Dragon Age: Origins

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Dennis Lee

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Author: Dennis Lee (denl)


Current Version: 3.23
Released At: 2010/02/17


URL:
http://www.dragonagenexus.com/downloads/file.php?id=354


Copyright� 2010 Dennis Lee


______________________________________________________________________________
/ Table of Contents \
|==============================================================================|
| - Objective .......................................................... [obj] |
| - Installation ....................................................... [ins] |
| - Links .............................................................. [lin] |
| - Latest Changes ..................................................... [lat] |
| - Complete Tweaks List ............................................... [lis] |
| - General ......................................................... [gen] |
| - Item Properties ................................................. [ite] |
| - Threat Tweaks ................................................... [thr] |
| - Warrior and Warrior Specializations ............................. [war] |
| - Weapon and Shield ............................................ [wns] |
| - Two-Handed ................................................... [twp] |
| - Rogue and Rogue Specializations ................................. [rog] |
| - Dual Weapon .................................................. [dua] |
| - Archery ...................................................... [arc] |
| - Mage and Mage Specializations ................................... [mag] |
| - Primal Spells ................................................ [pri] |
| - Creation Spells .............................................. [cre] |
| - Spirit Spells ................................................ [spi] |
| - Entropy Spells ............................................... [ent] |
| - Dog ............................................................. [dog] |
| - Skill Tweaks .................................................... [ski] |
| - Poison-Making ................................................ [poi] |
| - Power of Blood .................................................. [pob] |
| - Compatibility ...................................................... [com] |
| - F.A.Q. ............................................................. [faq] |
| - Version History .................................................... [his] |
|==============================================================================|
\ /
������������������������������������������������������������������������������


================================================================================
Objective [obj]
================================================================================

The objective of this mod is to smooth the talent progression curve, make
obscure talents worthwhile, remove some combat annoyance, while maintaining
overall balance, without straying too far from vanilla gameplay. I would greatly
appreciate any suggestions to achieve better balance across all talents and
improve combat experience in general.



================================================================================
Installation [ins]
================================================================================

Download one of the the dazip packages (normal or PAR) and CT SP Module
Fixes, and install both with DAModder.

If this is your first time installing this mod, remove all shields from your
characters before installing, or risk gimping your character's armor. See FAQ
secion for why you have to do this. (This step does not have to be repeated
while updating the mod. Also does not concern new games or characters that come
with shield.)

If you want to use the optional files, download and read included
instructions on how to install. The optional files only update occasionaly
(sometimes not at all). You do not have to reinstall the optionals with every
update, but if you extract them to the "denl_combattweaks" folder under
override, they will get removed when you update to a new version with DAModder.


============================= CT SP Module Fixes ===============================

Some fixes require a module that extends Single Player (CT extends Core
Game Resources so it can work with stand-alone campaigns), therefore it has to
be seperated from the main package. It does not update with every version, only
where there's a new fix or modifications to existing fixes. It currently
includes the following fixes/tweaks:

+ Combat Magic Display Fix - Solves the glitch in which damage display does not
reflect the tweak made for Combat Magic in CT.

+ Combat Tactics Tweak - Higher ranks now give more tactics slots: Ranks
1/2/3/4 gives 1/2/3/4 tactic slots respectively. (from 1/1/2/2 in vanilla) KNOWN
ISSUE: The "X tactic slots gained" pop up while learning a Combat Tactics skill
does not show the correct number. This cannot be resolved unless I override the
entire sys_chargen.ncs, which I would rather avoid.

+ Item Set Bonus Fix - Itemset bonus will be recalculated anytime a party
member is added via party picker (like while leaving camp). No more need to
re-equip.

+ Plus Healing Received Fix - "+X% Healing Received" items now actually work.

+ Supply Party Buff to New Members - Supplies any party-wide buff to new party
members added via the party picker, without having to toggle the buff off then
on again.


============================== Uninstallation ==================================

Uninstall with DAModder, and delete the optional files if you use them.

Note: Deactivating the mod will require uninstallation, since it utilizes the
override folder.


============================== Optional Files ==================================

+ Area Scaling Tweak - Increases all area max level to 20. May result in lower
xp in your playthrough as higher level enemies generally give less xp.

+ Creature Scaling Tweaks - Increases scaling of enemy attributes, health,
damage scale, resistances, etc. based on rank. Comes with three presets, also
included explanation of the fields so you can configure them yourself.

+ Event Manager Patch - Improves event compatibility of CT with other mods
that uses event manager, at the cost of reduced performance, therefore it's
optional.

+ Pet Persists Through Area Load - Pet doesn't mysteriously disappear when
zoning.



================================================================================
Links [lin]
================================================================================

Combat related mods made by me:

Dog Gift Tweaks
http://www.dragonagenexus.com/downloads/file.php?id=635

Quickbar Tweaks
http://www.dragonagenexus.com/downloads/file.php?id=707

No Automatic Deactivation
http://www.dragonagenexus.com/downloads/file.php?id=355

Two Specializations Sten
http://www.dragonagenexus.com/downloads/file.php?id=486


Non-combat related or cheat mods made by me:

Bodahn Tweaks
http://www.dragonagenexus.com/downloads/file.php?id=333

Console - Add Points
http://www.dragonagenexus.com/downloads/file.php?id=347

Golem Registry and Shaper's Life Reward Fix
http://www.dragonagenexus.com/downloads/file.php?id=335

Summoning Portal
http://www.dragonagenexus.com/downloads/file.php?id=745

The Magic Box
http://www.dragonagenexus.com/downloads/file.php?id=457



================================================================================
Latest Changes [lat]
================================================================================

----- Update 3.23 -----
(Feb/19/2010)

+ Fixed weird behavior of knocking down with Telekinetic Weapons at ranged.
(Thanks dbkkk)

----- Update 3.22 -----
(Feb/17/2010)

+ Fixed a bug with Virulent Walking Bomb not applying its effects. (Thanks
loststorm)

+ Updated Event Manager Patch again to solve potential problems with mods that
don't use event manager.

----- Update 3.21 -----
(Feb/17/2010)

+ Fixed a bug where the four tier 4 poisons still can't be used even with
Improved Poison-Making.

+ Fixed a bug with several high tier poisons' cooldown not being shared and
doesn't decrease with rank. (Thanks Natham Maedhros)

+ Updated the Event Manager Patch; now can be auto-installed with DAModder and
does not require reinstall on every update.

_____________________
| Version 3.2 |
���������������������
(Feb/16/2010)

+ Incorporated +Healing received fix into this mod. Having both mods (CT and
+Healing) installed will create no problem, but It's safe to remove the other
one if you wish.

+ The CT Difficulty Patches are combined into the Creature Scaling Tweaks
package. Included better explanations on fields so you can make your own tweaks,
also added one more (harder) preset.

+ Added a new optional file Event Manager Patch, which uses a slightly modified
version of Event Manager. It improves event compatibility with other mods that
also uses event manager, at the cost of reduced performance, therefore it's
optional.

+ CT now also overrides item_aoe_instant.ncs.

=================================== General ====================================

+ Optimizations to reduce combat lag when there are a lot of onhit item
properties (such as poisons, damage runes, magic enchants) involved.

+ Flaming Weapons - Halved damage to +1 per power (spellpower/7.5), but added
1% chance per power to apply +20 instant fire damage.

+ Frost Weapons - Halved chance to freeze per power down to 0.5%, but doubled
freeze duration to 2 seconds.

+ Telekinetic Weapons - Reduced AP bonus back to +1 per power (spellpower/7.5);
added a 0.75% chance per power to knock target down.

+ All electricity damage can drain stamina; no longer limited to electricity
spells as in previous versions.

+ (CT SP Fix) Itemset bonus will be recalculated anytime a party member is
added via party picker (like while leaving camp). No more need to re-equip.
(Thanks Malignpariah) [*}(CT SP Fix) +Healing Received item property now
actually works. (incorporated from one of my other mods)

+ Crushing Prison - Turned off auto-targeting, so if you have an enemy
targeted, you can still choose cast it on an ally for combo. (Thanks dbkkk)

+ New spell combo V.E. - Fixed a bug where it also works on elite creatures
contrary to what codex entry says.

+ New spell combo M.I. - Toned it down a bit, see codex entry for what changed.

+ Corrected lots of errors in effect icon tooltips.

=============================== Item Properties ================================

===== General =====

+ Added detailed info to item property text (in equipment tooltip) for
properties that have variable power, like magic enchants, runes, and coatings.

+ Bonus damage from runes, weapon buffs, etc. can no longer cancel effects like
sleep or root. Meaing, one attack has only one check, not separate checks for
each bonus damage floaty.

+ Plugged a potential exploit where rune properties or poisons were working
with shapeshifted forms. Now only magic weapon buffs can work with shapeshifted
formes as originally intended.

===== Runes =====

+ Flame Runes - In addition to fire damage, now has (2*rank)% chance to apply
extra +20 instant fire damage.

+ Frost Runes - In addition to cold damage, now has (1*rank)% chance to freeze
target for 2 seconds.

+ Lightning Runes - In addition to electricity damage, which damages stamina
for the same amount, now has (1*rank)% chance to electrify target for 1 second.

+ Paralyze Runes - Now has (2*rank)% chance to paralyze target for 3 seconds.
In vanilla, all ranks have 5% chance to paralyze (no increase per rank), with
each increased rank only increase duration by 1 second.

+ Slow Runes - Now has (3*rank)% chance to slow target by 50% for 6 seconds. In
vanilla, all ranks have 10% chance to slow for 10 seconds, with each increased
rank making absolutely no difference at all.

================================ Poison-Making =================================

===== Coatings =====

+ All coatings now have a shared 60-second cooldown, meaning you can only use
one coating at a time. Power of the coating now increases with skill rank of
poison-making (of the coating user). Like spells/talents, effects from same
attacker don't stack, but will refresh duration.

+ Flame Coating - +(2*rank) fire damage, and a (4*rank)% chance to apply extra
+20 instant fire damage.

+ Freezing Coating - +(2*rank) cold damage, and a (2*rank)% chance to freeze
target for 2 seconds.

+ Shock Coating - +(2*rank) electricity damage, which damages stamina of the
same amount, and a (2*rank)% chance to electrify target for 1 second.

+ Acidic Coating - +(2*rank) nature damage, and a (5+rank*5)% chance to damage
target armor for -(3*rank) for 5 seconds.

+ Soulrot Coating - +(2*rank) spirit damage, and a (5+rank*5)% chance to
decrease target physical, mental, spell, and all elemental resistances by
-(8*rank) for 5 seconds.

===== Poisons =====

+ All poisons now have a shared 60-second cooldown at poison-making (of poison
user) rank 1, which is reduced to 40s at rank 2, 25s at rank 3, and 15s at rank
4. The reduced cooldown will not reflect in mouse-over tooltip, but actual
cooldown will be reduced.

+ Tier 4 poisons, including Concentrated Demonic Poison, Concentrated Soldier's
Bane, Concentrated Magebane, and Quiet Death, will require Improved
Poison-Making (rank 2) to use. This change will only affect new poisons aquired,
not what were already in the inventory.

+ Now when poisons proc its effect, and a previous proc effect has not expired
yet, it will refresh duration instead of ignore.

+ Venom/Concentrated Venom/Adder's Kiss - +2/4/6 nature damage, and 10/15/20%
chance to slow movement by -50% for 6 seconds.

+ Deathroot Extract/Concentrated Deathroot Extract/Fleshrot - +2/4/6 nature
damage, and 10/15/20% chance to stun for 2 seconds.

+ Crow Poison/Concentrated Crow Poison - +3/6 nature damage, and 10/15% chance
to reduce attack and defense by -10/-20 for 6 seconds. In vanilla, crow poison
was supposed to have a stun effect (slightly longer than deathroot poisons), but
did not apply at all due to a bug.

+ Soldier's Bane/Magebane - Absorbs 3 stamina/mana per hit against stamina/mana
users. Mana/stamina users will get absorbed stamina/mana back as mana/stamina.
The concentrated version has double the power (absorbs 6). In vanilla, these two
poisons actually refill target's stamina/mana instead of drain.

+ Demonic Poison/Concentrated Demonic Poison - (No change, only FYI) +5/10
spirit damage.

+ Quiet Death - +3 nature damage, and 15% chance on each hit to stun creatures
for 2 seconds. For non-elite creatures below 20% health, each hit has 50% chance
to instantly kill it. For elites below 20% health, each hit has 50% chance to
apply extra +15 nature damage.

===== Bombs =====

+ All bombs now have a shared cooldown of 20s; radius increased from 2.5 meters
to 3.5 meters.

+ The following numbers are given in the format of poison-making of bomb user
(rank2, rank3, rank4). At rank 1, bombs all have a base damage of 60 with no
special effect.

+ Fire Bomb - (70, 80, 90) fire damage, and a (50, 75, 100)% chance to apply
extra (10, 20, 30) instant fire damage and knock targets down. Will remove cold
based effects, such as frozen.

+ Freeze Bomb - (70, 80, 90) cold damage, and a (50, 70, 90)% chance to freeze
for (2, 3, 4) seconds. Will remove fire based effects, such as fire dots.

+ Shock Bomb - (70, 80, 90) electricity damage, which damages stamina for the
same amount, and a (50, 70, 90)% chance to electrify target for (2, 3, 4)
seconds.

+ Acid Flask - (70, 80, 90) nature damage, and a (60, 80, 100)% chance to
damage targets' armor for (-4, -8, -12) for 10 seconds.

+ Soulrot Bomb - (70, 80, 90) spirit damage, and a (50, 75, 100)% chance to
reduced targets' physical, mental, spell, and all elemental resistances by (-10,
-20. -30) for 10 seconds.



================================================================================
Complete Tweaks List [lis]
================================================================================

Description only includes changes from vanilla, not what was already
included in vanilla. Check in-game tooltip for the overall effect. Numbers given
in brackets are the vanilla value.


_________________
| General | [gen]
�����������������

+ Weapon Style Affinity - With each talent learned in Weapon and Shield,
Two-Handed, Dual Weapon, and Archery, the character gains a cost reduction bonus
(reflected on fatigue stat) on all activated talents (including specialization
and class ones) while wielding the associated weapon style, up to a maximum of
-12% fatigue bonus when completely mastered.

+ Spell School Affinity - With each spell learned in the four spell schools,
the caster gains a cost reduction bonus on all activated spells within that
school, up to a maximum of -16% cost when school is mastered. KNOWN ISSUE: The
GUI does not reflection the cost reduction, but actual cost is indeed reduced.
Also spells would appear greyed out (but can still be used) if remaining mana
does not satisfy the GUI cost even if satisfy the new cost. This cannot be
resolved as GUI stuff all rests within the game executable and untouchable by
modders. (Weapon Style Affinity has no such issue)

+ Healing Potion Scaling - Healing Potions will now scale with Constitution
modifier(Cons-10) if it is higher than Spellpower.

+ Potion Shared Cooldown - Potions of the same type (health or lyrium) will now
have shared cooldown of 10 seconds (from individual 5-second cooldown in
vanilla).

+ All injury kits also share a 5-minute cooldown to furthur discourage dying.

+ Talent Result Feedback - Now talents will provide "Miss!"/"Blocked!" floaty
message feedback when it happens, like with normal attacks. In vanilla there was
none, just an empty swing if you miss.

+ Multi-target talents (like the sweeps) will display the "Miss!" message on
target instead of on the attacker.

+ Attack Speed Bug Fix - Resolved a vanilla bug where if you stack multiple
attack speed increase effects, like Haste + Momentum, your speed will be reset
to normal. This will no longer happen.

+ Debuff Stacking - A debuff effect from the same talent/spell, but from
DIFFERENT attackers can now stack, instead of one overwriting the other. Debuff
from same talent and attacker still DOES NOT stack.

+ Critical Calculation - Tweaked crit calculation so that attacking out of
stealth, Death Hex, and autocrit effect(like Pinpoint Strike) has a higher
priority over having Dual Striking or Rapidshot on.

+ Daggers and Shortbows now do 165% damage (instead of 150%) on crits and
backstabs(for daggers).

+ Low Stamina/Mana Regen - Combat stamina/mana regen bonus when level is low is
now calculated based on relative level, instead of a fixed value. You now get a
+1 bonus when < 25%, and +3 bonus when < 10%. The two bonus criteria values were
a flat 50 and 25 in vanilla, instead of a percentage like right now.

+ Dispel Magic Effect Tweak - On hostile targets, it will work as before,
dispelling all effects. On friendly targets, it will only dispel hostile spell
effects, including Anti-Magic Ward and Force Field. Affected talents/spells:
Cleanse Area, Dispel Magic, Anti-Magic Burst. EXCEPTION: Glyph of
Neutralization, still works like before, dispels everything.

+ Knocked Down and Slip penalty - Creatures knocked down or slipped now suffers
-25 defense penalty when on the ground.

+ Fear Effect - Now while feared, target suffers -10 defense penalty. Target
now has a 20% chance of being awakened from fear whenever damaged.

+ Root Effect - Now only has 50% of being cancelled while damaged, instead of
100%.

+ Now any party-wide buff will be automatically re-applied to characters upon
resurrection or summoned creatures upon summon (and also to new party members
via party picker in SP fixes packege), intead of having to re-toggle it off then
on like in vanilla.

+ (CT SP Fix) Itemset bonus will be recalculated anytime a party member is
added via party picker (like while leaving camp). No more need to re-equip.
(Thanks Malignpariah) [*}(CT SP Fix) +Healing Received item property now
actually works. (incorporated from one of my other mods)

+ Personal Annoyance Remover (by Rekicker) functionality is now incorporated,
in a separate version for those who want PAR with this mod.

+ Fixed vanilla bug so only boss ogres force slow-mo deathblow animation now,
instead of every single freaking ogre.

+ Fixed vanilla bug in Haste and Swift Salve so they apply an aim duration
bonus instead of penalty. Haste gives a -0.2s(+0.8s) bonus, and Swift Salve
-0.1s(+0.9s).

+ Fixed vanilla bug in which enemy wolves' Howl ability is not correctly
applying the -5 defense penalty.

+ Fixed vanilla animation bug in which golems (except Shale) miss their attacks
almost half of the time.

+ Updated AoE talent tooltip with range information.

+ Corrected lots of errors in effect icon tooltips.


_________________________
| Item Properties | [ite]
�������������������������

===== General =====

+ Enchants on Talents - Weapon enchantments (inlcuding runes, magic ehcnants,
and poisons) can now proc on talents too, instead of only normal attacks. If you
have a lot of enchants, some damage procs on later hits might not show, and that
is because there're too many floaty messages. Rest assured that damage is still
applied. Ammo effects can also proc on talents.

+ Added detailed info to item property text (in equipment tooltip) for
properties that have variable power, like magic enchants, runes, and coatings.

+ Bonus damage from runes, weapon buffs, etc. can no longer cancel effects like
sleep or root. Meaing, one attack has only one check, not separate checks for
each bonus damage floaty.

+ Removed the enchantment glow all over dog and Shale's entire body whenever a
magic enchant is on.

+ For poison and coating changes, see Poison-Making section.

===== Magic Enchants =====
(Duplicated from spells section)

+ Flaming Weapons - Halved damage to +1 per power (spellpower/7.5), but added
1% chance per power to apply +20 instant fire damage.

+ Frost Weapons - Added a 0.5% chance per power(spellpower/7.5) to freeze
target for 2 seconds on hit. Shattering possible.

+ Telekinetic Weapon - Lowered power increase rate to Spellpower/7.5 (from
Spellpower/7). Added 0.75% chance per power to knock target down on hit.
Increased cooldown to 10s(5s).

===== Runes =====

+ Flame Runes - In addition to fire damage, now has (2*rank)% chance to apply
extra +20 instant fire damage.

+ Frost Runes - In addition to cold damage, now has (1*rank)% chance to freeze
target for 2 seconds.

+ Lightning Runes - In addition to electricity damage, which damages stamina
for the same amount, now has (1*rank)% chance to electrify target for 1 second.

+ Paralyze Runes - Now has (2*rank)% chance to paralyze target for 3 seconds.
In vanilla, all ranks have 5% chance to paralyze (no increase per rank), with
each increased rank only increase duration by 1 second.

+ Slow Runes - Now has (3*rank)% chance to slow target by 50% for 6 seconds. In
vanilla, all ranks have 10% chance to slow for 10 seconds, with each increased
rank making absolutely no difference at all.


_______________________
| Threat Tweaks | [thr]
�����������������������

+ For individual ability use/impact/buff threat and modifier upkeep settings,
please see threatdata_ct.xls provided in the root directory of the main package.
The taunt effects are implemented in script so those are extra. These info will
eventually be added to the tooltip when the values settled down a bit as they
are undergoing constant revision.

+ Damage Threat - (This item is only FYI, already in vanilla) Threat increase
is 1 per percentage of health lost. (ie. Hurting someone for 20% of their hp
will increase his threat against you for 20)

+ Ally Damage Threat - Allies of the damaged creature within 10 meters will now
get a threat increase of 1 per 5% of health lost. Basically, hurting someone
pisses off his friend(s) too.

+ Heal Threat - Healing a target will increase threat of all creatures
currently targeting the healed, for 1 per 2% of HP healed, except when self
healing. Overhealing doesn't generate threat.

+ Buff Threat - Works similar to heal threat. Threat amount is set per ability.
Only applies to activated talents (not, for example, modal party buffs).

+ Ability Use Threat - Some abilities will generate set amount (per ability) of
threat on use on all enemies within 15 meters of caster or the target location,
depending on the ability.

+ Ability Impact Threat - Applied on ability impact to target, even if missed
or resisted. Amount is set per ability.

+ New modal upkeep type: Threat Modifier - Most modals will increase/decrease
all incoming threat by a set % set per ability. (Values range from -10% to 30%)

+ Total threat modifier has a minimum of -50% and maximum of +200%. Added a
console command "threatmod" that shows you your current threat modifier for all
generated threats of the currently controlled character.

+ Threaten - Now doubles all threat generated, not just damage threat. This is
now implemented as a threat modifier upkeep.

+ Taunt - Decreased threat generated to 1/2 of before (now 150), due to it can
stack with Threaten now.

+ The four Weapon and Shield attack talents now has a single-target taunt
effect, with 1/3 effectiveness of Taunt (50), in addition to the impact threat.

+ Rogues' 20% threat reduction now works on all threat generated, not just
damage threat.

+ Mages now generate 15% more threat.

+ Assassins and Spirit Healers generate 10% less threat, while Berserkers
generate 10% more threat.

+ Summoned creatures now generate 20% more threat.

+ Increase/Reduce Hostility (item property) - Now increases/reduces threat
generated by 20%. Can stack if have multiple sources.

+ Heavy and massive armor now generates more initial threat than medium armor
on perception, previously it was the same. Threat on perception is now: light 5,
medium 10, heavy 15, massive 20. For nightmare mode there's no difference in
threat generated based on armor type (as designed in vanilla).

+ Fixed vanilla bug so melee attackers correctly generate 5 more initial threat
on perception. This also doesn't apply to nightmare.

+ Increased the minimum threat amount against an attacker (who is attacking
self) to 10. (if threat against attacker is less than 10 it will be increased to
10)

+ Fear Effect - Any fear effect will clear the threat table on application,
except the impact threat (if any) that applied the fear effect. Note that while
target is feared, new threat can still be applied by attacking the feared
target.

+ Fixed vanilla bug where threat against player characters cannot be cleared in
some cases such as while being rooted, damage warded, or while being cast sleep.

+ Fixed vanilla bug where the "hated class" parameter on creatures was not
applying correctly.

+ Fixed vanilla bug where threat reduction against a hated target (based on
preset criteria) is also doubled along with generated threat.


===== Notable new threat manip methods =====

+ Spellwisp (-5%), Rock Armor/Arcane Shield (-10%), Defensive Fire (-15%),
Shimmering Shield (-20%).

+ Shield attack talents - Already in last version, but FYI these act as
effective single-target taunt; Shield Bash adds 50 threat, with +10 each tier
up.

+ Any strong attack talents also effectivly makes enemy very pissed at you.
(see the xls for exactly how pissed)

+ Frightening - Clears target threat table (by fear effect), except leaving 40
threat towards warrior(impact threat).

+ Disorient/Sleep -Both clears threat table of target(s). Note that this also
means tank's threat is also cleared.

+ Horror - Clears target threat table (by fear effect), but has an impact
threat of 30, which can be easily overcomed by having someone attacking the
target (or just kill it) during the 10 second fear.

+ Mind Blast and Distraction, you all know about this.


_____________________________________________
| Warrior and Warrior Specializations | [war]
���������������������������������������������

+ Threaten - Double all incoming threat, not just damage threat.

+ Bravery - Added a 5% damage bonus for any enemy above two the warrior is
engaging. Reduced the 3.5% critical bonus (for any enemy above two engaging) to
3%.

+ Precise Striking - Attack speed penalty (and a fixed 0.1s aim duration delay
for ranged) and critical chance bonus are now correctly applied to range
attacks. Cooldown reduced to 10s(15s).

+ Taunt - Adjusted cost to 30(40), cooldown to 15s(20s). Effectiveness halved.

+ Disengage - Increased cooldown to 15s(10s), cost to 30(10).

+ Perfect Striking - Decreased attack bonus to 30(100) but increased duration
to 30s(15s), making this much more useful. Adjusted cost to 50(60), cooldown to
45s(30s).


===== Berserker =====

+ Reworked bonuses, now as follows:

+ Berserk - +6 damage, +2 health regen, but -4 stamina regen, increased upkeep
to 40. Exploration stamina regen is applied the same -4 penalty instead of
completely disabled like in vaniila.

+ Resilience - +10 physical and mental resistance. Removed +5 permanent nature
resistance from vanilla.

+ Constraint - Removes stamina regen penalty, +2 damage.

+ Final Blow - This is now an automatic crit. In addition, targets now suffer
1(0.5) damage per stamina depleted.


===== Champion =====

+ Rally - Cooldown reduced to 15s(30s). Fixed issue with walking into this AoE
could break stealth.

+ Superiority - Now removes stamina drain with Rally (which was not mentioned
in talent description).


===== Reaver =====

+ Devour - Like healing potions, now scales with Constitution modifier(Cons-10)
if it is higher than the spellpower(which is almost always the case for
warrior).

+ Frightening Appearance - Increased base fear duration 15s(10s).

+ Aura of Pain - Adjusted upkeep to 40(60), cooldown to 20s(45s), effect radius
to 6 meters(4). Now breaks stealth of hostile creatures immediately when
entering the aura.

+ Blood Frenzy - Max damage bonus changed to 25% of damage, instead of a flat
10. Cooldown reduced to 30s(60s).


===== Templar =====

+ Changed the +2 Magic specialization bonus to +2 Willpower, as magic does
nothing extra for templars, while Holy Smite scales with Willpower.

+ Cleanse Area - Tweaked dispel magic beahvior to only dispel hostile spell
effects on friendlies. See general section for details. Now also able to dispel
AoE (by both friendly or hostile) in addition to glyphs.

+ Mental Fortress - In addition to +20 mental resistance, now also grants +10
spell resistance.

+ Holy Smite - Cost reduced from 75 to 50, and cooldown reduced from 40s to
30s. On friendly templars (doesn't apply to enemies), damage factor increased
from x0.2 to x0.3 (applied to 100+willpower-10), also slightly scale with level
past level 10.


___________________________
| Weapon and Shield | [wns]
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+ Stats of shields modified: damage potential (use for shield talents) are now
scaled based on shield type (in vanilla all shield types do same damage). They
also provide slight armor bonus now (except for buckler). See image section for
exact modifications.

+ Added rune slots to Kite and Heavy Shields. Kite Shields gets only 1 slot at
tier 7, while Heavy Shields get 1 at tier 5 and 2 at tier 7. It is only useful
with defensive runes, as if you added +damage ones, they will only proc when you
use the three shield attack talents, which is quite useless. Magic enchants and
poisons still DO NOT work on shields. Also disabled any rune vfx on shields to
avoid annoyance.

+ The following four attack talents now have also have a taunt effect that's
1/3 of the effectiveness of Taunt.

+ Shield Bash - Decreased cooldown to 15s(20s), cost to 15(25). Added AP bonus
of 1. Shield Mastery grants a +10 attack bonus(on top of the 10 this talent
already has).

+ Shield Pummel - Decreased cost to 25(30). Shield Mastery grants a +10 attack
bonus(on top of the 10 this talent already has).

+ Overpower - Increased cooldown to 25(20), cost to 35(30). Added +3 AP and +10
attack bonus for each hit. Now only the third hit is an auto crit as talent
description suggests. Shield Mastery grants another +10 attack bonus and a
double strength modifier bonus (like with Shield Bash and Pummel) on each hit,
and makes every hit critical. In vanilla, Shield Mastery makes damage roll
maximized, but that was quite useless as damage range for shields is a 1.

+ Assault - Increased cooldown to 30s(20s), AP bonus for each hit to 4(3). Each
subsequent attack now does reduced damage (x1, x0.8, x0.64, x0.512) instead of a
flat x0.6 for each attack, with last hit stuns for 2 seconds if target failed
physical resistance check against attacker's strength. Shield Mastery removes
the damage reduction, and makes the last hit critical(in vanilla the x0.6
reduction was still applied with Shield Mastery, except all damage rolls are
maximized).

+ Shield Balance - In addition to eliminating -5 attack penalty of Shield
Defense, now also grants +5 attack at all times while using a shield. (total of
+10 attack with Shield Defense active, +5 without)

+ Shield Expertise - In addition to granting extra +5 defense to Shield
Defense, now also grants +5% dodge at all times while using a shield.

+ Shield Block/Tactics - Added +5 defense permanent bonus to these talents.

+ Shield Cover, Shield Defense, and Shield Wall's cooldown are set to 10s.

+ Reworked the bonuses of the three shield modals, they are now as follows: (MD
- Missile Deflection, D - Defense, A - Armor)

+ Shield Cover - Native 10MD+3D, Mastery grants 8MD+2D, Expertise grants 10MD,
having both grants allies within 4 meters 10MD. Upkeep increased to 30(20).

+ Shield Defense - Native 5D+5MD, Mastery and Expertise each grants 5D, having
both grants allies within 4 meters 5D. Upkeep increased to 40(35).

+ Shield Wall - Native 2A+3D+5MD, Mastery grants 5D, Expertise grants 3A+2D,
having both grants knockdown immunity to the warrior.

+ VFX will be available with Shield Cover and Defense AoE to indicate effect
range, unless you use the PAR version, in which case there would be none.


____________________
| Two-Handed | [two]
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+ Added one rune slot too all 2-handers to offset the slow swing.

+ Two-handed weapons now get more attribute bonus than weapon-and-shield (or
just one weapon). Previoulsy both gets 50-75% of the attribute bonus (a random
roll), now two handed gets 65-90%.

+ Pommel Strike - Now also applies half damage, but has a chance to
miss(blocked). Chance to hit is calculated with +10 attack bonus.

+ Indomitable - Adjusted upkeep to 50(60), cooldown to 15s(30s), damage bonus
to 3(1),. Added attack bonus of 5 (from nothing, vanilla tooltip lies), and
defense bonus of 5. No longer turns off when stamina is depleted.

+ Sunder Arms - Cooldown increased to 15s(10s).

+ Stunning Blows - Will always stun on criticals now (instead of 50% chance),
also added a 10% chance to stun on normal hits. New stun will refresh the
duration instead of simply ignored.

+ Critical Strike - Death threshold increased from 20% to 50% (a 2H crit
usually hits close to or more than 50% on normal enemies, so this at least makes
it worthwhile on Lieutenants), bosses still immune. Does 125% damage if
creature not killed. Adjusted cooldown to 40s(60s), cost to 45(40).

+ Shattering Blows - Fixed bug so constructs (golems, skeletons, corpses, wild
sylvans) can be correctly identified now. Modified bonus so that attacks against
contructs gains 25% damage, and attackers with this talent now has a chance to
shatter frozen or petrified enemies (without needing a critical hit), but chance
is only 1/4 compared to a critical strike. In vanilla, it was designed to have
damage bonus of (STR-10)/2 against constructs, which was bugged and did not
apply.

+ Destroyer - Now sunders armor (-5) every hit as per talent description
suggests (vanilla only sunder on crits). On each new hit, the penalty duration
is also refreshed (vanilla does not refresh debuff, simply ignore new one).
Penalty duration increased to 5s(3s).

+ Mighty Blow - Now apply a slow effect if target failed physical resistance
check against attacker's strength, like the talent description suggested (this
wasn't there at all). Reduced the cost to 30(40), cooldown to 15s(20s).

+ Powerful Swings - Added armor penetration bonus of 3.

+ Two-Handed Strength - Furthur increase Powerful Swings' AP bonus by 2.
(There's also a 25% overall AP bonus not reflected in vanilla tooltips.)

+ Two-Handed Sweep - The sweep suffers -10 attack penalty, but if hit grants
25% damage bonus. Knockdown effect is still there. Increased cost to 45(40),
cooldown to 30s(20s).


_________________________________________
| Rogue and Rogue Specializations | [rog]
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+ Talent can now backstab except for Below the Belt, Dual-Weapon Sweep, and
Whirlwind. This enabled all sorts of backstab bonus like Lacerate/Feast of the
Fallen/Dual Weapon Expert to activate if you kill an enemy with talents while in
backstab position, also make most talents stronger. In vanilla, backstab on
talents are disabled (can only crit or normal hit), citing "anim priority". I
have tested it in several different situations with different talents, and
noticed no animation anomaly whatsoever. Please let me know if you noticed
anything.

+ Backstabs now has a chance to shatter a frozen or petrified non-boss enemies,
but at 1/10 the chance compared to critical strikes.

+ Dirty Fighting - Reduced cost to 15(25), cooldown to 20(25).

+ Feign Death - Cooldown reduced to 180s(300s).

+ Below the Belt - Cost reduced to 20(25).

+ Deadly Strike - Enabled use with bows: when used with a bow equipped, it will
be a ranged attack talents like other bow talents, with an aim delay of 0.2s.

+ Lethality - Now also applies the +10% critical chance bonus to ranged
attacks. In vanilla, only melee attacks get this bonus.

+ Evasion - Greatly decreased the chance that a dodge is attributed to this
talent, since the animation interrupts just about everything. You still have the
same chance to dodge, just get interrupted much less.


===== Assassin =====

+ Lacerate - Now only apply bleed effect on targets that can bleed (similar to
blood magic only affecting targets with blood). Bleed effect from different
assassins can now stack. Duration reduced from 4s to 3s to be more effective
(same damaged ticked over a shorter time, also potentially more bleeding effects
can be applied by the same assassin over a time period).


===== Bard =====

+ Decreased cooldown for all songs except Distraction to 15s(30s).

+ Song of Valor - Doubled both the base regen bonus and attribute factor; now
give stamina/mana regen the bonus of (1+0.02x(Cunning-10)).

+ Distraction - Now works like a single-target Waking Nightmare with base
duration of 15s, and also clears threat table of target.

+ Song of Courage - Increased the base attack bonus to 5(3).

+ Captivating Song - Increased effect radius to 6 meters(4). Fixed issue with
stealth breaking while walking into the AoE even from friendlies.


===== Duelist =====

+ Dueling - Learning Upset Balance grants +5 attack to this mode. Learning
Pinpoint Strike grants +2% crit to melee and +1% crit to ranged to this mode.
Upkeep increased to 40(30).

+ Upset Balance - Increased movement penalty to 50%(20%). Enabled use while
having a ranged weapon euipped.

+ Keen Defense - In addition to +10 defense, this talent now also grants
Dueling extra +5% dodge while using ranged weapon (changed on-the-fly, so don't
need to reactivate if change weapon set).

+ Pinpoint Strike - Can be used with ranged weapons, but only grants +50% range
crit instead of autocrit (will still override Rapidshot's non-crit penalty).
Bonus depends on whether you're using melee or ranged WHILE ATTACKING (changed
on-the-fly), not while activating talent. Pinpoint Strike effect will be removed
when you deactivate Dueling.


===== Ranger =====

+ (Optional File) Pets now persist through area load. This is optional due to
it overrides area_core.ncs, a core script, and it's a one-time modificaiton
(does not need to be updated).

+ Increased pet level scaling factor (applied to ranger's level): without
Master Ranger to 0.8(0.75); with Master Ranger to 1.0(0.9).

+ Summoned pets will now show up beside the ranger even if you switched
controlling character during cast (or if the AI cast the summon).

+ Removed the extra abilities that pets are not supposed to have, such as
overwhelm with wolf, previously accessible from the tactics UI when clicking on
the "X tactics slots added" popup after summon.

+ If you have AT installed and loaded, AT's pet preset tactics will be loaded.

+ Wolf - Gets the same tweak bonus for Shred (with Master Ranger) and Fortitude
(hidden passive) as Dog (as the talents are shared). See the Dog section for
details. Decreased base armor to 2(3). Fixed bug so the Howl ability now
correctly decreases the defense of enemies within 5 meters by 5 for 10 seconds;
added bonus (only to pet wolf not enemy) of granting allies within 5 meters +5
attack for 10 seconds (the effect tooltip will say penalty to defense, but rest
assured you're actually getting bonus to attack, unless it's an enemy wolf using
the ability).

+ Bear - Increased armor bonus per level to 0.35(0.25). Corrected the Slam
ability tooltip to state that it also serves as a single target taunt, and Rage
tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds).

+ Spider - Increased the Web ability root duration from 4~8 to 8~12 seconds
(random roll, increase only applicable to friendly spider).


_____________________
| Dual Weapon | [dua]
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+ Fixed vanilla bug that caused any off-hand enchant to not proc at all while
backstabbing.

+ Dual Weapon Finesse - Now grants attack talents extra +5 attack. (on top of
the +5 this talent already gives, only apply to talents)

+ Dual Weapon Expert - Tweaked the behavior so that the bleeding effect can
also be applied to normal enemies and creatures with other types of dots (in
vanilla only special rank without any dot can be applied this damage), and
changed the damage/duration to be (Character Level x 3) over 5 seconds. The
chance to cause this bleeding damage is still 10%, unchanged from vanilla.
Change the bleeding vfx to show only on initial application of bleed, instead of
every single tick of dot to reduce annoyance.

+ Dual Weapon Mastery - Increased the fatigue bonus to -5%(-2.5%).

+ Dual Striking - Added -15 attack and +15% attack duration penalty. Dual
Weapon Training, and Expert each reduces attack penalty by 5, while Finesse and
Master reduces attack duration penalty by 5%. Attack duration between each
attack is now the slower of the main-hand and off-hand duration (plus penalty of
this talent), instead of only the main-hand duration. Fixed an animation issue
that's causing attack to mysteriously miss (not even "miss" floaty feedbacks).
(Thanks Selea)

+ Riposte/Cripple/Punisher - While backstabbing, effects will always apply
without needing resistance check.

+ Riposte - If first hit stuns second hit changed to x1.5 damage instead of
force critical so if hit already critical there's still bonus. Dual Weapon
Expert increases the damage multiplier of second hit (while first hit stuns) to
x2. Decreased cost to 30(40).

+ Cripple - Increased innate attack bonus to +10(+5). Dual Weapon Mastery
increases both attack and defense penalty by -5, to a total of -15 (to target).
Changed resistance check to against cunning.

+ Punisher - Only the second hit check for attack/defense penalty now, instead
of all check for them while last hit overriding previous results. Decreased
penalty duration to 15s(20s) and made it rank adjusted. Dual Weapon Mastery
increases both attack and defense penalty by -5, to a total of -15 (to target).
Cost increased back up to 50. Changed the penalty resistance check to be against
cunning, while the knockdown resistance check still uses attacker's strength (or
cunning with Lethality). Corrected tooltip to state that it actually makes 4
blows instead of 3.

+ Dual-Weapon Sweep - Cost increased to 30(20). Attack was set to always be a
HIT in code; this is no longer the case. While this means it can miss, it also
means it can crit now. It cannot backstab however (if target just happen to be
facing away from you). If the target happen to be near the front within both
weapon's arc (100 degrees in front), chance to hit/crit for both hit will be
seperately calculated. Dual Weapon Expert make this talent never miss.

+ Flurry - Made final hit always crit. Dual Weapon Expert make this talent
never miss.

