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Osorkon based on work of DFWorkshopUploaded by
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About this mod
Now a .dfmod! Unlevels loot and enemies, increases difficulty, and adds many new features.
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being sold You are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
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This author has not provided any additional notes regarding file permissions
File credits
CREDITS:
Osorkon:
Bossfall author
Bossfall ideas
Bossfall documentation
Interkarma and the DFWorkshop team:
I use some vanilla DFU code in Bossfall, see https://github.com/Osorkon21/Bossfall to read Bossfall's source code.
Every use of vanilla code is clearly marked by comments stating original authorship, please verify authorship if you
re-use any code from Bossfall.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 2.0
- v2.0 CHANGELOG:
- BANKING:
- - Bank loans charge 20% interest rather than 10%.
- BOSS INFO:
- - All bosses can be damaged by weapons of any material. Silver deals double damage to undead bosses.
- - Bosses are generally very rare and are the only enemies - besides Guards (HALT!) - that can be above Level 20.
- - All bosses drop loot and its quality scales heavily with their level.
- - Vampire Ancients no longer cast spells.
- - Spellcaster spell variety greatly increased and they all use the same spells.
- - Each climate region and dungeon type has different potential bosses, with some overlap.
- - Two types of Dragonling exist - the non-boss and the boss version. Use "Display Enemy Level" to tell between the two.
- Boss Dragonlings move much faster than the non-boss version.
- - See the FORMULAS & TABLES section of the ReadMe for details on which bosses can spawn where.
- - See the FORMULAS & TABLES section of the ReadMe for spell kits and precise numbers on boss spawn chances and loot scaling
- by boss level.
- BOSS STATS:
- - Assassins, Vampires, Vampire Ancients, and boss Dragonlings will deal much less than stated dmg if player is a Vampire.
- VAMPIRE:
- - Can be damaged by any weapon material.
- - Moves extremely fast.
- - 55-85 average damage per hit, this will vary slightly depending on the Vampire's level.
- - 70 average damage per attack animation.
- - Has 80-240 HP.
- - Has -6 Armor.
- - Level 21-25.
- - Has Magicka for 30 spells.
- - Takes double damage from Silver gloves, boots, and weapons.
- - Soul Gems cost 750,000 gold and are worth 7500 Enchantment Points.
- - 1.4% chance per hit to inflict any disease (in vanilla they can only inflict the Plague).
- LICH:
- - Can be damaged by any weapon material.
- - Moves slowly.
- - 60-90 damage per hit.
- - 75 average damage per attack animation.
- - Has 80-240 HP.
- - Has -7 Armor.
- - Level 21-25.
- - Has Magicka for 30 spells.
- - Takes double damage from Silver gloves, boots, and weapons.
- - Soul Gems cost 750,000 gold and are worth 7500 Enchantment Points.
- ASSASSIN:
- - If player is level 1-6, Assassins have standard human class enemy armor, HP, damage, and loot quality. Their weapon
- poison will not pierce player's Poison Immunity.
- - Moves extremely fast.
- - 39-67 average damage per hit if player is above level 6, this will vary depending on the Assassin's level.
- - 106 average damage per attack animation if player is above level 6, this will vary depending on the Assassin's level.
- - Has 100-300 HP if player is above level 6.
- - Has -8 Armor if player is above level 6.
- - Level 21-30 if player is above level 6.
- - Weapon poison will pierce Poison Immunity if player is above level 6.
- - If player is above level 1, Assassins will always wield a poisoned weapon.
- - Sees through Invisibility at any player level.
- - "Boss Proximity Warning" HUD message will not display for stealthy Assassins.
- DRAGONLING_ALTERNATE:
- - Moves extremely fast.
- - 95-125 average damage per hit, this will vary slightly depending on the Dragonling's level.
- - 110 average damage per attack animation.
- - Has 130-390 HP.
- - Has -9 Armor.
- - Level 21-30.
- - Sees through Invisibility.
- - Soul Gems cost 1,500,000 gold and are worth 15,000 Enchantment Points.
- ORC WARLORD:
- - Moves somewhat fast.
- - 42-73 damage per hit.
- - 115 average damage per attack animation.
- - Has 150-450 HP.
- - Has -10 Armor.
- - Level 21-30.
- - Soul Gems cost 1,500,000 gold and are worth 15,000 Enchantment Points.
- DAEDRA LORD:
- - Can be damaged by any weapon material.
- - Moves fast.
- - 30-60 damage per hit.
- - 120 average damage per attack animation.
- - Has 170-510 HP.
- - Has -11 Armor.
- - Level 26-30.
- - Infinite Magicka.
- - Soul Gems cost 2,250,000 gold and are worth 22,500 Enchantment Points.
- VAMPIRE ANCIENT:
- - