now boost Dexterity - PaMa: - Now properly checks for exclusions in direct enchantment bindings - No longer crashes when enchantment binding lookup fails - Warforged gear can no longer be disenchanted [TWEAK] - "Repulsive Ward"'s secondary effects now consumes 35 Magicka, and won't trigger if the user has less - Phantoms now die after 60 seconds. - Combat direct hit debuffs don't show under "active effects" anymore - Wild Companions now die after 24 hours - "Shove" now needs 75% stamina (power bash) or 90% stamina (regular bash) to trigger - Dragons, dragon priests, giants, animals and creatures are no longer affected by direct hit debuffs - PerMa Thief: - "Stealth" recharges slower, especially after an attack or when detected - Equipment weigt has a greater influence on sneak success - Sound has greater influence on sneak success - Greatly reduced crime report distance - Reduced the influence of skill level on sneak sucecss [CONTENT] - Added Wintermyst enchantments as optional expansion - Added spell "Feint Strength" (Apprentice Illusion) - Added spell "Silencing Orb" (Expert Illusion) - Added spell "Confusion" (Master Illusion) - Added spell "Delirium" (Master Illusion) - Added Dwarven Katar - Added fresh textures for broken Dwemer containers - Added textures and dummy textures to existing fist weapons - Prepated meshed for texture linking - PaMa: Added Wintermyst support in xml - PaMa: Fixed error in similarity function that affected shields - PaMa: Fixed issue where enchantments on jewelry were often skipped - PaMa: Can exclude ALCHs from being patched in Alchemy.xml - PaMa: Can exclude WEAPs from generating reforged and warforged recipes. Includes crossbow variants. ------------------------------------------------------------------------------------ BETA 9 [FIX] - Fixed stagger lock on stuff that shouldn't stagger at all (kudos to Yolo) - Cleaned up some weapon nifs - "Traveller" rank 2 requires 30 skill as advertised - "Crystal Skin" no longer triggers if the caster is the source of the hit - "Bear Trap Fire Flask" produces proper flame traps now - Elemental poisons got proper descriptions - PaMa: + Filters for clothing and jewelry better when creating variants + Removed bad keyword assignment on fist weapons [TWEAK] - "Restored" unique effect shaders on "flesh" spells - "Animate Weapon" no longer works with bound weapons - "Place Trap" is now silent and less earthquaky (lol) - Removed loop sound from "Prismatic Beam" - Increased speed bonus from "Nocturnal's Refuge" to 25% - Assigned a new, missile-basec class to summonable "Dremora Valkynaz", and gave him somr more fancy iron arrows - "Warbringer" now additionally increases backwards power attack damage with Heavy Weaponry weapons against targets below 30% health by 300% - "Warp" got a ten second cooldown - PerMa-Thief: + Renamed all old lockpicking stuff to "Guardian", effect unchanged from beta 8 + Restore Health, Magicka and Stamina potions no longer stack with itself - PaMa: + Progress bar now shows some info on what the patcher is doing + Enchanting gear stuff is faster + Re-enabled similar weapon search for direct bindings on weapons [CONTENT] - Added weapons: Iron Katar, Steel Katar, Silver Katar, Ebony Katar, Orcish Katar, Dragonbone Katar, Silver Claw, Ebony Claw, Daedric Claw, Wooden Knuckles, Dragonbone Knuckles, Ebony Knuckles (all with filler textures) - Added crafting and tempering recipes for all weapons mentioned ------------------------------------------------------------------------------------ BETA 10 [FIX] - Katars and knuckles now visible in right hand. Doing this required me to use sword anims for them or redo all meshes, so fuck you Skyrim engine - Iron and steel katar have proper first person models now - "Artificial Sun" disappears more reliably - Combat stagger works again - Spike trap poison is a peak value modifier now (shouldn't stack with itself) [TWEAK] - Resized all katars - PaMa: + Now forces NPCs to use ammunition with ranged weapons - Turned "Artificial Sun" and "Sunburst" into regular Expert level Alteration spells - Reduced "Artificial Sun"'s base cost to 80, and removed the passive buff it granted - "Focus: The Creator" now grants "Spell Prism" - Adjusted description of "Focus: The Creator" - "Quiet Casting" no longer grants a toggleable ability. Instead, spells are quiet and 30% more expensive while sneaking. [CONTENT] - Added spell blocking. If you block a hostile spell, your health gets restored by 50% of its first effect's magnitude afterwards, and you take 20% of its base cost as stamina damage. Sanctuary rank 1 and 2 reduce the stamina cost to 15%/10% of the spell's base cost. - Added new spell "Spell Prism" (Alteration, Master): Places a device on the ground. When hit by a projectile spell, the device multiplies the spell and fires it in all directions. Destroy it by hitting it with a weapon five times. Will improve the effect in future updates. - PerMa Mage: + Placed easter egg "Claws of the Crab" + Placed easter egg "Joseph's Note" - PerMa Thief: + Placed easter egg "Oscar's Corpse" + Placed easter egg "Feathertop" - PaMa: + Can now set/override armor type (heavy, light, both, none). Covers keywords (and thus combat effects + perk support) and skill + Can now adjust base cost of alchemy effects ------------------------------------------------------------------------------------ BETA 11 [FIX] - "Legionfall" counter resets more reliably - "Spell Prism" object now has proper rotation - Fixed typo in Silver Katar name - Added missing silver script to Silver Katar and Silver Claw - Removed bad script reference on Rikke' Longbow - Fixed script reference on "Fear" - Bound Dagger is silent again [TWEAK] - Incoming ranged weapon hits no longer cause bow draw stagger - "Spell Prism" now additionally triggers spells, depending on the school of the projectile spell it is hit with. These secondary spells get fired off in three directions. Alteration: Ash Shell Conjuration: Mark of Decay Destruction: Heavy Fireball Illusion: Confusion Restoration: Curse of Infestation [CONTENT] - Added "Ancient Nord Katar" and "Imperial Katar" with filler textures - Added upgrade recipes for health, stamina and magicka potions found in the world. Low-tier upgrades require nothing, higher tier upgrades need ranks in "Alchemist". Kudos to TasCani for the contribution! PerMa-Thief: - Replaced a few alchemy effects: - Ravage Health: Deals hefty damage after a short warm-up time - Damage Magicka Regen: Removes all Magicka for a set duration, then gives it back once poison wears off. - Damage Stamina Regen: Removes all Stamina for a set duration, then gives it back once poison wears off. - Ravage Magicka -> Flare Undead: Against undead: Sun damage + consecutive hits lower confidence + counts as "Chastise" (to be used by Mage module spells) - Ravage Stamine -> Corrode Armor: Deals damage and reduces armor depending on the target's armor value. Again, Thanks to TasCani for these! ------------------------------------------------------------------------------------ BETA 12 [FIX] - "Chilling Touch" now has a static tooltip - "Monolith" only staggers melee attackers - "Adept Restoration"'s ability now dispels mor reliably on enemy death - Dragonbone Knuckles have correct crit damage - Iron Saber can be crafted without "Steel Smithing" - Fixed bad reference in water arrow script - Cooldown on Arcane Generator works + PaMa: - Attached correct keyword to "Disarm" magic effects + PerMa-Thief: - Attached proper keywords to "restore" peak value modifier alchemy effects [TWEAK] - Reduced "Conjure Weak Flame Atronach" duration to 45 seconds - Removed spells "Breath Ward", "Shield Ward" and "Fortress Ward" - Increased shout Speechcraft experience gain - "Ward Absorb" now lets "Spell Ward" absorb shouts - "Ward Deflect" rank 1 now makes "Spell Ward" grant 50 armor while equipped and another 50 while being used - "Ward Deflect" rank 2 now makes "Spell Ward" grant 75 armor while equipped and another 75 while being used, and unlocks timed blocking for "Spell Ward". - Repositioned and rescaled all katars and knuckles. Not perfect yet, but we're getting there. - Made knuckles count as maces if PerMa Warrior is not used, and for determining weapon type for other mods - Made katars count as daggers if PerMa Warrior is not used, and for determining weapon type for other mods - Made claws count as swords if PerMa Warrior is not used, and for determining weapon type for other mods [CONTENT] - Added Daedric Knuckles, Glass Katar and Dragonbone Claw - PerMa-Warrior: + Placed easter egg "Nerjal" ------------------------------------------------------------------------------------ 1.0 [FIX] - Removed invalid perk condition on "Carrier" rank 2 - "Fury" works on humanoid targets while dual cast - "Sigil of Ice" and "Pristine Frost" now deal pure, unresisted damage (using armor value doesn't work properly) + PaMa: No longer crashes if enchantment bindings include enchantments from mods you don't use [CONTENT] - Added a few more assets