+ Momentum - Resolved a vanilla bug where stacking with Haste would reset the
attack speed back to normal. Added a 20% movement speed increase in this mode.
Increased stamina combat degeneration to -6.0(-2.0).

+ Whirlwind - Cost increased to 50(40), each strike is calculated with -5
attack, but deals 150% damage with each hit. Dual Weapon Mastery makes the
attacks stun targets for 2 seconds if both weapons hit.


_________________
| Archery | [arc]
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(Some bonuses are given in [native/with Master Archer]. Pleas see FAQ for
information on range attack duration/speed explanation.)

+ Stats of bows modified: increased critical chance and better attribute
modifier. See image section for details.

+ Runes, poisons, and magic enchants now work on bows too.

+ Attack speed modifier now also applies to range attacks. Note that the
multipliers are not as effective on archers as part of an archer's total attack
duration resides in the aim duration, which is unaffected by the attack speed
modifier(only aim duration penalty/bonus like Rapid Aim). FAQ is also updated.

+ Archery talents aim duration changes from a flat 1.5s in vanilla: Each talent
now only takes a fixed extra time (on top of normal attack aim duration) to aim.
The numbers are [native/with Master Archery]: Pinning Shot and Crippling Shot
[0.3s/0.2s], Shattering Shot [0.4s/0.3s], Critical Shot [0.6s/0.4s], Scattering
Shot [0.8s/0.6s], and Arrow of Slaying [1.0s/0.8s].

+ Fixed a vanilla bug where multiple Rapid Aim and Rapid Shot does not stack
correctly. (Note that even with stacking, the overall aim duration still does
not drop below 0.)

+ Archery talents now has a chance of being interrupt just like normal attacks,
if the range attacker does not have Melee Archer. FYI, interrupt threshold is if
damage > (Dex-10)/3.

+ Ranged ammo effects now work with talents too.

+ Rapid Shot, Aim, and Defensive Fire can now be activated together without
canceling each other.

+ Wearing light armor or clothing now gives archers a -0.2s base attack
duration bonus (from 0.8s to 0.6s).

+ Aim - The parameters are now: Aim duration delay [0.5/0.3], critical bonus
[3.5%/5%], attack bonus [10/15], AP bonus [3/5], damage increase [2/3] (last 2
unchanged from vanilla).

+ Defensive Fire - Removed the 1.2s aim delay, but added an attack duration
increase of 25%(much less than 1.2s). Defense bonus decreased to [12/20]
([15/30]). Added armor bonus of [2/3].

+ Master Archer - Now grant +10 attack while wielding a bow, applies to both
normal or talents. Due to this, innate attack bonus for talents are readjusted.

+ Pinning Shot - If root effect is cancelled early (due to damage), target will
still be slowed for the remainder of the duration. Reduced slow penalty to
-40%(-50%). Master Archer now adds 3.5s duration bonus (to a total of 12s). Has
innate +10 attack.

+ Crippling Shot - Reduced base effect duration to 10s(20s), while Master
Archer grants extra -5 attack and defense penalty (to target). Made the duration
rank adjusted. Increased cooldown to 15s. Has innate +10 attack.

+ Critical Shot - Increased cooldown to 20s(10s). Has innate +15 attack.

+ Arrow of Slaying - Level different bonus is capped at 5 levels, while bonus
damage applied to non-normal targets is now 50%(10%). Corrected tooltip to
clearly state that base damage is 2x critical damage. For the strained penalty
after firing arrow, increased stamine regen penalty to -2(-1), and added an
attack penalty of -10, also increased duration to 15s(10s). Master Archer
reduces penalty to -5 attack. Cooldown reduced to 45s(60s). Has innate +20
attack.

+ Rapid Shot - Reduced cooldown to 10s(30s). Now gives a full Rapid Aim bonus
(-0.3s aim duration) from the start. Master Archer allow criticals to happen
during this mode.

+ Shattering Shot - Halved Master Archer bonus armor penalty to -5, and made
the duration rank adjusted. Change knockdown check to every target requiring a
physical resistance check. Added a 50% chance to shatter frozen or petrified
enemies, and activation VFX to indication talent activation. Has innate +10
attack.

+ Suppressing Fire - Penalties no longer stack. Now gives -10 attack and
defense, plus -30% movement speed if archer has Master Archer. But base duration
is decreased to 5 seconds. Added activation VFX to indicate talent activation,
and changed impact VFX on target to be more obvious.

+ Scattershot - Reduced cooldown to 30s(40s). Master Archer increases stun
duration by 1s (to a total of 3s). For the stun effect, added a physical
resistance check against cunning for players and colored enemies (normal enemies
can't resist). If passed the check, duration is reduced to 1 second. Fixed
vanilla bug where if initial target died, no one else get damaged/stunned.
Removed the mysterious 15 extra damage on each hit and decreased arrow scatter
range to 10 meters (15).


_______________________________________
| Mage and Mage Specializations | [mag]
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+ Attack speed modifier now also affect staves.

+ Fix vanilla bug where spellpower was applied a -10 modifier (along with
attributes) in a lot of combat calculations.

+ Arcane Shield - Increased defense bonus from 10+(spellpowerx0.1) to
10+(spellpowerx0.2). Bonus is capped at 20.

+ Arcane Mastery - Increased spellpower bonus to 8(5).

+ Vessel of the Spirit - Fixed vanilla bugs where the augment amulet still has
effect even not equipped, and the initial knockdown/daze effect could friendly
fire. Doubled both the effect radius and mana regen bonus. Added bonus so if you
have augment amulet equipped, party members within 5 meters will be revived if
dead and within 10 meters will be healed for (100+spellpower)x0.5. Added a
fatigue penalty of 50% while weakened.


===== Spell Combos =====

+ Added five new secret spell combos complete with codex entry.

+ Grease Fire - Added slip check on heartbeat similar to to Grease, against
igniter's spellpower if magic user, cunning otherwise. Creatures within the
effect range are applied 15% fire vulnerability, 25% cold resistance, and 20%
slow. Now eliminates ice-based dot/effects. Change damage application to be 10
fire damage per 4 seconds. The VFX now better reflects actual AoE range.

+ Improved Drain - Make this 100% more effective than normal drains, from 50%
in vanilla. Now Affliction Hex is also able to trigger the combo.

+ Paralysis Explosion - Added a physical resistance check for the paralysis
effect, if resisted target is slowed by 40% for the same duration instead.

+ Storm of the Century - Added a 50% chance to electrify or freeze(shatterable)
targets for 1 second on every heartbeat (2 secs) if failed a physical resistance
check.


===== Arcane Warrior =====

+ Removed the sheath weapon before casting requirement on some spells.

+ Combat Magic - Decreased upkeep to 40(50), and also made tooltip show the
upkeep value. Fixed vanilla bug so now the game correctly uses Spellpower to
calculate attribute bonus instead of Magic-10, so equipment Spellpower bonus can
apply.


===== Blood Mage =====

+ Blood Magic - Increased cooldown to 20s(10s). Added a bonus where, with
"Improves Blood Magic" equipments, healing effectiveness are increased from 10%
of normal to 20%. FYI, "Improves Blood Magic" equipment also reduced ability
health cost from x0.8 normal cost to x0.6. Tooltips is updated with this
information.

+ Blood Sacrifice - No longer kills target outright, but will leave at least
1hp remaining.

+ Blood Wound - Cost increased to 50(40) (before multiplier converting to
health), cooldown to 30s(20s). Decreased effect radius to 6 meters(10).

+ Blood Control - Fixed vanilla bug, now damage is only applied if target
resists the control, as the spell description implies. Cooldown reduced to
30s(40s).


===== Shapeshifter =====

+ All shapeshifting are now instant, while cooldowns are all reduced to 10s and
upkeep to 30, to make them more versatile and adaptive at different combat
situations with less restrictions on when to shapeshift. While shapeshifted,
enchantment effects can now work (for spider/bear only, since swarm cannot
attack).

+ Now modals will stay active while shapeshifting. You can deactivate the
active modals while shapeshifted, but you cannot activate one. (Tweak does NOT
extend to fade shapes.)

+ Greatly increased shape level scaling (level is a float value not an integer)
to Spellpower/3( Spellpower/5). With Master Shapeshifter, level is furthur
applied a 1.2 multiplier instead of a flat +2. Shape stats are calculated based
on resulting level, see image section for exact details.

+ Spider Shape - Damage base increased to 3(2). Increased the Web ability root
duration from 4~8 to 8~12 seconds (random roll, increase only applicable to
friendly spider). With Master Shapeshifter, this shape will now get 10% of enemy
health (total health not current) back as mana when dealing a killing blow. No
longer turns off automatically when out of mana.

+ Bear Shape - Armor per level increased to 0.3(0.25). Corrected the Slam
ability tooltip to state that it also serves as a single target taunt, and Rage
tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds). No
longer turns off automatically when out of mana.

+ Flying Swarm - Decreased damage taken by mana to be x1.2 of normal damage
(x1.5). Increased damage done by swarm AoE to spellpower/5 + 5(spellpower/6
+ 5) (randomized to up to two times that). With Master Shapeshifter, increased
swarm damage AoE radius from 4 meters to 6 meters, but every target beyond 5
meters only suffer quarter damage. Swarm damage is tripled against any target
suffering from the Divide the Swarm effect. Increased mana regen penalty to
-2(-1); exploration regen suffers the same penalty instead of being almost
nullified.

+ Divide the Swarm - Increased duration to 10s(8.5s), added nature damage of
(100+Spellpower)x0.05 per second and triples AoE damage of Flying Swarm while
under this spell's effect. Also fixed vanilla bug so this ability now correctly
drains additional health (on top of ability cost) instead of mana.


===== Spirit Healer =====

+ Increased specialization health regeneration bonus from +0.2 to +0.5, making
it a least bit more noticable.

+ Lifeward - Tweaked behavior, now the lifeward will heal target for
(100+Spellpower)x0.1 whenever damaged and health falls below 25% for 10 seconds,
and will not expire after just one heal (like in vanilla). After 10 seconds are
up, the lifeward heals for (100+Spellpower)x0.3 before expiring. Also enabled
the healing VFX for this spell.

+ Cleansing Aura - Reduced the tick interval from 5s to 4s to make it more
effective. Halved the distance penalty of healing above 5 ft. Now heals the
caster too, but only at 1/3 the amount. Reduced cure injury range to 2 meters
(5), and now applies a "Cure Fatigue" effect for 3 minutes after curing, in
which caster cannot cure another injury until effect expired.


_______________________
| Primal Spells | [pri]
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+ The resistance bonuses given to victims of the fire/ice spells are added
considering the fact that Blizzard gives 50% fire resistance, yet none other
fire/ice spells do similar.

+ FYI, In vanilla, any ice DoT will immediately quench any fire DoT upon effect
application and vice versa. Now with tweaks, associated effects (such as
frozen/resistance bonus) will also be removed.

+ Flame Blast - Lowered duration to 4s (5.5s), overall damaged unchanged. Gives
20% cold resistance to targets burning. Cost increased to 25(20).

+ Flaming Weapons - Halved damage to +1 per power (spellpower/7.5), but added
1% chance per power to apply +20 instant fire damage.

+ Fireball - Increased cooldown to 30s(10s), and damage factor to x0.35(x0.3)
(this damage factor is applied twice, once instant once DoT). Gives 35% cold
resistance to targets burning.

+ Inferno - Now gives 50% cold resistance bonus when entering the AoE, as well
as 25% fire vulnerability. Tweaked damage application; now direct fire damage
will be applied every 2 seconds, instead of applying a fire DoT every 4 seconds.
Overall damage from this spell is unchanged.

+ Frozen targets from the ice spells are give a bonus of +2 armor.

+ Winter's Grasp - Will now quench any fire DoT(and associated effects) upon
damage application. Make shattering possible with victims frozen by this spell.
Changed frozen calculation to be a 50% chance to freeze if failed a physical
resistance check against caster's spellpower (instead of simply on target's
level, which scales badly late game). Decreased damage factor to x0.3 (x0.36).
Grants 20% fire resistance to victim.

+ Frost Weapons - Added a 0.5% chance per power(spellpower/7.5) to freeze
target for 2 seconds on hit. Shattering possible.

+ Cone of Cold - Will now quench any fire DoT(and associated effects) upon
damage application. Fixed vanilla bug causing enemies to almost never resist the
frozen effect, and reduced chance to freeze by 20%. Grants 35% fire resistance
to victim. Cooldown increased to 20s(10s).

+ Blizzard - No longer gives the +10 defense bonus while inside the AoE.
Tweaked damage application; now every heartbeat (2 seconds) will apply direct
cold damage instead of a DoT (overall damage unchanged). Tweaked the freeze
resistance check to be rechecked every 6 seconds (to freeze for 3 seconds before
rank adjustment), instead of checking only once over the entire spell duration.
Party members are no longer immune to the freeze effect. Make shattering
possible with victims frozen by this spell. Fixed vanilla bug where the first
heartbeat does nothing.

+ FYI, all lightning spell damage drains stamina (but not mana) for the same
amount. All electrify durations below are rank adjusted.

+ Lightning - Added a 50% chance to electrify target for 1 second if failed a
physical resistance check against caster's spellpower. Removed "Friendly fire
possible" in tooltip (because it's not).

+ Shock - Added a 50% chance to electrify targets for 2 seconds who failed a
physical resistance check against caster's spellpower.

+ Tempest - Added a 20% chance to electrify target for 3 seconds on every
heartbeat (2 sec) who failed a physical resistance check against caster's
spellpower. Increased cost to 55(50).

+ Chain Lightning - Damage now scale with spellpower. Initial damage is
(100+spellpower)x0.15 (flat 20 in vanilla). Targets who failed physical
resistance check are electrified for 4 seconds when hit. Will now autocast at
your current target without requiring manual target selection. Cost increased to
70(60). Removed "Friendly fire possible" in tooltip.

+ Rock Armor - Decreased armor bonus cap to 10(12.25).

+ Stonefist - Fixed vanilla bug so this spell now actually does nature damage
(instead of physical). Removed "Friendly fire possible" in tooltip. Reduced
cooldown to 12(15), cost to 25(30). Halved chance to shatter.

+ Earthquake - Added a -10 defense and -10 missile deflection penalty to
targets inside the AoE. Lieutenants and players no longer immune to knockdown,
but chance is half of normal enemies. Added (100+spellpower)x0.1 nature damage
applied every heartbeat (4 sec), but if target is not knocked down, damage is
halved.

+ Petrify - Target petrified now takes half of on all damages received. Targets
who resisted the petrify or bosses are applied a 60% movement speed penalty, and
a +35% attack duration penalty. Cost increased to 60(40), cooldown to 60s(40s),
base duration to 30s(20s). Made bosses immune to the effects.


_________________________
| Creation Spells | [cre]
�������������������������

+ Rejuvinate - Stamina/mana regen bonus now scale with spellpower; bonus is now
8+(spellpower*0.1). Decreased cooldown to 30s(45s). Can be cast on self now.

+ Regeneration - Effects now stack even from the same caster.

+ Mass Rejuvenation - Increased duration to 20s(15s). Stamina/mana regen bonus
now scale with spellpower; bonus is now 6+(spellpower*0.075). Decreased cooldown
to 75s(90s).

+ Heroic Aura - Missile deflection changed to (100+spellpower)*0.2 (flat 30 in
vanilla). Cooldown increased to 8s(5s).

+ Heroic Defense - Removed physical resistance bonus. Double bonus for
elemental resistances as well as fatigue penalty.

+ Haste - Increased mana drain on caster to -10(-3). Resolved bug so now
applies a -0.2s aim duration bonus (+0.8s penalty in vanilla), and stacks
correctly with Momentum.

+ Glyph of Paralysis - Cooldown reduced to 30s(40s).

+ Glyph of Warding - Cost adjusted to 35(40), cooldown to 35s(30s). Changed
bonuses to +30 defense, +30 physical/mental resistance, +20 elemental
resistances (from +30 defense, +50 mental, +30 missile deflection in vanilla).

+ Glyph of Repulsion - Cost increased to 40(35), cooldown to 40s(30s). Added
knockdown checks while enemy is inside the glyph range every 4 seconds, instead
of only while entering the glyph bounds.

+ Glyph of Neutralization - Cost reduced to 50(60). Spell ward effect will
always be applied even if enemy resisted (due to spell resistance) other hostile
effects.

+ Spell Wisp - Upkeep reduced to 20(30).

+ Grease - Added physical resistance check for moving targets while inside AoE
every 4 seconds (instead of only while entering the grease).

+ Spellbloom -Changed mana regen bonus to (100+spellpower)x0.05, from a flat
3.0 in vanilla. Cost increased to 30(25), cooldown to 40s(30s).

+ Stinging Swarm - When spell is resisted, swarm will no longer disappear, but
instead waste a jump and search for next target. Added penalty of -10 attack and
defense, plus -20% movement speed while being swarmed. Also no longer requires
manual targeting. Cooldown increased to 40s(30s).


_______________________
| Spirit Spells | [spi]
�����������������������

+ Spell Shield - Reduced the Spell Resistance bonus to 30 (75)(this was
ninja-applied on top of the 75% chance to take mana damage instead). Increased
upkeep to 50(45), cooldown to 20(10).

+ Dispel Magic - On friendly targets, will only dispel hostile spell effects
now (see general section for details). To offset this benefit, cooldown is
increased to 20s(5s), and cost to 30(25).

+ Anti-Magic Burst - Similar to above, will only dispel hostile spell effects
when cast on friendly targets. Will still dispel any AoE or glyphs regardless of
if creator is hostile or friendly. Cooldown increased to 40s(30s), and cost to
50(40).

+ Mana Drain - If attempt/accidently use on non-magic users (no mana), will now
display "Target not spellcaster!" and abort the cast, so you don't waste time
waiting on cooldown. Now will automatically drain your current target when you
activate the talent without requiring manual selection.

+ Mana Cleanse - Fixed a vanilla bug where the spell is actually replenishing
targets' mana, not depleting. Added bonus that gives 20% of cleansed mana back.

+ Spell Might - Increased spellpower bonus to 10+Spellpower*0.2
(10+Spellpower*0.1), also increased cooldown to 15s(10s).

+ Mana Clash - Boss ranks now only get drained 20% mana, while special ranks
get drained 50%. Capped mana-to-damage factor at 1. Added an effect on non-magic
users, where their stamina will be damaged for (100+Spellpower)*0.25, but will
take no health damage.

+ (Virulent) Walking Bomb - No longer needs caster alive for bomb to
explode/infect. Halved duration to 10s and decreased overall damage by around
1/3.

+ Death Syphon - Adjusted mana syphon factor to 0.1(0.08) (applied to
100+Spellpower), upkeep to 40(45), effect range to 7.5 meters(5). Updated
tooltip to clearly state you cannot drain the same dead body twice.

+ Animate Dead - Increased level scaling factor (applied to mage): without
Spell Might active to 0.8(0.75), with Spell Might active to 1.0(0.9). Fixed a
rare vanilla bug where the summoned undead could have no weapon. Reduced innate
fatigue penalty for the undead to 50%(100%), upkeep to 60(80).

+ Force Field - Fixed a vanilla bug where enemy threat could not be cleared
against player characters. Now when a player target is force fielded (or damage
warded in any way), enemy threat against that target will be cleared. So no more
enemies attacking relentlessly at your force fielded tank while you go make
yourself a sandwitch.

+ Telekinetic Weapon - Lowered power increase rate to Spellpower/7.5 (from
Spellpower/7). Added 0.75% chance per power to knock target down on hit.
Increased cooldown to 10s(5s).

+ Crushing Prison - Adjusted duration to 12s(9s), cooldown to 45s(60s) so this
is at least more useful compared to Force Field. Halved chance to shatter.
Enable casting on allies and disabled auto-targeting to make setting up a
certain spell combo easier.


________________________
| Entropy Spells | [ent]
������������������������

+ Made all effect durations in Entropy rank adjusted, resulting in shorter
duration for the most part. Affected spells include Weakness, all Hexes,
Disorient, and Curse of Mortality.

+ Weakness - Adjust duration to 15s(20s) and cooldown to 15s(10s).

+ Paralyze - Adjusted cost to 30(35), duration to 10(15), cooldown to 20s(30s).
Enemies under the effect of Weakness or Miasma can no longer resist the paralyze
effect. When target resists, movement speed penalty is increased to 40%(20%).

