This page was last updated on 13 February 2024, 12:25AM
Changelogs
Version 1.0.2
Fixed "Open" effect not clearing when opening exterior doors
Version 1.0.1
Fixed mod packaging for mod managers
Fixed errors while changing settings
Potential crash fix
Version 1.0
Fixed compatibility with mods that add new enemies (Daggerfall Enemy Expansion)
Fixed spell effect editor Magnitude sometimes being improperly capped at 20 (or improperly not capped)
Changed enemy spell names (can be observed by hovering the icon in the pause menu after being hit by a spell)
Increased costs of "Unleveled" Lock and Open
Adjusted the cost formula for "Continuous Damage" and "Regenerate". They are now equivalent to the direct versions at 1 round duration, and become much cheaper the more you split damage/healing over time
Increased many spell durations. Most buffs last 10 rounds (1 minute), elemental Resist and Spell Absorption/Reflection last 5, paralysis and silence lasts 3. This affects magic items
Version 0.2.5
Fixed guards casting Wizard Rend. No more spells on guards.
Version 0.2.4
Fixed launch issue on computers with non-English locales
Version 0.2.3
Fixed launch issues on Linux
Made the Open and Lock spells unleveled.
Added "spell migration" system.
Added compatibility with Roleplay&Realism: Items
Version 0.2.2
Fixed 0.2.1 being entirely broken
Version 0.2.1
Added magic school in spell effect descriptions
Fixed classic rest spell points recovery not being disabled while real-time magic regen is enabled
Version 0.2
Added (optional) constant spell point regeneration. Every round, some spell points will be recovered, depending on Willpower.
Holding SHIFT while changing Duration, Chance, or Magnitude in the Spellmaker will now increase/decrease the value by 10
Version 0.1.1
Spell vendor gold cost changed to match spellmaker