+ Miasma - Cooldown reduced to 20s(30s). Now the resistance check for the speed
penalty is re-checked every 5 seconds and the slow effect has a duration of 8
seconds before rank adjustment, so the slow penalty a chance to be reapplied if
target resisted it while entering the AoE, instead of remain unaffected the
entire time the target is in the AoE. No longer turns off on area transition.

+ Mass Paralysis - Adjusted cost to 60(70), cooldown to 40s(50s). Enemies under
the effect of Weakness or Miasma can no longer resist the paralyze effect, but
normal enemies will now also require a resistance check (no resistance check
required for white enemies in vanilla). When target resists, movement speed
penalty is increased to 40%(20%).

+ Affliction Hex - Spell is now an instant AoE as the decription seems to
imply. It can target areas as well as enemies, and resistance penalty will be
applied to all targets within the area at spell impact. In vanilla this spell
can only be cast on a target, and if enemies near the target leaves its
proximity or if the target died during the spell duration, penalty will be
removed. Cooldown increased to 30s(20s).

+ Misdirection Hex - Added an effect against magic users where their spells
have a 50% chance of being resisted by a hostile target. (Separate check from
spell resistance check.)

+ Death Hex - Increased duration to 20s(10s).

+ Disorient - Reworked spell since it was redundant and much less effective
than Weakness. Now this spells gives a -20 attack and +20% attack duration
penalty. Cooldown and duration is both 15s.

+ Horror - Reduced cost to 30(40).

+ Sleep - Adjusted effect duration to 15s(12s), effect radius to 7.5
meters(10), and cooldown to 40(50).

+ Waking Nightmare - Resolved a vanilla bug with double rank adjustment.
Increased cost to 45(40). Decreased duration to 15s(20s).

+ Drain Life - Make damage from this spell unresistable since caster still
gains full amount of health back.

+ Death Magic - Decreased upkeep to 40s(45s). Range increased to 7.5 meters
(5). Updated tooltip to clearly state each dead body can only be drained once.

+ Curse of Mortality - Fixed a vanilla bug where the victim can still
regenerate health in combat. Decreased base duration to 12s(20s), where target
suffers (100+Spellpower)x0.05 spirit damage per second while under effect of the
spell. Cooldown decreased to 40s(60s). Still cannot heal while under the effect.

+ Death Cloud - Now has a -25% spirit resistance penalty while inside the AoE.


_____________
| Dog | [dog]
�������������

(Major buff all over, so you can use it for something other than searching for
random junk.)

+ Growl - Adjusted both cooldown and duration to 15s(30s), also made the
duration rank-adjusted.

+ Dread Howl - Now stuns any enemy that failed a mental resistance check
against the dog's strength, instead of only weak enemies. Made duration
rank-adjusted, and decreased cooldown to 30s(40s).

+ Combat Training - Increased the attack bonus to +10(+5), armor to +3(+2). (On
top of the +5 melee crit already in vanilla.)

+ Overwhelm - Decreased cooldown to 40s(60s).

+ Fortitude - Changed +10% Fire, Cold, and Electricity resistance to +15% Fire,
Cold, and Nature.

+ Charge - Make the attack never miss. Decreased cooldown to 20s(30s).

+ Shred - Increased the bleeding damage to be x1.5(x1) of the dealt damage.
Decreased cost to 30(40). Enabled initial impact vfx.

+ Nemesis - Doubled the health regen bonus to be +1 during combat and +2 out of
combat.

+ Mabari Dominance - Increased attribute bonuses to 5(2). (Applied to strength,
constitution, and willpower.)


______________________
| Skill Tweaks | [ski]
����������������������

+ Combat Training 2 - Increased the stamina/mana regen bonus from 0.5 to 1.

+ Combat Training 3 - Added a +1 defense bonus to make this rank a tiny little
more beneficial to mages. (On top of the +2 attack bonus in Vanilla. Rank 4 not
touched since it already has +1 armor.)

+ Combat Tactics (in CT SP Module Fixes) - Higher ranks now give more tactics
slots: Ranks 1/2/3/4 gives 1/2/3/4 tactic slots respectively. (from 1/1/2/2 in
vanilla) KNOWN ISSUE: The "X tactic slots gained" pop up while learning a Combat
Tactics skill does not show the correct number. This cannot be resolved unless I
override the entire sys_chargen.ncs, which I would rather avoid.

+ Much improved tactic slots progressions with level. You have 3 slots starting
fom level 1, and gain one slot every two levels.


_______________________
| Poison-Making | [poi]
�����������������������

===== Coatings =====

+ All coatings now have a shared 60-second cooldown, meaning you can only use
one coating at a time. Power of the coating now increases with skill rank of
poison-making (of the coating user). Like spells/talents, effects from same
attacker don't stack, but will refresh duration.

+ Flame Coating - +(2*rank) fire damage, and a (4*rank)% chance to apply extra
+20 instant fire damage.

+ Freezing Coating - +(2*rank) cold damage, and a (2*rank)% chance to freeze
target for 2 seconds.

+ Shock Coating - +(2*rank) electricity damage, which damages stamina of the
same amount, and a (2*rank)% chance to electrify target for 1 second.

+ Acidic Coating - +(2*rank) nature damage, and a (5+rank*5)% chance to damage
target armor for -(3*rank) for 5 seconds.

+ Soulrot Coating - +(2*rank) spirit damage, and a (5+rank*5)% chance to
decrease target physical, mental, spell, and all elemental resistances by
-(8*rank) for 5 seconds.

===== Poisons =====

+ All poisons now have a shared 60-second cooldown at poison-making (of poison
user) rank 1, which is reduced to 40s at rank 2, 25s at rank 3, and 15s at rank
4. The reduced cooldown will not reflect in mouse-over tooltip, but actual
cooldown will be reduced.

+ Tier 4 poisons, including Concentrated Demonic Poison, Concentrated Soldier's
Bane, Concentrated Magebane, and Quiet Death, will require Improved
Poison-Making (rank 2) to use. This change will only affect new poisons aquired,
not what were already in the inventory.

+ Now when poisons proc its effect, and a previous proc effect has not expired
yet, it will refresh duration instead of ignore.

+ Venom/Concentrated Venom/Adder's Kiss - +2/4/6 nature damage, and 10/15/20%
chance to slow movement by -50% for 6 seconds.

+ Deathroot Extract/Concentrated Deathroot Extract/Fleshrot - +2/4/6 nature
damage, and 10/15/20% chance to stun for 2 seconds.

+ Crow Poison/Concentrated Crow Poison - +3/6 nature damage, and 10/15% chance
to reduce attack and defense by -10/-20 for 6 seconds. In vanilla, crow poison
was supposed to have a stun effect (slightly longer than deathroot poisons), but
did not apply at all due to a bug.

+ Soldier's Bane/Magebane - Absorbs 3 stamina/mana per hit against stamina/mana
users. Mana/stamina users will get absorbed stamina/mana back as mana/stamina.
The concentrated version has double the power (absorbs 6). In vanilla, these two
poisons actually refill target's stamina/mana instead of drain.

+ Demonic Poison/Concentrated Demonic Poison - (No change, only FYI) +5/10
spirit damage.

+ Quiet Death - +3 nature damage, and 15% chance on each hit to stun creatures
for 2 seconds. For non-elite creatures below 20% health, each hit has 50% chance
to instantly kill it. For elites below 20% health, each hit has 50% chance to
apply extra +15 nature damage.

===== Bombs =====

+ All bombs now have a shared cooldown of 20s; radius increased from 2.5 meters
to 3.5 meters.

+ The following numbers are given in the format of poison-making of bomb user
(rank2, rank3, rank4). At rank 1, bombs all have a base damage of 60 with no
special effect.

+ Fire Bomb - (70, 80, 90) fire damage, and a (50, 75, 100)% chance to apply
extra (10, 20, 30) instant fire damage and knock targets down. Will remove cold
based effects, such as frozen.

+ Freeze Bomb - (70, 80, 90) cold damage, and a (50, 70, 90)% chance to freeze
for (2, 3, 4) seconds. Will remove fire based effects, such as fire dots.

+ Shock Bomb - (70, 80, 90) electricity damage, which damages stamina for the
same amount, and a (50, 70, 90)% chance to electrify target for (2, 3, 4)
seconds.

+ Acid Flask - (70, 80, 90) nature damage, and a (60, 80, 100)% chance to
damage targets' armor for (-4, -8, -12) for 10 seconds.

+ Soulrot Bomb - (70, 80, 90) spirit damage, and a (50, 75, 100)% chance to
reduced targets' physical, mental, spell, and all elemental resistances by (-10,
-20. -30) for 10 seconds.


________________________
| Power of Blood | [pob]
������������������������
(Abilities from Warden's Keep)

+ Tooltips for Power of Blood abilities are now updated with detailed info like
with other abilities, also fixed other info display (in vanilla all PoB tooltips
are missing cooldown info, and Dark Passage, a passive ability, had useless info
like activation cost and range).

+ Enabled impact/use threat and modal threat modifier with these abilities too.

+ Blood Fury - Changed the useless knockback effect (push enemy back a bit but
does nothing else) to a knockdown + push back effect. Adjusted stamina cost to
15(30), cooldown to 15s(10s).

+ Dark Sustenance - Changed 100 instant mana restore to +10 mana regen for 20
seconds.

+ Bloody Grasp - Removed the annoying permanent effect icon. Now icon will only
appear briefly and be removed on projectile impact. If you already have the
icon, cast the spell again and it will go away. No longer requires weapon
sheathing while AW casting.



================================================================================
Compatibility [com]
================================================================================

This mod will not be fully compatible with mods that overrides these files:
ability_core.ncs
player_core.ncs
rules_core.ncs
.ncs files starting with talent_
.ncs files starting with spell_
monster_singletarget.ncs
item_singletarget.ncs
item_aoe_instant.ncs
sys_comboeffects.ncs

Or mods that override these events (doesn't return handling to default handler):
EVENT_TYPE_COMMAND_PENDING
EVENT_TYPE_ABILITY_CAST_START
EVENT_TYPE_HEARTBEAT2
EVENT_TYPE_EQUIP
EVENT_TYPE_UNEQUIP
EVENT_TYPE_RESURRECTION
EVENT_TYPE_ITEM_ONHIT
EVENT_TYPE_DAMAGED
EVENT_TYPE_ATTACK_IMPACT

Or mods that override the following entries of these 2DA (.GDA files):
abi - abilities/skills/items mentioned above
bitm - bows or shields
cla - templar or spirit healer
exptable - all
itemprps - poisons, coatings, magic enchants, or runes
itemstats - bows or shields
passive_abilities - passive talents mentioned above
persistent - Captivate, Aura of Pain, or Death Magic/Syphon
properties - Ranged Aim Speed, Fatigue, or adding any new property
shapechange - all
summons - all

Obviously, if you use another mod that modifies the same talents/spells/
mechanics as this mod, one of the mods' change will not take effect even though
there is no direct file conflict.

Optional file Event Manager Patch improves event compatibility with other mods
that also uses event manager, but at a cost of reduced performance and will not
solve all problems.



================================================================================
F.A.Q. [faq]
================================================================================

---
Q: Why do I need to unequip shields and save before installing the mod for the
first time?
A: Some statistics on equipments are only applied/calculated on equip/unequip,
armor is one of them, which a shield tweak of this mod modified. So if you equip
the shield before the installing, zero armor will be added to your character.
Then you install the mod, shield now gets 1 armor, and you remove it from your
character, the game now sees you are removing a 1 armor equipment, so subtracts
1 armor from your character. There your character is armor gimped.

---
Q: What about characters that come with shields, like Alistair and some origins?
A: They won't be affected. Don't need to worry about them.

---
Q: Oh rats! I didn't bother to read the instructions and already armor-gimped my
character, is there a way around it other than loading an older save?
A: Yes. With the mod still installed, requip your shield (the one you had
equipped while you applied the patch) and save. Now remove the mod, go back to
your game, unequip, save. Now you are safe to install the mod again.

---
Q: How does regeneration work exactly? A flat number really doesn't mean much
without the context of time.
A: You're right, I don't know why they don't explain this more clearly.
Exploration regeneration ticks every 3 seconds, while combat regeneration ticks
every 2 seconds. Exploration/combat regen values are separately maintained, so
when an equipment gives you +1 combat health regen, it in no way affect your
exploration regen. So for example, if you have 5 combat stamina regen, you will
regeneration 5 stamina every 2 seconds during combat; 20 exploration health
regen means you regenerate 20 health every 3 seconds during exploration.

---
Q: How does range attack speed work? What's the relation between aim speed and
attack speed? What about melee attack?
A: All of the game's calculation is done in durations. An applied effect
increases or decreases duration, not speed (math is slightly different). So, to
make this easier, let's call the time it takes to aim "aim duration" and to
attack "attack duration". Melee attacks only concern attack duration. Modifier
applied to aim duration is in flat numbers, and to attack duration in
multipliers. Multiple multipliers are cumulative, not multiplicative. (ie. Two
20% bonus is 1+0.2+0.2, not 1.2x1.2) For range attacks(both bows and staves),
the total time between each shot = attack duration(time to load the shot) + aim
duration(time to aim). Attack duration (in this mod) for bow users is fixed
based on your armor type on chest only; light armor (0.6s), medium armor or
heavy w/ Master Archer(0.8s), everyone else (2.0s). For stave users it's 0.3s.
All attack speed modifier(multipliers) does not apply to range attacks (bows and
staves). This has been tweaked in this mod, so attack speed bonus/penalty affect
everyone now. Aim duration = weapon aim delay(based on weapon type) + sum of
modifier(flat number not multiplier) from talents + Rapid Aim bonus(-0.3s) if
the bow has it. The resulting aim Duration has minimum of 0. Weapon aim delay is
0.1 for staves, 0.2 for shortbows, 0.3 for longbows, and 0.8 for crossbows (0.6
in my optional bow stat tweak), as you might be aware already. In order to avoid
confusion, I describe the tweaks in terms of how the actual calculation was
done; a flat number for aim duration, and a multiplier(percentage) for attack
duration.

---
Q: Do you actually get the full amount of your attribute bonus? Should I expect
1 point of extra damage if I put 1 point of str into my two-hander? What about
dual-weapon? Just how "reduced" is my offhand damage?
A: You never get full amount of your attribute bonus. In vanilla, both weapon
and shield(or just a single weapon), bow, and two-handed weapon gets 50-75%
(random roll) of attribute bonus. With dual weapon, main hand gets 25-50%, while
offhand gets 0-25%. With Dual Weapon Training, offhand bonus gets increased to
25-50% to be the same as main-hand. This mod increased two-handed bonus to
65-90%, since if you're swinging something with both hands, more of your
strength should apply.

---
Q: Should I favor Defense or Missile Deflection?
A: A common misconception is that Missile Deflection is only for range. That is
not the case. When attack by melee, your defense rating (in calculating if
attack hit) is just Defense. If it's a range attack however, your defense rating
would be Defense + Missile Deflection. So, if the value is close enough, always
favor defense. And yes, archers do need attack buff to have an easier time
hitting.

---
Q: Can you make 2-handers swing faster? They swing so slow and I miss a lot.
A: Something must be wrong with your build, as every point pumped into str also
contribute to attack. You should not miss all that often. And no, I will not
increase swing speed of 2-hander, as that is a characteristic of 2-handed
weapons: swing slow but huge damage, with passive debuffs. Remember, with more
damage in each swing, target's armor would not apply as many times. I'm focusing
tweaks for 2-handers on damage and debuff potential of talents. If you want
faster swings, I recommand Sword and Shield or Dual Wield.

---
Q: Can you get rid of the cooldown on modals(sustained abilities)? Cooldown on
modals is stupid.
A: I do not agree. I think they are there so you cannot switch it on and off at
will(Feign Death is a good example). I have reduced some of them where I feel
appropriate. Let me know if you think a sustained ability can use furthur
cooldown reduction.

---
Q: Can you release a version with only [tweak X]?
A: If I make multiple verisons or partition the tweaks, they will not be
compatible with each other and will have to be seperately maintained. That is
just way too much trouble as the toolset doesn't have a proper source control
(doesn't allow basic branches and merges).

---
Q: What about a config file implementation so we can filter something out?
A: The readini function is relatively expensive and should not be implemented in
very frequently called scripts like the combat-related ones. Every time any
creature (not just you) on screen makes a move in combat, related scrips are
called, which means the same script can be executed tens of times per second. A
slow script performance (I believe, I could be wrong) is what causing some older
machines to see damage delays, ie after you swing a sword or cast a spell,
damage doesn't apply/show up until a couple seconds later. On the Beyond
Feralden blog in the use config file tutorial entry, George had also posted a
comment stating: "Be careful when using this construct in frequently called
scripts, it can be a bit slow under certain circumstances." Therefore, I've
decided against using that. Besides, it's a lot easier to balance the whole mod
with the knowledge that all other tweaks are applied, not just a subset of them.



================================================================================
Version History [his]
================================================================================

----- Update 3.23 -----
(Feb/19/2010)

+ Fixed weird behavior of knocking down with Telekinetic Weapons at ranged.
(Thanks dbkkk)

----- Update 3.22 -----
(Feb/17/2010)

+ Fixed a bug with Virulent Walking Bomb not applying its effects. (Thanks
loststorm)

+ Updated Event Manager Patch again to solve potential problems with mods that
don't use event manager.

----- Update 3.21 -----
(Feb/17/2010)

+ Fixed a bug where the four tier 4 poisons still can't be used even with
Improved Poison-Making.

+ Fixed a bug with several high tier poisons' cooldown not being shared and
doesn't decrease with rank. (Thanks Natham Maedhros)

+ Updated the Event Manager Patch; now can be auto-installed with DAModder and
does not require reinstall on every update.

_____________________
| Version 3.2 |
���������������������
(Feb/16/2010)

+ Incorporated +Healing received fix into this mod. Having both mods (CT and
+Healing) installed will create no problem, but It's safe to remove the other
one if you wish.

+ The CT Difficulty Patches are combined into the Creature Scaling Tweaks
package. Included better explanations on fields so you can make your own tweaks,
also added one more (harder) preset.

+ Added a new optional file Event Manager Patch, which uses a slightly modified
version of Event Manager. It improves event compatibility with other mods that
also uses event manager, at the cost of reduced performance, therefore it's
optional.

+ CT now also overrides item_aoe_instant.ncs.

=================================== General ====================================

+ Optimizations to reduce combat lag when there are a lot of onhit item
properties (such as poisons, damage runes, magic enchants) involved.

+ Flaming Weapons - Halved damage to +1 per power (spellpower/7.5), but added
1% chance per power to apply +20 instant fire damage.

+ Frost Weapons - Halved chance to freeze per power down to 0.5%, but doubled
freeze duration to 2 seconds.

+ Telekinetic Weapons - Reduced AP bonus back to +1 per power (spellpower/7.5);
added a 0.75% chance per power to knock target down.

+ All electricity damage can drain stamina; no longer limited to electricity
spells as in previous versions.

+ (CT SP Fix) Itemset bonus will be recalculated anytime a party member is
added via party picker (like while leaving camp). No more need to re-equip.
(Thanks Malignpariah) [*}(CT SP Fix) +Healing Received item property now
actually works. (incorporated from one of my other mods)

+ Crushing Prison - Turned off auto-targeting, so if you have an enemy
targeted, you can still choose cast it on an ally for combo. (Thanks dbkkk)

+ New spell combo V.E. - Fixed a bug where it also works on elite creatures
contrary to what codex entry says.

+ New spell combo M.I. - Toned it down a bit, see codex entry for what changed.

+ Corrected lots of errors in effect icon tooltips.

=============================== Item Properties ================================

===== General =====

+ Added detailed info to item property text (in equipment tooltip) for
properties that have variable power, like magic enchants, runes, and coatings.

+ Bonus damage from runes, weapon buffs, etc. can no longer cancel effects like
sleep or root. Meaing, one attack has only one check, not separate checks for
each bonus damage floaty.

+ Plugged a potential exploit where rune properties or poisons were working
with shapeshifted forms. Now only magic weapon buffs can work with shapeshifted
formes as originally intended.

===== Runes =====

+ Flame Runes - In addition to fire damage, now has (2*rank)% chance to apply
extra +20 instant fire damage.

+ Frost Runes - In addition to cold damage, now has (1*rank)% chance to freeze
target for 2 seconds.

+ Lightning Runes - In addition to electricity damage, which damages stamina
for the same amount, now has (1*rank)% chance to electrify target for 1 second.

+ Paralyze Runes - Now has (2*rank)% chance to paralyze target for 3 seconds.
In vanilla, all ranks have 5% chance to paralyze (no increase per rank), with
each increased rank only increase duration by 1 second.

+ Slow Runes - Now has (3*rank)% chance to slow target by 50% for 6 seconds. In
vanilla, all ranks have 10% chance to slow for 10 seconds, with each increased
rank making absolutely no difference at all.

================================ Poison-Making =================================

===== Coatings =====

+ All coatings now have a shared 60-second cooldown, meaning you can only use
one coating at a time. Power of the coating now increases with skill rank of
poison-making (of the coating user). Like spells/talents, effects from same
attacker don't stack, but will refresh duration.

+ Flame Coating - +(2*rank) fire damage, and a (4*rank)% chance to apply extra
+20 instant fire damage.

+ Freezing Coating - +(2*rank) cold damage, and a (2*rank)% chance to freeze
target for 2 seconds.

+ Shock Coating - +(2*rank) electricity damage, which damages stamina of the
same amount, and a (2*rank)% chance to electrify target for 1 second.

+ Acidic Coating - +(2*rank) nature damage, and a (5+rank*5)% chance to damage
target armor for -(3*rank) for 5 seconds.

+ Soulrot Coating - +(2*rank) spirit damage, and a (5+rank*5)% chance to
decrease target physical, mental, spell, and all elemental resistances by
-(8*rank) for 5 seconds.

===== Poisons =====

+ All poisons now have a shared 60-second cooldown at poison-making (of poison
user) rank 1, which is reduced to 40s at rank 2, 25s at rank 3, and 15s at rank
4. The reduced cooldown will not reflect in mouse-over tooltip, but actual
cooldown will be reduced.

+ Tier 4 poisons, including Concentrated Demonic Poison, Concentrated Soldier's
Bane, Concentrated Magebane, and Quiet Death, will require Improved
Poison-Making (rank 2) to use. This change will only affect new poisons aquired,
not what were already in the inventory.

+ Now when poisons proc its effect, and a previous proc effect has not expired
yet, it will refresh duration instead of ignore.

+ Venom/Concentrated Venom/Adder's Kiss - +2/4/6 nature damage, and 10/15/20%
chance to slow movement by -50% for 6 seconds.

+ Deathroot Extract/Concentrated Deathroot Extract/Fleshrot - +2/4/6 nature
damage, and 10/15/20% chance to stun for 2 seconds.

+ Crow Poison/Concentrated Crow Poison - +3/6 nature damage, and 10/15% chance
to reduce attack and defense by -10/-20 for 6 seconds. In vanilla, crow poison
was supposed to have a stun effect (slightly longer than deathroot poisons), but
did not apply at all due to a bug.

+ Soldier's Bane/Magebane - Absorbs 3 stamina/mana per hit against stamina/mana
users. Mana/stamina users will get absorbed stamina/mana back as mana/stamina.
The concentrated version has double the power (absorbs 6). In vanilla, these two
poisons actually refill target's stamina/mana instead of drain.

+ Demonic Poison/Concentrated Demonic Poison - (No change, only FYI) +5/10
spirit damage.

+ Quiet Death - +3 nature damage, and 15% chance on each hit to stun creatures
for 2 seconds. For non-elite creatures below 20% health, each hit has 50% chance
to instantly kill it. For elites below 20% health, each hit has 50% chance to
apply extra +15 nature damage.

===== Bombs =====

+ All bombs now have a shared cooldown of 20s; radius increased from 2.5 meters
to 3.5 meters.

+ The following numbers are given in the format of poison-making of bomb user
(rank2, rank3, rank4). At rank 1, bombs all have a base damage of 60 with no
special effect.

+ Fire Bomb - (70, 80, 90) fire damage, and a (50, 75, 100)% chance to apply
extra (10, 20, 30) instant fire damage and knock targets down. Will remove cold
based effects, such as frozen.

+ Freeze Bomb - (70, 80, 90) cold damage, and a (50, 70, 90)% chance to freeze
for (2, 3, 4) seconds. Will remove fire based effects, such as fire dots.

+ Shock Bomb - (70, 80, 90) electricity damage, which damages stamina for the
same amount, and a (50, 70, 90)% chance to electrify target for (2, 3, 4)
seconds.

+ Acid Flask - (70, 80, 90) nature damage, and a (60, 80, 100)% chance to
damage targets' armor for (-4, -8, -12) for 10 seconds.

+ Soulrot Bomb - (70, 80, 90) spirit damage, and a (50, 75, 100)% chance to
reduced targets' physical, mental, spell, and all elemental resistances by (-10,
-20. -30) for 10 seconds.


_____________________
| Version 3.1 |
���������������������
(Feb/09/2010)

=================================== General ====================================

+ CT SP Module Fixes is updated with new Combat Tactics change. Also got rid of
redundant calculations in the code.

+ Bow/Shield Stat Tweaks are now part of the main package, also updated Bow
Stat Tweaks (see image section). Remove the tweaks from whereever you installed
them if you were using them before. IF YOU WEREN'T USING SHIELD STAT TWEAKS
BEFORE, REMOVE ALL SHIELDS FROM YOUR CHARACTERS BEFORE UPGRADING TO 3.1!

+ Optimizations to reduce combat lag.

+ Daggers and Shortbows now do 165% damage (instead of 150%) on crits and
backstabs(for daggers).

+ Summoned creatures (ranger pets and animated dead) will now get party buffs
automatically after being summoned, without having to toggle those buffs off
then on again. (Thanks neckes)

+ Fix vanilla bug where spellpower was applied a -10 modifier (along with
attributes) in a lot of combat calculations.

+ Combat Magic +10% TM(threat modifier, shortened from here on out) is back, to
make holding threat easier.

+ Fixed a bug where impact threat were not updated correctly on cone spells.

+ Corrected a lot of spelling/gramatical errors in tooltips as pointed out by
squiremarr. Thanks squiremarr!

================================ Talent Tweaks =================================

+ Changed resistance check attribute for most dual weapon and archery talents
back to cunning, except the knowckdown hit of Punisher which still uses
strength.

+ Deadly Strike - Enabled use with bows: when used with a bow equipped, it will
be a ranged attack talents like other bow talents, with an aim delay of 0.2s.

+ Upset Balance - Enabled use while having a ranged weapon euipped.

+ Pinning Shot - If root effect is cancelled early (due to damage), target will
still be slowed for the remainder of the duration. Reduced slow penalty to
-40%(-50%). Cooldown is back up to 15s.

================================= Spell Tweaks =================================

+ Added 4 new secret spell combos.

+ Improved Drain - Now also work with Affliction Hex.

+ Blood Wound - Changed targeting back to vanilla setting, where you can cast
at range. Reduced radius to 6 meters.

+ Winter's Grasp - Reduced chance to freeze by 50%.

+ Cone of Cold - Fixed a vanilla bug causing enemies to never resist the frozen
effect, and reduced chance to freeze by 20%.

+ Shock - Fixed a bug where the electrifying effect were never applied. (Thanks
Daemon Prince)

+ Glyph of Neutralization -Resolved a major bug in which this glyph only
applies the spellward effect.

+ Mana Clash - Changed targeting back to vanilla setting, where you can cast at
range. Capped mana-to-damage factor at 1. Added an effect on non-magic users,
where their stamina will be damaged for (100+Spellpower)*0.25, but will take no
health damage.

+ Virulent Walking Bomb - Fixed a huge bug in which this spell was not able to
inflict other targets upon explosion.

+ Paralyze/Mass Paralysis- Enemies under the effect of Weakness or Miasma can
no longer resist the paralyze effect. Removed boss immunity, and resolved a bug
where non-boss enemies could never resist the spell.

+ Affliction Hex - Turned off auto targeting so you can still target the spell
at a location if you already have an enemy as active target. Decreased cooldown
to 30s.

+ Misdirection Hex - Added an effect against magic users where their spells
have a 50% chance of being resisted by a hostile target. (Separate check from
spell resistance check.)

+ Death Cloud - Now has a -25% spirit resistance penalty while inside the AoE.

================================= Skill Tweaks =================================

+ Combat Tactics (in CT SP Module Fixes) - Higher ranks now give more tactics
slots: Ranks 1/2/3/4 gives 1/2/3/4 tactic slots respectively. (from 1/1/2/2 in
vanilla) KNOWN ISSUE: The "X tactic slots gained" pop up while learning a Combat
Tactics skill does not show the correct number. This cannot be resolved unless I
override the entire sys_chargen.ncs, which I would rather avoid.

+ Much improved tactic slots progressions with level. You have 3 slots starting
fom level 1, and gain one


----- Update 3.02 -----
(Feb/03/2010)

+ Dueling can activate with ranged weapons now, forgot to remove the
requirements in 3.0. (Thanks Stratified)

----- Update 3.01 -----
(Feb/02/2010)

+ Resolved a permanent penalty issue with fear.

_____________________
| Version 3.0 |
���������������������
(Jan/31/2010)

=================================== General ====================================

+ Added a CT SP Module fix package, moved the Combat Magic display fix in
there, as well as adding a fix that supplies any party-wide buff to new party
members added via party picker.

+ Affinity bonus from 2.9 reduced by 20%.

+ Removed the enchantment glow all over dog and Shale's entire body whenever a
magic enchant is on.

+ Fixed a potential issue where consecutive knockdowns could apply permanent
defense penalty. Also increase knockdown/slip defense penalty to -25.

+ Fear Effect - Now while feared, target suffers -10 defense penalty. Target
now has a 20% chance of being awakened from fear whenever damaged.

+ Root Effect - Now only has 50% of being cancelled while damaged, instead of
100%.

================================ Threat Tweaks =================================

+ Minor optimizations to improve performance (reduce chance of "combat lag" on
slower machines).

+ Revisions on all threat numbers from abilities.

+ Since threat numbers are still under constant revision, I've delaying adding
them to tooltip. For now, I've included threatdata_ct.xls, which contains all
ability threat info, in the main package at the root of the dazip for your
information.

+ Added a console command "threatmod" that shows you your current threat
modifier for all generated threats of the currently controlled character.

+ Threat modifier has a minimum of -50% and maximum of +200%.

+ Mages no longer generate extra perception threat.

+ Fear Effect - Any fear effect will clear the threat table on application,
except the impact threat (if any) that applied the fear effect. Note that while
target is feared, new threat can still be applied by attacking the feared
target.

+ Increase/Reduce Hostility - Reduced the modifier from +/- 50% to 20%

+ Added "Notable new threat manip methods" in the tweaks list under threat
section FYI.

=================================== Duelist ====================================

+ Dueling - Learning Upset Balance grants +5 attack to this mode. Learning
Pinpoint Strike grants +2% crit to melee and +1% crit to ranged to this mode.
Upkeep increased to 40(30).

+ Upset Balance - Increased movement penalty to 50%(20%).

+ Keen Defense - In addition to +10 defense, this talent now also grants
Dueling extra +5% dodge while using ranged weapon (changed on-the-fly, so don't
need to reactivate if change weapon set).

+ Pinpoint Strike - Can be used with ranged weapons, but only grants +50% range
crit instead of autocrit (will still override Rapidshot's non-crit penalty).
Bonus depends on whether you're using melee or ranged WHILE ATTACKING (changed
on-the-fly), not while activating talent. Pinpoint Strike effect will be removed
when you deactivate Dueling.

================================= Dual Weapon ==================================

+ Dual Weapon Finesse - Now grants attack talents extra +5 attack. (on top of
the +5 this talent already gives, only apply to talents)

+ Riposte/Cripple/Punisher - While backstabbing, effects will always apply
without needing resistance check. Also changed resistance checks for all three
talents to against dexterity. (Riposte was cunning, Cripple/Punisher was
strength)

+ Riposte - Changed resistance check to against dexterity(cunning). If first
hit stuns second hit changed to x1.5 damage instead of force critical so if hit
already critical there's still bonus. Dual Weapon Expert increases the damage
multiplier of second hit (while first hit stuns) to x2.

+ Cripple - Increased innate attack bonus to +10(+5). Dual Weapon Mastery
increases both attack and defense penalty by -5, to a total of -15 (to target).

+ Punisher - Only the second hit check for attack/defense penalty now, instead
of all check for them while last hit overriding previous results. Decreased
penalty duration to 15s(20s) and made it rank adjusted. Dual Weapon Mastery
increases both attack and defense penalty by -5, to a total of -15 (to target).
The knockdown resistance check still uses attacker's strength, or cunning with
Lethality. Corrected tooltip to state that it actually makes 4 blows instead of
3.

+ Dual Weapon Sweep - Dual Weapon Expert make this talent never miss. Furthur
increased cost to 30.

+ Flurry - Made final hit always crit. Dual Weapon Expert make this talent
never miss. Removed cost decrease from previous versions.

+ Whirlwind - Reduced the double damage bonus introduced before to 50%. Dual
Weapon Mastery makes the attacks stun targets for 2 seconds if both weapons hit.

=================================== Archery ====================================

+ Aim - Removed the extra 5 attack bonus introduced by CT long ago.

+ Master Archer - Now grant +10 attack while wielding a bow, applies to both
normal or talents. Due to this, innate attack bonus for talents are readjusted.

+ Pinning Shot - Changed the physical resistance check from cunning to
dexterity. Increased Master Archer duration bonus to 3.5s. Has innate +10
attack.

+ Crippling Shot - Reduced base effect duration to 10s(20s), while Master
Archer grants extra -5 attack and defense penalty (to target). Made the duration
rank adjusted. Increased cooldown to 15s. Has innate +10 attack.

+ Critical Shot - Further increased cooldown to 20s. Has innate +15 attack.

+ Arrow of Slaying - Cap the level difference bonus at 5 levels. Added
Lieutenants to the list of enemies that would get half of this bonus damage
(along with bosses and players). For the strained penalty after firing arrow,
increased stamine regen penalty to -2(-1), and added an attack penalty of -10,
also increased duration to 15s(10s). Master Archer reduces penalty to -5 attack.
Has innate +20 attack.

+ Shattering Shot - Halved Master Archer bonus armor penalty to -5, and made
the duration rank adjusted. Change knockdown check to every target requiring a
physical resistance check. Has innate +10 attack.

+ Suppressing Fire - Made the new 30% slow in last version only apply if archer
has Master Archer.

+ Scattershot - For the stun effect, added a physical resistance check against
dexterity for players and colored enemies (normal enemies can't resist). If
passed the check, duration is reduced to 1 second (Thanks dbkkk). Removed the
mysterious 15 extra damage on each hit. Talent is back to always hit on
secondary targets.

================================ Shapeshifting =================================

+ Now while shapeshifted, enchantment effects can work (for spider/bear only,
since swarm cannot attack). (Thanks twoism)

+ Spider/Bear Form - No longer turns off automatically when run out of mana.
(Thanks neckes)

+ Flying Swarm - Removed a debug floaty I accidently left in. With Master
Shapeshifter, increased swarm damage AoE radius from 4 meters to 6 meters, but
every target beyond 5 meters only suffer quarter damage. Swarm damage is tripled
against any target suffering from the Divide the Swarm effect. Increased mana
regen penalty to -2(-1).

=============================== Power of Blood =================================

+ Tooltips for Power of Blood abilities are now updated with detailed info like
with other abilities, also fixed other info display (in vanilla all PoB tooltips
are missing cooldown info, and Dark Passage, a passive ability, had useless info
like activation cost and range).

+ Enabled impact/use threat and modal threat modifier with these abilities too.

+ Blood Fury - Changed the useless knockback effect (push enemy back a bit but
does nothing else) to a knockdown + push back effect. Adjusted stamina cost to
15(30), cooldown to 15s(10s).

+ Dark Sustenance - Changed 100 instant mana restore to +10 mana regen for 20
seconds.

+ Bloody Grasp - Removed the annoying permanent effect icon. Now icon will only
appear briefly and be removed on projectile impact. If you already have the
icon, cast the spell again and it will go away. No longer requires weapon
sheathing while AW casting.

============================ Other Talents/Spells ==============================

+ Perfect Strike - Cost reduced to 50(60).

+ Disengage - Cost actully increased to 30, was supposed to be done in 2.9.
(Thanks NightKidz)

+ Shield Block/Tactics - Added +5 defense permanent bonus to these talents.

+ Shield Expertise - Changed the +5 defense perma bonus to +5% dodge chance.

+ Indomitable - Cooldown further reduced to 15s.

+ Sunder Arms - Cooldown increased to 15s(10s).

+ Mighty Blow - Further reduced cost to 30. Cooldown reduced to 15s(20s).

+ Two Handed Sweep - Cooldown increased to 30s(20s).

+ Feign Death - Cooldown reduced to 180s(300s).

+ Removed UI access for pets and animated dead, due to an annoying bug it
introduces with party picker.

+ Updated AI to avoid enemies wasting Blood Wound spell due to the self target
change. (Thanks Maadman)

+ Stinging Swarm - Added penalty of -10 attack and defense, plus -20% movement
speed while being swarmed.


----- Version 2.91 -----
(Jan/27/2010)

+ Solves a huge problem with my gda naming. (thanks Offkorn)

+ Updated tooltip for Vessel of the Spirit to include effects while weakened.

_____________________
| Version 2.9 |
���������������������
(Jan/27/2010)

=================================== General ====================================

+ Weapon Style Affinity - With each talent learned in Weapon and Shield,
Two-Handed, Dual Weapon, and Archery, the character gains a cost reduction bonus
(reflected on fatigue stat) on all activated talents (including specialization
and class ones) while wielding the associated weapon style, up to a maximum of
-15% fatigue bonus when completely mastered.

+ Spell School Affinity - With each spell learned in the four spell schools,
the caster gains a cost reduction bonus on all activated spells within that
school, up to a maximum of -20% cost when school is mastered. KNOWN ISSUE: The
GUI does not reflection the cost reduction, but actual cost is indeed reduced.
Also spells would appear greyed out (but can still be used) if remaining mana
does not satisfy the GUI cost even if satisfy the new cost. This cannot be
resolved as GUI stuff all rests within the game executable and untouchable by
modders. (Weapon Style Affinity has no such issue)

+ Fixed vanilla animation bug in which golems (except Shale) miss their attacks
almost half of the time.

================================ Threat Tweaks =================================
(to promote more strategic play and realism)

+ Damage Threat - (This item is only FYI, already in vanilla) Threat increase
is 1 per percentage of health lost. (ie. Hurting someone for 20% of their hp
will increase his threat against you for 20)

+ Ally Damage Threat - Allies of the damaged creature within 10 meters will now
get a threat increase of 1 per 5% of health lost. Basically, hurting someone
pisses off his friend(s) too.

+ Heal Threat - Healing a target will increase threat of all creatures
currently targeting the healed, for 1 per 2% of HP healed, except when self
healing. Overhealing doesn't generate threat.

+ Buff Threat - Works similar to heal threat. Threat amount is set per ability.
Only applies to activated talents (not, for example, modal party buffs).

+ Ability Use Threat - Some abilities will generate set amount (per ability) of
threat on use on all enemies within 15 meters of caster or the target location,
depending on the ability.

+ Ability Impact Threat - Applied on ability impact to target, even if missed
or resisted. Amount is set per ability.

+ New modal upkeep type: Threat Modifier - Most modals will increase/decrease
all incoming threat by a set % set per ability. (Values range from -10% to 30%)

+ Threaten - Now doubles all threat generated, not just damage threat. This is
now implemented as a threat modifier upkeep.

+ Taunt - Decreased threat generated to 1/2 of before (now 150), due to it can
stack with Threaten now.

+ The four Weapon and Shield attack talents now has a single-target taunt
effect, with 1/3 effectiveness of Taunt (50), in addition to the impact threat.

+ For individual ability use/impact/buff threat and modifier upkeep settings,
please see threatdata_ct.xls provided in the source package. The taunt effects
are implemented in script so those are extra. Not adding these info to tooltip
since threat mechanics are supposed to be intuitive and realistic, not to add to
the number crunching mess. (Okay fine I admit it's also because it's too much
work :()

+ Rogues' 20% threat reduction now works on all threat generated, not just
damage threat.

+ Mages now generate 15% more threat.

+ Assassins and Spirit Healers generate 10% less threat, while Berserkers
generate 10% more threat.

+ Summoned creatures now generate 20% more threat.

+ Increase/Reduce Hostility (item property) - Now increases/reduces threat
generated by 50%. Can stack if have multiple sources.

+ Heavy and massive armor now generates more initial threat than medium armor
on perception, previously it was the same. Threat on perception is now: light 5,
medium 10, heavy 15, massive 20. For nightmare mode there's no difference in
threat generated based on armor type (as designed in vanilla).

+ Fixed vanilla bug so melee attackers correctly generate 5 more initial threat
on perception. This also doesn't apply to nightmare.

+ On Hard difficulty and above, mages generate 15 more initial threat on
perception than others.

+ Increased the minimum threat amount against an attacker (who is attacking
self) to 10. (if threat against attacker is less than 10 it will be increased to
10)

+ Fixed vanilla bug where the "hated class" parameter on creatures was not
applying correctly.

+ Fixed vanilla bug where threat reduction against a hated target (based on
preset criteria) is also doubled along with generated threat.

================================ Talent Tweaks =================================

+ Disengage - Cost increased to 30.

+ Shield Defense/Cover - Changed the aura and bonus impact VFX a little. Fixed
bug with Shield Defense AoE also granting Shield Cover AoE bonus.

+ Aura of Pain - Now breaks stealth of hostile creatures when entering the
aura.

+ Dual Striking - Changed penalties: -15 attack and +15% attack duration;
Training and Expert each gives +5 attack, Finesse and Mastery each -5% duration.
Allow stacking with Momentum again.

+ Fixed a vanilla bug where multiple Rapid Aim and Rapid Shot does not stack
correctly. (Note that even with stacking, the overall aim duration still does
not drop below 0.)

+ Suppressing Fire - Changed the effect impact VFX (on target) to be more
obvious. Also added an effect icon to indicate activation. Increased effect
duration to 5 seconds, slow effect to -30%.

================================ Spell Tweaks ==================================

+ Paralysis Explosion - Added a physical resistance check for the paralysis
effect, if resisted target is slowed by 40% for the same duration instead.

+ Blood Wound - Increased the duration back up to 10s, but make the spell
centered on self only, and decrease radius to 7.5 meters(10).

+ Shapeshifting - Now modals will stay active while shapeshifting. You can
deactivate the active modals while shapeshifted, but you cannot activate one.
(Tweak does NOT extend to fade shapes.) Upkeep for all forms reduced to 30.

+ Spider Shape - With Master Shapeshifter, this shape will now get 10% of enemy
health (total health not current) back as mana when dealing a killing blow.

+ Divide the Swarm - Increased duration to 10s(8.5s), added nature damage of
(100+Spellpower)x0.05 per second while under the swarm effect.

+ Vessel of the Spirit - Fixed vanilla bugs where the augment amulet still has
effect even not equipped, and the initial knockdown/daze effect could friendly
fire. Doubled both the effect radius and mana regen bonus. Added bonus so if you
have augment amulet equipped, party members within 5 meters will be revived if
dead and within 10 meters will be healed for (100+spellpower)x0.5. Added a
fatigue penalty of 50% while weakened.

+ Blizzard - Fixed bug where the first heartbeat does nothing.

+ Mass Rejuvination - Fixed bug where multiplier was set to 0.75 intead of
0.075. (Thanks dbkkk)

+ Glyph of Neutralization - Spell ward effect will always be applied even if
enemy resisted (due to spell resistance) other hostile effects.

+ Miasma - Fixed bug with this spell causing knockdown.

+ Curse of Mortality - Decreased base duration to 12s (rank-adjusted), where
target suffers (100+Spellpower)x0.05 spirit damage per second while under effect
of the spell.


_____________________
| Version 2.7 |
���������������������
(Jan/23/2010)

=================================== General ====================================

+ Removed dog gift changes from this mod since it is not directly related to
combat. Instead the change is now extracted to another mod, linked above.

+ Increased knockdown/slip defense penalty from 10 to 20.

+ Fixed bug for Shield Wall (thanks delamer) and Shield Cover where some
of the bonuses are not applied correctly.

+ Fixed bug where some cold spell effects are not property removed. (Thanks
Aetavicus)

+ Dual Striking - Added -25 attack and +10% attack duration penalty. Dual
Weapon Training, Finesse, and Expert each reduces attack penalty by 5, while
Master reduces attack duration penalty to 5%.

+ Scattershot - Fixed vanilla bug where if initial target died, no one else get
damaged/stunned (thanks Aetavicus). Decreased arrow scatter range to 10
meters (15).

+ Frost Weapons - Decreased chance to freeze per power (spellpower/7.5) to 1%,
and base duration (made rank adjusted) to 1s. (Thanks giovanni1983)

+ Earthquake - In addition to -10 defense while inside the AoE, now there's
also a -10 missile deflection penalty.

+ Crushing Prison - Enable casting on allies to make setting up a certain spell
combo easier.

=============================== Creation Spells ================================

+ Mass Rejuvenation - Changed regen bonus to be 6+(spellpower*0.75).

+ Heroic Aura - Decreased bonus scaling, is now (100+spellpower)*0.2.

+ Glyph of Paralysis - Cooldown reduced to 30s(40s).

+ Glyph of Warding - Cost adjusted to 35(40), cooldown to 35s(30s). Changed
bonuses to +30 defense, +30 physical/mental resistance, +20 elemental
resistances (from +30 defense, +50 mental, +30 missile deflection in vanilla)

+ Glyph of Repulsion - Cost increased to 40(35), cooldown to 40s(30s). Added
knockdown checks while enemy is inside the glyph range every 4 seconds, instead
of only while entering the glyph bounds.

+ Glyph of Neutralization - Cost reduced to 50(60).

+ Spell Wisp - Upkeep reduced to 20(30).

+ Grease - Added physical resistance check for moving targets while inside AoE
every 4 seconds (instead of only while entering the grease).

+ Grease Fire - Added slip check on heartbeat similar to to Grease, against
igniter's spellpower if magic user, cunning otherwise. Creatures within the
effec t range are applied 15% fire vulnerability, 25% cold resistance, and 20%
slow. Now eliminates ice-based dot/effects. Change damage application to be 10
fire damage per 4 seconds. The VFX now better reflects actual AoE range.

+ Spellbloom -Changed mana regen bonus to (100+spellpower)x0.05, from a flat
3.0 in vanilla. Cost increased to 30(25), cooldown to 40s(30s).

+ Stinging Swarm - When spell is resisted, swarm will no longer disappear, but
instead waste a jump and search for next target. Also no longer requires manual
targeting. Cooldown increased to 40s(30s).



_____________________
| Version 2.6 |
���������������������
(Jan/16/2010)

======================= General / Readjustments / Fixes ========================

+ Updated codex entries of some spell combos to include more detailed
information (parameter values).

+ Resolved a bug where Haste buffs were not re-applying on resurrection.
(Thanks Aetavicus)

+ Injury Kits - Re-adjusted cooldown up to 5 mins.

+ Shattering - Decreased chance to shatter: Crit still 100%, activated talents
(Shattering Shot, Stonefist, Crushing Prison) 50%, Shattering Blows 25%,
backstabs 10%.

+ Distraction - Now works like a single-target Waking Nightmare with base
duration of 15s, and also clears threat table of target. Cooldown and cost
increased back up to vanilla values.

+ Shield Cover - Rebalanced again, is now: Native 10MD+3D, Mastery 8MD+2D,
Expertise 10MD, having both grants allies within 4 meters 10MD (this one
unchanged).

+ Cleansing Aura - Reduced cure injury range to 2 meters (5), and now applies a
"Cure Fatigue" effect for 3 minutes after curing, in which caster cannot cure
another injury until effect expired.

+ Petrify - Bosses no longer immune, but only applied slow movement and attack
speed penalty when failed resistance check.

+ Chain Lightning - Added a physical resistance check for the electrifying
effect.

+ Storm of the Century - Added a 50% chance to electrify or freeze(shatterable)
targets for 1 second on every heartbeat (2 secs) if failed a physical resistance
check.

+ The following changes is added due to Flaming Weapons is adding +2 fire
damage per power while frost/telekinetic is only +1 per power.

+ Frost Weapons - Added a 1.5% chance per power(spellpower/7.5) to freeze
target for 2 seconds on hit. Shattering possible.

+ Telekinetic Weapons - Double the AP bonus per power(spellpower/7) to fit
better with its tier 3 status. Decreased max power cap to 10(12).

================================== Berserker ===================================

+ Reworked bonuses, now as follows:

+ Berserk - +6 damage, +2 health regen, but -4 stamina regen, increased upkeep
to 40.

+ Resilience - +10 physical and mental resistance. Removed +5 permanent nature
resistance from vanilla.

+ Constraint - Removes stamina regen penalty, +2 damage.

=================================== Archery ====================================

+ Archers wearing clothing armor now gets the same bonus of light armor.
Resolves bug with clothing being treated as heavy/massive armor in attack
duration calculation. (Thanks Aetavicus)

+ Pinning Shot - Resolved a bug where this cannot root any target. This was
caused by item property procs canceling the root effect right after it was
applied. (Thanks Natham Maedhros)

+ Shattering Shot - Player no longer immune to knockdown, but need to pass
physical resistance check.

+ Supressing Fire - Now gives -10 attack and defense, plus -20% movement speed.
But base duration is decreased to 3.5 seconds. Cost and cooldown back to vanilla
values. Added activation VFX to indication talent activation.

=============================== Creation Spells ================================

+ Added a secret new spell combo complete with codex entry.

+ Rejuvinate - Stamina/mana regen bonus now scale with spellpower; bonus is now
8+(spellpower*0.1). Decreased cooldown to 30s(45s).

+ Regeneration - Effects now stack even from the same caster.

+ Mass Rejuvenation - Increased duration to 20s(15s). Stamina/mana regen bonus
now scale with spellpower; bonus is now 5+(spellpower*0.1). Decreased cooldown
to 75s(90s).

+ Heroic Aura - Missile deflection changed to (100+spellpower)*0.25 (flat 30 in
vanilla). Cooldown increased to 8s(5s).

+ Heroic Defense - Removed physical resistance bonus. Double bonus for
elemental resistances as well as fatigue penalty.

+ Haste - Increased mana drain on caster to -10 (-3).


_____________________
| Version 2.5 |
���������������������
(Jan/10/2010)

======================= General / Readjustments / Fixes ========================

+ Injury Kits' cooldown reduced to 3.5 minutes.

+ Fixed a vanilla issue where walking into any Rally or Captivating Song AoE
aura could break stealth, doesn't matter friendly or hostile. (Thanks
Stratified)

+ Non-spell electricity damage (like from runes) can no longer drain stamina
like with electricity spells.

+ Creatures knocked down or slipped now suffers -10 defense penalty when on the
ground.

+ Momentum - Attack duration bonus is decreased to -20%(-30%).

+ Arcane Shield - Defense bonus is now capped at 20 (no cap before).

+ Combat Magic - Now tooltip will also show the upkeep value (40).

+ Mana Drain - Now will automatically be cast at your current target when you
activate the spell without requiring manual selection. (Thanks vernvern)

+ Animate Dead - Now the animated dead also has access to UI screens.

+ Miasma - No longer turns off on area transition. (Thanks Daemon Prince)

+ Sleep - Decreased the radius to 7.5 meters (10).

+ Waking Nightmare - Fixed a bug where duration was almost instant in the last
version (thanks Aetavicus). Base duration decreased to 15(20).

================================ Shield Modals =================================

+ Reworked the bonuses of the three shield modals, they are now as follows: (MD
- Missile Deflection, D - Defense, A - Armor)

+ Shield Cover - Native 10MD, Mastery and Expertise each grants 8MD, having
both grants allies within 4 meters 10MD. Upkeep increased to 30(20).

+ Shield Defense - Native 5D+5MD, Mastery and Expertise each grants 5D, having
both grants allies within 4 meters 5D. Upkeep increased to 40(35).

+ Shield Wall - Native 2A+3D+5MD, Mastery grants 5D, Expertise grants 3A+2D,
having both grants knockdown immunity to the warrior.

+ VFX will be available with Shield Cover and Defense AoE to indicate effect
range, unless you use the PAR version, in which case there would be none.

================================ Primal Spells =================================

+ The resistance bonuses given to victims of the fire/ice spells are added
considering the fact that Blizzard gives 50% fire resistance, yet none other
fire/ice spells do similar.

+ FYI, In vanilla, any ice DoT will immediately quench any fire DoT upon effect
application and vice versa. Now with tweaks, associated effects (such as
frozen/resistance bonus) will also be removed.

+ Flame Blast - Lowered duration to 4s (5.5s), overall damaged unchanged. Gives
20% cold resistance to targets burning. Cost increased to 25(20).

+ Fireball - Increased cooldown to 30s(10s), and damage factor to x0.35(x0.3)
(this damage factor is applied twice, once instant once DoT). Gives 35% cold
resistance to targets burning.

+ Inferno - Now gives 50% cold resistance bonus when entering the AoE, as well
as 25% fire vulnerability. Tweaked damage application; now direct fire damage
will be applied every 2 seconds, instead of applying a fire DoT every 4 seconds.
Overall damage from this spell is unchanged.

+ Frozen targets from the ice spells are give a bonus of +2 armor.

+ Winter's Grasp - Will now quench any fire DoT(and associated effects) upon
damage application. Make shattering possible with victims frozen by this spell.
Changed frozen calculation to be a simple physical resistance check against
caster's spellpower (instead of simply on target's level, which scales badly
late game). Decreased damage factor to x0.3 (x0.36). Grants 20% fire resistance
to victim.

+ Cone of Cold - Will now quench any fire DoT(and associated effects) upon
damage application. Grants 35% fire resistance to victim. Cooldown increased to
20s(10s).

+ Blizzard - No longer gives the +10 defense bonus while inside the AoE.
Tweaked damage application; now every heartbeat (2 seconds) will apply direct
cold damage instead of a DoT (overall damage unchanged). Tweaked the freeze
resistance check to be rechecked every 6 seconds (to freeze for 3 seconds before
rank adjustment), instead of checking only once over the entire spell duration.
Party members are no longer immune to the freeze effect. Make shattering
possible with victims frozen by this spell.

+ FYI, all lightning spell damage drains stamina (but not mana) for the same
amount. All electrify durations below are rank adjusted.

+ Lightning - Added a 50% chance to electrify target for 1 second if failed a
physical resistance check against caster's spellpower. Removed "Friendly fire
possible" in tooltip (because it's not).

+ Shock - Added a 50% chance to electrify targets for 2 seconds who failed a
physical resistance check against caster's spellpower.

+ Tempest - Added a 20% chance to electrify target for 3 seconds on every
heartbeat (2 sec) who failed a physical resistance check against caster's
spellpower. Increased cost to 55(50).

+ Chain Lightning - Damage now scale with spellpower. Initial damage is
(100+spellpower)x0.15 (flat 20 in vanilla). Targets are now electrified for 4
seconds when hit. Will now autocast at your current target without requiring
manual target selection. Cost increased to 70(60). Removed "Friendly fire
possible" in tooltip.

+ Rock Armor - Decreased armor bonus cap to 10(12.25).

+ Stonefist - Fixed vanilla bug so this spell now actually does nature damage
(instead of physical). Removed "Friendly fire possible" in tooltip. Reduced
cooldown to 12(15), cost to 25(30).

+ Earthquake - Added a -10 defense penalty to targets inside the AoE.
Lieutenants and players no longer immune to knockdown, but chance is half of
normal enemies. Added (100+spellpower)x0.1 nature damage applied every heartbeat
(4 sec), but if target is not knocked down, damage is halved.

+ Petrify - Target petrified now takes half of on all damages received. Target
who resisted the petrify is applied a 40% movement speed penalty, and a +35%
attack duration penalty. Cost increased to 60(40), cooldown to 60s(40s), base
duration to 30s(20s). Made bosses immune to the effects.


----- Update 2.31 -----
(Jan/08/2010)

+ This update solves the compatiblity issue with the new pet features of
Advanced Tactics 2.8 by including its pet functionalities:

+ Pets now have access to UI screens such as character sheet and tactics, like
any other party member. Support for Animate Dead will come with 2.4 since I
forgot to include it and don't want to upload another package as to avoid
version confusion.

+ Removed the extra abilities that pets are not supposed to have, such as
overwhelm with wolf, previously accessible from the tactics UI.

+ If you have AT installed and loaded, AT's pet preset tactics will be loaded.
Otherwise, the tactics table will be blank and you will have to set it up
yourself.

_____________________
| Version 2.3 |
���������������������
(Jan/06/2010)

+ Due to a bug reported by delamer (many thanks) and several other potential
ones, CT is back to using the override folder. Only change this is to the user
is the slightly worse compatibility (since it's back to overriding .ncs
directly), and that you need to remove the mod/folder to turn off the mod (no
GUI toggling, although previously it couldn't completely turn off either).

=================================== Bug Fix ====================================

+ Precise Striking - Cooldown was set to 40s instead of 45s as originally
intended. Now fixed. (Thanks Guiltyoneandall)

================================== New Tweaks ==================================

+ Now any party-wide buff will be automatically re-applied to characters upon
resurrection, intead of having to re-toggle it off then on like in vanilla.
(Thanks vernvern for feature suggestion)

+ All injury kits now have a shared 10-minute cooldown to furthur discourage
dying.

+ Improved Drain - Make this 100% more effective than normal drains, from 50%
in vanilla.

+ Made all effect durations in Entropy rank adjusted, resulting in shorter
duration for the most part. Affected spells include Weakness, all Hexes,
Disorient, and Curse of Mortality.

+ Weakness - Adjust duration to 15s(20s) and cooldown to 15s(10s).

+ Paralyze - Adjusted cost to 30(35), duration to 10(15), cooldown to 20s(30s).
When target resists, movement speed penalty is increased to 40%(20%). Make
bosses immune to paralysis effect but will still be slowed.

+ Miasma - Cooldown reduced to 20s(30s). Now the resistance check for the speed
penalty is re-checked every 5 seconds and the slow effect has a duration of 8
seconds before rank adjustment, so the slow penalty a chance to be reapplied if
target resisted it while entering the AoE, instead of remain unaffected the
entire time the target is in the AoE.

+ Mass Paralysis - Adjusted cost to 60(70), cooldown to 40s(50s). When target
resists, movement speed penalty is increased to 40%(20%). Lieutenants no longer
immune to the paralysis effect.

+ Affliction Hex - Spell is now an instant AoE as the decription seems to
imply. It can target areas as well as enemies, and resistance penalty will be
applied to all targets within the area at spell impact. In vanilla this spell
can only be cast on the target, and if enemies near the target leaves its
proximity during the spell duration, penalty will be removed. Cooldown increased
to 40s(20s).

+ Death Hex - Increased duration to 20s(10s).

+ Disorient - Reworked spell since it was redundant and much less effective
than Weakness. Now this spells gives a -20 attack and +20% attack duration
penalty. Cooldown and duration is both 15s.

+ Horror - Reduced cost to 30(40).

+ Sleep - Adjusted effect duration to 15s(12s), cooldown to 40(50).

+ Waking Nightmare - Resolved a vanilla bug with double rank adjustment.
Increased cost to 45(40).

+ Drain Life - Make damage from this spell unresistable since caster still
gains full amount of health back.

+ Death Magic - Decreased upkeep to 40s(45s). Range increased from 5 meters to
7.5. Updated tooltip to clearly state each dead body can only be drained once.

+ Curse of Mortality - Fixed a vanilla bug where the victim can still
regenerate health in combat. Increased damage factor to 0.6(0.5) since DoT
damage is now adjusted along with duration. Base duraiton increased to 25s(20s).
Cooldown decreased to 40s(60s).

================================== Re-Tweaks ===================================

+ Force Field - Fixed a vanilla bug where enemy threat could not be cleared
against player characters. Now when a player target is force fielded (or damage
warded in any way), enemy threat against that target will be cleared. So no more
enemies attacking relentlessly at your force fielded tank while you go make
yourself a sandwitch.

+ Cooldown for all shapeshifting forms reduced to 10 seconds, to make them more
versatile and adaptive at different combat situations with less restrictions on
when to shapeshift.

+ Captivating Song & Aura of Pain - VFX will now reflect the new range tweak
made in this mod.

+ Death Syphon - Decreased upkeep to 40(45). Range increased from 5 meters to
7.5.

+ Mana Clash - Boss ranks now only get drained 20% mana, while player(maybe
someday an enemy will learn this spell�) and Lieutenants get drained 50%(thanks
Guiltyoneandall). Cost and cooldown decreased back down to 50/40s. Now this is a
self-target spell only: AoE will always be centered at the caster.

+ Momentum - Increased movement speed buff (introduced in previous tweaks) from
10% to 20%, but also increased stamina combat degeneration to -6.0(-2.0).

+ Completely eliminated enemy bias for Arrow of Slaying and Final Blow; now
enemy and player takes same amount of damage/factor for these talents.


_____________________
| Version 2.2 |
���������������������
(Jan/02/2010)

=================================== Bug Fix ====================================

+ Fixed a bug where potion cooldown tweak was not applying since 2.15. (Thanks
Marcus0402)

+ Fixed a bug in PAR version where Threaten VFX still shows. (Thanks SpaceOden)

================================== New Tweaks ==================================

+ Ranged ammo effects now work with talents too.

+ Summoned pets will now show up beside the ranger even if you switched
controlling character during cast (or if the AI cast the summon).

+ (Virulent) Walking Bomb - No longer needs caster alive for bomb to
explode/infect. Halved duration to 10s and decreased overall damage by around
1/3.

+ Death Syphon - Slightly increased mana syphon factor from 0.08 to 0.1.
(Applied to 100+Spellpower) Updated tooltip to clearly state you cannot drain
the same dead body twice.

+ Animate Dead - Fixed a rare vanilla bug where the summoned undead could have
no weapon. Reduced innate fatigue penalty for the undead from 100% to 50%.
Reduced upkeep from 80 to 60.

+ Telekinetic Weapon - Increased cooldown from 5s to 10s.

+ Crushing Prison - Increased duration from 9s to 12s, and reduced cooldown
from 60s to 45s so this is at least more useful compared to Force Field.

================================== Re-Tweaks ===================================

+ Furthur increased all potion cooldowns to 10 seconds.


----- Version 2.16/2.17 -----
(Jan/02/2010)

+ Fixed a bug with Dispel Magic showing the icon for Cleanse Area. (Thanks
chaiminhuei)

+ Fixed a bug with Rally duplicating bonus to the caster on every area
transition. (Thanks SiriuzGrey)

+ Fixed a bug with Combat Magic tweak (using SpellPower to calculate damage)
not reflecting in the Character GUI. (Thanks FaQuid and Teenpany)


----- Version 2.15 -----
(Jan/01/2010)

+ Need to remove all previous versions before updating to this version, due to
a major restructuring and an UID change. Look above to see how to uninstall
(follow the "Old Versions" instructions).

+ DAModder WILL NOT ask you to uninstall old version when you apply this
update, so you need to manually click uninstall. You DO NOT need to uninstall
optional files too.

+ After updating and before loading the game, you will get a message saying
Combat Tweaks is not loaded(even when you have the new version installed). This
is because of the UID change. Simply click "Force Load".

+ Compatibility Improvement, no longer override any script file except
rules_core.ncs (this one needs a bit more work), but instead override specific
events, and moved the spell scripts out to a custom script file. The ultimate
objective(not yet done) is to not override anything, which results in better
compatibility with other mods, and the ability to toggle mod on/off inside GUI
without install/uninstalling.

+ Fixed vanilla bug where any type of damage (ex. Bombs) caused by attackers
with Supressing Fire or Dual Weapon Expert can cause the ability debuff.

+ Fixed a bug where special bolts and arrows were not applying their effect.

+ Fixed a potential bug with Lethality not calculating damage correctly.

+ Reversed a previous tweak about shield modals, now Shield Cover/Defense/Wall
can no longer stack. Reason being all three activated is too strong. I will need
to think of other ways to buff these three.

+ Disallowed stacking with Dual Striking and Momentum. Activating one will
cancel the other, if the other is active.

+ Bear Slam - Will also show "Missed!" feedback like other humanoid talents
now.


_____________________
| Version 2.1 |
���������������������
(Dec/30/2009)

================================== Bug Fixes ===================================

+ (Optional File) Fixed a bug with the pet zoning fix, where pets cannot be
un-summoned in party camp, causing multiple pets problem.

+ Fixed bug where the Shattering Blows half shatter chance tweak last version
was carelessly applied to Shattering Shot instead. :(

================================== New Tweaks ==================================

+ Attack speed modifier now also affect staves. The attack speed question in
FAQ section is also updated.

+ Spell Shield - Reduced the Spell Resistance bonus from 75 to 30 (this was
ninja-applied on top of the 75% chance to take mana damage instead). Increased
upkeep from 45 to 50, cooldown from 10 to 20.

+ Anti-Magic Burst - Cost furthur increased to 50.

+ Mana Drain - If attempt/accidently use on non-magic users (no mana), will now
display "Target not spellcaster!" and abort the cast, so you don't waste time
waiting on cooldown.

+ Mana Cleanse - Fixed a vanilla bug where the spell is actually replenishing
targets' mana, not depleting (somebody forgot to make it a negative number).
Added bonus that gives 20% of cleansed mana back.

+ Spell Might - Increased spellpower bonus from (10+Spellpower*0.1) to
(10+Spellpower *0.2), also increased cooldown from 10s to 15s.

+ Mana Clash - Increased cost from 50 to 60, cooldown from 40s to 60s.

================================== Re-Tweaks ===================================

+ Ranger pet summon is no longer instant. Cooldowns are also back to the
original setting. (Thanks to vernvern's feedback.) Reason being, with the pet
area zoning fix, there is now no reason to decrease cooldown, and there should
be some form of consequence for a pet dying(need to cast for another pet and
wait for cooldown of original pet to be over).

+ Reduced the light armor attack duration bonus on archers from -0.3s to -0.2s.
Enemies now also get this bonus.

+ Indomitable - Running out of stamina no longer turns of this talent.

+ Shield Bash & Pummel - Increased impact thread generated.

+ Bravery - Decreased damage bonus (for number of enemies above two) from 10%
to5%.

+ Perfect Striking - Decreased attack bonus from 40 to 30.

+ Final Blow - To reduce enemy bias, Increased damage received by player when
enemies use this talent, from 0.5 per stamina to 0.75 per stamina. (damage to
enemy from player is 1 per stamina)

+ Arrow of Slaying - Corrected tooltip: the 50% factor on bosses and 10% on
players is only applied to level difference bonus damage, not total damage.
Increased player received damage factor from 10% to 25% to reduce enemy bias.
Let me know if this or the above change gets you insta-killed.

+ Stunning Blows - Always stun on crit now. Now also refreshes duration when
new stun is applied, instead of simply ignore new stun.

+ Defensive Fire - Armor bonus ([native/with Master Archer]) is reduced from
[4/6] to [2/3].


_____________________
| Version 2.0 |
���������������������
(Dec/29/2009)

=================================== General ====================================

+ Personal Annoyance Remover (by Rekicker) functionality is now incorporated,
in a separate version for those who want PAR with this mod.

+ Updated AoE talent tooltip with range information.

+ Fixed vanilla bug in which enemy wolves' Howl ability is not correctly
applying the -5 defense penalty.

==================================== Bard ======================================

+ Decreased cooldown for all songs from 30s to 15s.

+ Song of Valor - Doubled both the base regen bonus and attribute factor; now
give stamina/mana regen the bonus of (1+0.02x(Cunning-10)).

+ Distraction - Decreased cost from 40 to 30.

+ Song of Courage - Increased the base attack bonus from 3 to 5.

+ Captivating Song - Increased effect radius from 4 meters to 6. Note that VFX
still looks like the old range, but effect range is indeed increased.

=================================== Ranger =====================================

+ (Optional File) Pets now persist through area load. This is optional due to
it overrides area_core.ncs, a core script, and it's a one-time modificaiton
(does not need to be updated).

+ All pet summons are now instant.

+ Increased pet level scaling factor (applied to ranger's level): without
Master Ranger from 0.75 to 0.8; with Master Ranger from 0.9 to 1.0.

+ Cooldowns decreased by one third, they are now Wolf(40), Bear(60), and
Spider(80).

+ Wolf - Gets the same tweak bonus for Shred (with Master Ranger) and Fortitude
(hidden passive) as Dog (as the talents are shared). See the Dog section for
details. Decreased base armor from 3 to 2. Fixed bug so the Howl ability now
correctly decreases the defense of enemies within 5 meters by 5 for 10 seconds;
added bonus (only to pet wolf not enemy) of granting allies within 5 meters +5
attack for 10 seconds (the effect tooltip will say penalty to defense, but rest
assured you're actually getting bonus to attack, unless it's an enemy wolf using
the ability).

+ Bear - Increased armor bonus per level from 0.25 to 0.35. Corrected the Slam
ability tooltip to state that it also serves as a single target taunt, and Rage
tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds).

+ Spider - Increased the Web ability root duration from 4~8 to 8~12 seconds
(random roll, increase only applicable to friendly spider).

==================================== Mage ======================================

+ Arcane Shield - Increased defense bonus from 10+(spellpowerx0.1) to
10+(spellpowerx0.2).

+ Arcane Mastery - Increased spellpower bonus from 5 to 8.

================================ Arcane Warrior ================================

+ Removed the sheash weapon before casting requirement on some spells.
([url=http://social.bioware.com/project/683/]This mod[/url] also does this.)

+ Combat Magic - Decreased upkeep from 50 to 40. (Previous tweaks included fix
to calculate damage based on spellpower instead of mag-10.)

Blood Mage

+ Blood Magic - Increased cooldown from 10s to 20s. Added a bonus where, with
"Improves Blood Magic" equipments, healing effectiveness are increased from 10%
of normal to 20%. FYI, "Improves Blood Magic" equipment also reduced ability
health cost from x0.8 normal cost to x0.6. Tooltips is updated with this
information.

+ Blood Sacrifice - No longer kills target outright, but will leave at least
1hp remaining.

+ Blood Wound - Cost increased from 40 to 50 (before multiplier converting to
health), cooldown from 20s to 30s. Decreased effect base duration from 10s to
7.5s. Total damage unchanged.

+ Blood Control - Fixed vanilla bug, now damage is only applied if target
resists the control, as the spell description implies. Cooldown reduced from 40s
to 30s.

================================ Shapeshifting =================================

+ All shapeshifting are now instant.

+ Reduced the cooldown to one third of before, they are now: Spider Shape(30s),
Bear Shape(30s), and Flying Swarm(20s).

+ Greatly increased shape level scaling (level is a float value not an integer)
from Spellpower/5 to Spellpower/3. With Master Shapeshifter, level is furthur
applied a 1.2 multiplier instead of a flat +2. Shape stats are calculated based
on resulting level, see image section for exact details.

+ Spider Shape - Damage base increased from 2 to 3. Increased the Web ability
root duration from 4~8 to 8~12 seconds (random roll, increase only applicable to
friendly spider).

+ Bear Shape - Armor per level increased from 0.25 to 0.3. Corrected the Slam
ability tooltip to state that it also serves as a single target taunt, and Rage
tooltip to indicate correct effect(+10 strength -15 defense for 30 seconds).

+ Flying Swarm - Decreased damage taken by mana to be x1.2 of normal damage
rather than x1.5. Increased damage done by swarm AoE from spellpower/6 + 5 to
spellpower/5 + 5 (randomized to up to two times that). Now also regenerate mana
at normal speed out of combat. Fixed vanilla bug so the Divide the Swarm ability
now correctly drains additional health (on top of ability cost) instead of mana.

================================= Other Magic ==================================

+ Animate Dead - Increased level scaling factor (applied to mage): without
Spell Might active from 0.75 to 0.8, with Spell Might active from 0.9 to 1.0.

+ Rejuvenate - Allow you to cast on yourself. (You should have no reason to do
so as it grants you very little mana after you subtract the cost. This is mainly
to fix a problem in Advanced Tactics where AI can get stuck trying to cast it on
self.)

===================================== Dog ======================================

+ Mabari Dominance - Increased bonus from 2 to 5. (Applied to strength,
constitution, and willpower.)

================================== Re-Tweaks ===================================

+ Holy Smite - Removed factor increase and level scaling from enemies so you
don't get insta-killed in the circle. (Thanks to Andraax for feedback.)

+ Aura of Pain - Effect radius increased from 4 meters to 6 meters.

+ Shield Balance and Shield Expertise's attack and defense bonus now shows in
character and equipment UI instead of silently applied during combat
calculations.

+ Shattering Blows - Chance to shatter (introduced in previous versions) is
reduced to be 1/2 compared to a critical hit.

+ Furthur reduced the chance to shatter with backstabs (introduced in previous
versions). Now it only has 1/4 the chance to shatter compared to a critical hit.

+ Dual Striking - Changed attack duration calculation to be based on the slower
weapon of the two hands, because my awesome meter says it's too awesome for a
tier 1 talent.

+ Dread Howl (Dog) - Removed boss immunity to the effect. Reason being Mind
Blast, among a lot of other status-inflicting only talents also does not have
boss check, and with rank adjustment on resistance and duration, chance to
inflict status on bosses and resulting duration is already greatly decreased.
Increased cooldown back up to 30s to be inline with other similar talents.


----- Version 1.53 -----
(Dec/28/2009)

+ Fixed severe packaging issue that's causing some changes not to apply.
Updated install/uninstall instructions.

----- Version 1.52 -----
(Dec/27/2009)
(More glaring bug fixes. Thanks to chaiminhuei for reporting them.)

+ Fixed Critical Shot icon bug.

+ Modified Templar and Spirit Healer tooltip to reflect the specialization
bonus made in previous tweaks.

+ Fixed yet another Master Archer tooltips mistake.

----- Version 1.51 -----
(Dec/27/2009)

+ Dread Howl - Made bosses/elite bosses immune (thanks to Flash_in_the_flesh
for feedback). Furthur decreased cooldown to 20s. The major decrease of cooldown
is to compensate for the new resistance check + duration adjustment. But overall
this talent is still much better.

_____________________
| Version 1.5 |
���������������������
(Dec/27/2009)

================================== Bug Fixes ===================================

+ Fixed the issue where a lot of archery icons are all showing as crippling
shot. That was caused by my careless mistake, my apologies. (Thanks to
chaiminhuei for bringing it to my attention.)

+ Added some missing tooltips info on master archery bonus. (Again thanks to
chaiminhuei)

+ Fixed tooltip error on Lifeward, stating final heal to be less than it really
is.

================================= Dual Weapon ==================================

+ Halved the chance to shatter with backstabs, as it was way too easy to set up
and quite unbalancing.

+ Dual Weapon Expert - Change the bleeding vfx to show only on initial
application of bleed, instead of every single tick of dot to reduce annoyance.

===================================== Dog ======================================

+ Growl - Adjusted both cooldown and duration from 30s to 15s, also made the
duration rank-adjusted.

+ Dread Howl - Now stuns any that failed a mental resistance check against the
dog's strength, instead of only weak enemies. Also made duration rank-adjusted,
and decreased cooldown from 40s to 30s.

+ Combat Training - Increased the attack bonus from +5 to +10, armor from +2 to
+3. (On top of the +5 melee crit already in vanilla.)

+ Overwhelm - Decreased cooldown from 60s to 40s.

+ Fortitude - Changed +10% Fire, Cold, and Electricity resistance to +15% Fire,
Cold, and Nature.

+ Charge - Make the attack never miss. Decreased cooldown from 30s to 20s.

+ Shred - Increased the bleeding damage to be x1.5 of the dealt damage.
Decreased cost from 40 to 30. Enabled initial impact vfx.

+ Nemesis - Doubled the health regen bonus to be +1 during combat and +2 out of
combat.

+ Dog's gifts now give permanent bonus attribute to dog (and dog only): Beef
Bone (+2 Attack), Large Bone (+2 Defense), Ox Bone(+1 Strength), Tangled Ball of
Yarn(+1 Dexterity), Lamb Bone(+1 Constitution), Found Cake (+1 Willpower), and
Veal Bone (+1% Melee Critical Chance). (I know cake and ball aren't exactly
dog's gifts, but I need two to fill the slots and they sound fitting.)


_____________________
| Version 1.4 |
���������������������
(Dec/26/2009)

=================================== General ====================================

+ Attack Speed Bug Fix - Resolved a vanilla bug where if you stack multiple
attack speed increase effects, like Haste + Momentum, your speed will be reset
to normal. This will no longer happen.

+ Dispel Magic Effect (Cleanse Area, Dispel Magic, Anti-Magic Burse) - Previous
tweaks had this only dispel effects by enemies when cast on a friendly target,
now you can also dispel "hostile" spells from friendlies, like Force Field or
Anti-Magic Ward, which are about the only hostile effects you can friendly fire.
So in short, the Dispel Magic effect when cast on a friendly, will now dispel
hostile spells from anyone, regardless of from whom.

============================== Weapon and Shield ===============================

+ Assault - Final hit now applies a two-second stun if target failed physical
resistance check against attacker's strength.

================================= Dual Weapon ==================================

+ Dual Weapon Expert - Tweaked the behavior so that the bleeding effect can
also be applied to normal enemies and creatures with other types of dots (in
vanilla only special rank without any dot can be applied this damage), and
changed the damage/duration to be (Character Level x 3) over 5 seconds. The
chance to cause this bleeding damage is still 10%, unchanged from vanilla.

+ Riposte - Decreased cost from 40 to 30.

+ Punisher - Decreased cost from 50 to 45.

+ Dual-Weapon Sweep - Cost increased from 20 to 25.

+ Flurry - Cost decreased from 40 to 35.

+ Momentum - Resolved a vanilla bug where stacking with Haste would reset the
attack speed back to normal. Added a 10% movement speed increase in this mode.

+ Whirlwind - Cost increased from 40 to 50, each strike is calculated with -5
attack, but deals double the damage with each hit.

================================ Spirit Healer =================================

+ Lifeward - Tweaked behavior, now the lifeward will heal target for
(100+Spellpower)x0.1 whenever damaged and health falls below 25% for 10 seconds,
and will not expire after just one heal (like in vanilla). After 10 seconds are
up, the lifeward heals for (100+Spellpower)x0.3 before expiring. Also enabled
the healing VFX for this spell.

+ Cleansing Aura - Reduced the tick interval from 5s to 4s to make it more
effective. Halved the distance penalty of healing above 5 ft. Now heals the
caster too, but only at 1/3 the amount. Resolved bug where cure injury and heal
could not happen at the same tick.


----- Version 1.31 -----
(Dec/25/2009)

+ Resolved a bug with Dual Striking which won't automatically stop swinging
weapon even after enemy moves away or dead.


_____________________
| Version 1.3 |
���������������������
(Dec/25/2009)

=================================== Templar ====================================

+ Holy Smite - Now slightly scale with level past level 10, so no one is forced
to dump points into willpower to make this talent effective.

================================= Two-Handed ===================================

+ Two-handed weapons now get more attribute bonus than weapon-and-shield (or
just one weapon). Previoulsy both gets 50-75% of the attribute bonus (a random
roll), now two handed gets 65-90%. (If you swing something with both hands, more
of your strength should apply.) Updated FAQ to include information on attribute
bonus percentage on other weapon styles.

==================================== Rogue =====================================

+ Dirty Fighting - Cost reduced from 25 to 15, cooldown from 25 to 20.

+ Below the Belt - Cost reduced from 25 to 20.

+ Evasion - Greatly decreased the chance that a dodge is attributed to this
talent, since the animation interrupts just about everything. You still have the
same chance to dodge, just get interrupted much less now.

================================= Dual Weapon ==================================

+ Dual-Weapon Sweep - Attack was set to always be a HIT in code; this is no
longer the case. While this means it can miss, it also means it can crit now. It
cannot backstab however (if target just happen to be facing away from you). If
the target happen to be near the front within both weapon's arc (100 degrees in
front), chance to hit/crit for both hit will be seperately calculated.

+ Dual Striking - Fixed an animation issue that's causing attack to
mysteriously miss (not even "miss" floaty feedbacks). Credit goes to Selea for
finding the source of the problem first(blend tree), all I had to do was trial
and error.

==================================== Magic =====================================

+ Combat Magic - Fixed vanilla bug so now the game correctly uses Spellpower to
calculate attribute bonus instead of Magic-10. Your equipment Spellpower bonus
can now apply.


_____________________
| Version 1.2 |
���������������������
(Dec/24/2009)

=================================== General ====================================

+ Citical Calculation - Tweaked crit calculation so that attacking out of
stealth, Death Hex, and autocrit effect(like Pinpoint Strike) has a higher
priority over having Dual Striking or Rapidshot on. That is, for example if you
have Dual Striking on and target has Death Hex, you can still crit. (In vanilla
you can't.)

+ Dispel Magic Effect Tweak - On hostile targets, it will work as before,
dispelling all effects. On friendly targets, it will NOT dispel upkeeps and
spell effects cast by friendlies. Note that this also means if you accidently
casted Force Field on Wynne, dispelling will no longer help. Affected
talents/spells: Cleanse Area, Dispel Magic, Anti-Magic Burst. EXCEPTION: Glyph
of Neutralization, still works like before, dispels everything.

+ Low Stamina/Mana Regen - Combat stamina/mana regen bonus when level is low is
now calculated based on relative level, instead of a fixed value. You now get a
+0.5 bonus when <25%, and +3 bonus when <10%. The two bonus criteria values were
previously a flat 50 and 25, instead of a percentage like right now. (Updated
FAQ with how regen works as an FYI)

+ Updated tooltips on the passive abilities and skills (that Bibdy missed) to
clearly state their ninja-bonuses.

+ Combat Training 2 - Increased the stamina/mana regen bonus from 0.5 to 1.

+ Combat Training 3 - Added a +1 defense bonus to make this rank a tiny little
more beneficial to mages. (On top of the +2 attack bonus in Vanilla. Rank 4 not
touched since it already has +1 armor.)

=================================== Warrior ====================================

+ Precise Striking - Reduced aim speed delay from -0.2s to -0.1s, as the attack
speed penalty now applies to archers too.

=================================== Templar ====================================

+ Changed the +2 Magic specialization bonus to +2 Willpower, as magic does
nothing extra for templars, while Holy Smite scales with Willpower. (Tooltips
unchanced as I have not yet figured out how to change specialization tooltips.)

+ Cleanse Area - Tweaked dispel magic beahvior to only dispel spell effects by
hostiles. See general section for details. Now also able to dispel AoE in
addition to glyphs (will dispel any AoE or glyphs, casted by friendly or not),
like Anti-Magic Burst.

+ Mental Fortress - In addition to +20 mental resistance, now also grants +10
spell resistance.

+ Holy Smite - Cost furthur reduced to 50 (from 75 in vanilla), and cooldown
reduced from 40s to 30s. Damage factor slightly increase from x0.2 to x0.3
(applied to 100+willpower-10).

================================== Two-Handed ==================================

+ Shattering Blows - Removed 10% damage bonus on all enemies (introduced in
previous versions, 25% on constructs is still there), but attackers with this
talent now has a chance to shatter frozen or petrified enemies (without needing
a critical hit).

============================== Weapon and Shield ===============================

+ Shield Balance - In addition to eliminating the -5 attack penalty to Shield
Defense, now also grants +5 attack at all times while using a shield. (total of
+10 attack with Shield Defense active, +5 without)

+ Shield Expertise - In addition to granting extra +5 defense to Shield
Defense, now also grants +5 defense at al times while using a shield. (total of
+10 defense with Shield Defense active, +5 without) Note that this and the
Shield Blance change would not reflect in the character GUI, but will indeed be
applied during in-game calculation. (I do not know how to add a new entry to the
passive_abilities M2DA and link it, as the ID used is different. Please let me
know if you know how so the bonus is reflected in the GUI instead.)

==================================== Rogue =====================================

+ Talent can now backstab except for the following two: Whirlwind (if you
happen to be behind an enemy, still cannot backstab since it doesn't make
sense), and Below the Belt (backkick is not implemented in the game). In
vanilla, backstab on talents are disabled (can only crit or normal hit), citing
"anim priority". I have tested it in several different situations with different
talents, and noticed no animation anomaly whatsoever. Please let me know if you
noticed anything.

+ Backstabs now has a chance to shatter a frozen or petrified non-boss enemy
just like critical hits.

+ Lethality - Now also applies the +10% critical chance to ranged attacks. In
vanilla, only melee attacks get this bonus.

================================= Dual Weapon ==================================

+ Dual Weapon Mastery - Increased the fatigue bonus from -2.5% to -5%.

+ Dual Striking - Attack duration between each attack is now averaged between
the main-hand and off-hand duration, instead of only consider the main-hand
duration.

+ Lacerate - Now only bleed on targets that can bleed (similar to blood magic
only affecting targets with blood). Bleed effect from different assassins can
now stack. Duration reduced from 4s to 3s to be more effective (same damaged
ticked over a shorter time, also potentially more bleeding effects can be
applied by the same assassin over a time period).

=================================== Archery ====================================

+ Shattering Shot - Added a chance to shatter frozen or petrified enemies.

+ Scattershot - Tweaked yet again to allow proc on all targets, but now only
initial target is a guarunteed hit, and the scattered arrows are applied a -5
attack penalty, which makes them slightly more likely to miss.

==================================== Magic =====================================

+ Spirit Healer - Increased specialization health regeneration bonus from +0.2
to +0.5, making it a least bit more noticable. (Tooltips unchanced as I have not
yet figured out how to change specialization tooltips.)

+ Dispel Magic - Will only dispel spell effects applied by hostiles now (see
general section for details). To offset this benefit, cooldown is increased from
5s to 20s, and cost from 25 to 30.

+ Anti-Magic Burst - Similar to above, will only dispel effects from hostile
casters. However, will still dispel any AoE or glyphs regardless of if creator
is hostile or friendly. Cooldown increased from 30s to 40s, cost 40 to 45.


_____________________
| Version 1.1 |
���������������������
(Dec/22/2009)

=================================== General ====================================

+ The enchantment/rune slot optional files are now included in the main
package, since changes made in this mod are made with those two in mind. If you
really really don't like them, simply delete BITM_base_tweaks.gda and
player_core.ncs. Also added rune slots (fewer than weapons) to shields, see
Weapon and Shield section for details.

+ Weapon enchantments (inlcuding runes, magic enchants, and poisons) can now
proc on talents too, instead of only normal attacks. ie. If you have a +5 fire
rune on your 2H, Mighty Blow will now have +5 fire damage as well. Note that
this also makes multi-target and multi-hit talents like Two-Handed Sweep or
Flurry more powerful as properties will proc on each target and each hit; let me
know if you think this unbalances them and I can disable procs on
multi-target/multi-hit talents. Note, with multi-hit talents, if you have a lot
of enchants, some damage procs on later hits might not show, and that is because
there're too many floaty messages. Rest assured that damage is still applied.

+ Recode the way bow enchants are handled on the backend. (Should not have
visible effects on the user end.)

================================== Two-Handed ==================================

+ Added one rune slot too all 2-handers to offset the slow swing.

============================== Weapon and Shield ===============================

+ Added rune slots to Kite and Heavy Shields. Kite Shields gets only 1 slot at
tier 7, while Heavy Shields get 1 at tier 5 and 2 at tier 7. It is intended to
have you apply defensive runes (+ resistence ones) to shields, as if you added +
damage ones, they will only proc when you use the three shield attack talents,
which is quite useless. Magic enchants and poisons still DO NOT work on shields.
Also disabled any rune vfx on shields, as this mod is here to remove annoyance,
not add some.

=================================== Archery ====================================

+ Archery talents now has a chance of being interrupt just like normal attacks,
if the archer does not have Melee Archer. FYI, interrupt threshold is if damage
>(Dex-10)/3.



_____________________
| Version 1.0 |
���������������������
(Dec/22/2009)

+ The poject has been renamed from "Talent Tweaks" to "Combat Tweaks", as I've
went a little beyond simply tweaking talents only. The new name fits better with
the overall objective of the mod anyway.

================================== New Tweaks ==================================

+ Healing Potion Scaling - Healing Potions (and Devour) will now scale with
Constitution modifier(Cons-10) if it is higher than the spellpower. This makes
potions (and devour) more effective on non-mages, and have it scale slightly
with amount of health as well.

+ Potion Shared Cooldown - Potions of the same type will now have shared
cooldown. Using one health potion will set all health potions on cooldown, same
as lyrium potions. Cooldowns on those potions increased from 5s to 7.5s.

+ Now talents will provide "Miss!"/"Blocked!" floaty message feedback when it
happens, like with normal attacks. No more wondering why no damage was applied
when you just Critical Striked, or what happened to that Arrow of Slaying you
just fired. I have absolutely no idea why this was not implemented in vanilla.
It's not hard to do at all, just a little tedius. Oh that explains it.

+ Instant-AoE talents (Two-Handed Sweep, Dual Weapon Sweep, and Whirlwind) will
display the "Miss!" message on target instead of on the attacker. If missed
target is party member, it won't show to avoid confusion. ("Did I miss or did
his Whirlwind just missed?")

+ Debuff stacking - A debuff effect from the same talent/spell, but from
DIFFERENT attackers can now stack, instead of one overwriting the other. For
example, if two different attackers use Sunder Arms on the same target within a
short time, that target will have two times the attack penalty, instead of the
second one simply refreshing the duration. On the other hand, if the SAME archer
fired a second Crippling Shot before the first shot's penalty has expired, the
second shot will only refresh the duration, not stack the effect. Note however,
on the status icon bar there will only be one icon with the least duration left,
but effects are indeed stacked (this is engine code, cannot be touched by
modders).

+ Suppressing Fire - Attack penalty no longer stacks; there is no resistance
check on this and talent was simply too powerful if penalty stacks. Penalty from
different archers will still stack.

+ Mighty Blow - Now apply a slow effect if target failed physical resistance
check against attacker's strength, like the talent description suggested (this
wasn't there at all). Cost adjusted from 40(vanilla)/30(previous versions) to 35
to offset this benefit.

============================== Weapon and Shield ===============================

+ (Optional File) Added an optional file that modifies the stats of shields.
Damage potential (use for shield talents) are now scaled based on shield type
(in vanilla all shield types do same damage). They also provide slight armor
bonus now (except for buckler). See image section for exact modifications.
BEFORE APPLYING THIS FILE, REMOVE ALL SHIELDS FROM YOUR CHARACTERS, AND SAVE
GAME, THEN INSTALL THIS FILE. See FAQ for relevant information.

+ Shield Bash - Decreased cooldown from 20 to 15, cost from 25 to 15. Added AP
bonus of 1. Shield Master grants a +10 attack bonus(on top of the 10 this talent
already has).

+ Shield Pummel - Decreased cost from 30 to 25. Shield Master grants a +10
attack bonus(on top of the 10 this talent already has).

+ Overpower - Increased cooldown from 20 to 25, cost from 30 to 35. Added AP
bonus of 3 for each hit. Now only the third hit is an auto crit as talent
description suggests, also added a +10 attack bonus on each hit. Shield Mastery
grants another +10 attack bonus and a double strength modifier bonus (like with
Shield Bash and Pummel) on each hit, and makes every hit critical. In vanilla,
Shield Mastery makes damage roll maximized, but that was quite useless as damage
range for shields is a 1.

+ Assault - Increased cooldown from 20 to 30. Increase AP bonus for each hit
from 3 to 4. Each subsequent attack now does reduced damage (x1, x0.8, x0.64,
x0.512) instead of a flat x0.6 for each attack. Shield Mastery removes the
damage reduction, and makes the last hit critical(in vanilla the x0.6 reduction
was still applied with Shield Mastery, except all damage rolls are maximized).
As a result, this talent is now a lot stronger than before.

+ Shield Cover, Shield Defense, and Shield Wall and now stack with each other.
See FAQ for why I did this. Cooldown for all three are set to 10s.

+ Shield Wall - Corrected vanilla tooltips; there is no reduced damage in this
mode.

================================== Re-Tweaks ===================================

+ Critical Strike - Damage bonus when not a deathblow(50% health threshold, 20%
in vanilla) increased from 20% in previous versions (not in vanilla) to 25%.
Cost increased from 40 to 45.

+ Two-Handed Sweep - Cost increased from 40 to 45 to better scale with other
talents, and to slightly offset the damage bonus(25%) introduced in previous
versions.

+ Destroyer - Armor penalty no longer stacks (introduced in previous versions),
but now it refreshes duration (duration does not refresh in vanilla, a second
hit's penalty was simply ignored), and penalty duration increased from 3s to 5s.


__________________________
| Version 0.7/0.71 |
��������������������������
(Dec/20/2009)

+ Fixed tooltips not showing up with a patch, thanks to cielo7689 for reporting
this critical bug. Information to why the patch is needed added in FAQ.

+ Fixed bug so only boss ogres and elite bosses force slow-mo deathblow
animation now, instead of every single freaking ogre and every humanoid boss.
Slow-mo still has a chance to trigger, just not always.

+ Fixed bug in Haste and Swift Salve so they apply an aim duration bonus
instead of penalty. Haste gives a -0.2s bonus, and Swift Salve -0.1.

+ Shattering Blows - Fixed bug in which bonus damage factor was not applied
correctly.

+ Corrected Arrow of Slaying tooltip to clearly state that base damage is 2x
critical damage.

+ After much thought and experimentation, I've decided to apply attack speed
modifier to range weapons as well. Note that the multipliers are not as
effective on archers as part of an archer's total attack duration resides in the
aim duration, which is unaffected by the attack speed modifier(only aim duration
penalty/bonus like Rapid Aim). FAQ is also updated.

+ As a result of the above change, archery talent aim duration is tweaked
again: Each talent now only takes a fixed extra time to aim (not a multiplier
like before). The numbers are [native/with Master Archery]: Pinning Shot and
Crippling Shot [0.3s/0.2s], Shattering Shot [0.4s/0.3s], Critical Shot
[0.6s/0.4s], Scattering Shot [0.8s/0.6s], and Arrow of Slaying [1.0s/0.8s].

+ Aim - The parameters are now [native/with Master Archer]: Aim duration delay
[0.5/0.3], critical bonus [3.5%/5%], attack bonus [15/20], AP bonus [3/5],
damage increase [2/3] (last 2 unchanged from vanilla).

+ Defensive Fire - Removed the aim delay(1.2s in vanilla), but added an attack
duration increase of 25%(much less than 1.2s). Defense bonus decreased to
[12/20]. Armor bonus decreased to [4/6].

+ Pinning Shot - Master Archer now adds 1.5s duration bonus (to a total of
10s).

+ Scattershot - Master Archer increases stun duration by 1s (to a total of 3s).

+ Bravery - Damage bonus changed to 10% for every enemy above two. Crit bonus
unchanged from last version.

+ Blood Frenzy - Changed damage bonus to scale up to 25% bonus instead of a
flat number (10 in vanilla).

+ Destroyer - Enable stacking of the on hit armor penalty (-5).

+ Two-Handed Sweep - Increased damage bonus to 25%.

+ (Optional File) Reduced base aim delay of crossbows from 0.8s to 0.6s.


_____________________
| Version 0.6 |
���������������������
(Dec/19/2009)

+ Shattering Blows - Fixed a bug in vanilla in which constructs could not be
identified.

+ With Archery sustainables stacking, I realized that Rapid Shot bonus and
Rapid Aim on bows do stack, just the bonus was wasted before and never realized
since no Crossbows have Rapid Aim. Updated tweak description and FAQ to reflect
that.

+ Bravery - Added a +3 damage bonus for any enemy above two the warrior is
engaging. Reduced the 3.5% critical bonus (for any enemy above two engaging) to
3%.

+ Death Blow - Corrected tooltips to state that the killer gains 20% of the
victim's health back as stamins. (This one took me a while to find... Code is
not in the right place.)

+ Precise Striking - Attack speed penalty (a fixed 0.2s aim duration delay for
ranged) and critical chance bonus are now correctly applied to range attacks.
Cooldown reduced from 15s to 10s.

+ Taunt - Cost reduced from 40 to 30. Cooldown reduced from 20s to 15s.

+ Disengage - Increased both cooldown and cost from 10 to 15. No longer
generates any threat from using this talent.

+ Mighty Blow - Increased threat generated from using this ability (not from
damage) to be in line with other talents.

+ Pinning Shot & Shattering Shot - Slightly decreased threat generated from
using ability.

+ Perfect Striking - Decreased attack bonus from 100 to 40, but increased
duration from 15s to 30s, making this much more useful. Increased cooldown from
30s to 45s to slightly offset the uber usefulness.


_____________________
| Version 0.5 |
���������������������
(Dec/19/2009)

+ Fixed potential bug with Stunning Blows and Destroyer applying effect even
if attack missed.

+ Indomitable - Reduced upkeep from 60 to 50. Added defense bonus of 5.

+ Powerful Swings - Added armor penetration bonus of 3. Reducing damage bonus
back down to 5(same as vanilla).

+ Two-Handed Strength - Furthur increase Powerful Swings' AP bonus by 2.
(There's also a 25% overall AP bonus not reflected in vanilla tooltips.)

+ Two-Handed Sweep - The sweep suffers -10 attack penalty, but if hit grants
20% damage bonus. Knockdown effect is still there.

+ Shattering Blows - Damage against contructs(golems, skeletons, corpses, wild
sylvans, and the Grand Oak) gains 25% damage. Damage against all other creatures
gains 10% damage. In vanilla, only has damage bonus of (STR-10)/2 against
constructs.

+ Updated tooltip for Sunder Arms and Sunder Weapon to reflect that they
actually take TWO swings instead of one.

+ And of course all the changes in this version are reflected in bundled
tooltips as well.


----- Version 0.41 -----
(Dec/19/2009)

+ Berserk - Enable exploration stamina regen. Before with Berserk on, stamina
would not regen even out of combat. Thanks goes to elsellel for reporting this
weird behavior.

_____________________
| Version 0.4 |
���������������������
(Dec/18/2009)

+ Now includes tooltips reflecting changes this tweak mod makes. Compatbile
with Bibdy's Detailed Tooltips or any other tooltip mod.

+ No longer including a BAL(Better Archery Lite) version. With Selea's
permission, I have included some of BAL's changes in an optional file (allow
runes/magic enchant/poisons on bows). Some of this version's change is also
inspired by the mod. Thanks you very much Selea!

+ Through some more testing and code crunching, turns out the range aim speed
attribute is a straight number, not a modifier... Sorry for the back and forth.
Informations about that are added in the FAQ section. And because of the
discovery, Aim and Defensive Fire is yet again tweaked(check Tweaks section).
Rapid shot description is also corrected.

+ Archery talent activation aim duration is set to 2x normal aim duration, to a
minimum of 0.3s(in case you have zero aim duration, ie longbow + rapid aim), and
maximum of 1.5s. Vanilla has this value set to a flat 1.5s.

+ Rapid Shot, Aim, and Defensive Fire can now be activated together without
canceling each other.

+ Wearing light armor now gives archers a -0.3s attack duration bonus (from
0.8s to 0.5s). Enemies don't get this bonus.

+ Critical Shot - Increased cooldown from 10s to 15s for better scaling.

+ Suppressing Fire - Increased cooldown from 10s to 15s.

+ Final Blow - Now an automatic crit.

+ Rally - Cooldown reduced from 30s to 15s.

+ Mighty Blow - Reduced the cost from 40 to 30.


_____________________
| Version 0.3 |
���������������������
(Dec/18/2009)

+ Included tooltips detailing the change of this mod, bundled on top of Bibdy's
Detailed Tooltips mod. (Thanks Bibdy!)

+ Modified Aim so it gives a fixed 3% range critical chance bonus. Master
Archer futhur increase this bonus by 2%.

+ Fixed a bug so Aim aim duration increase is correctly 50%(was 150%), and
Defensive Fire 20%(was 120%). Thanks Selea for her explanations.

+ Rapid shot now gives a Rapid Aim bonus (-30% aim duration) from the start.
Master Archer allow criticals to happen during this mode


_____________________
| Version 0.2 |
���������������������
(Dec/18/2009)

+ Include tweaks on Two-Handed talents.


_____________________
| Version 0.1 |
���������������������
(Dec/17/2009)

+ Initial release. Went through Warrior specializations and Archery.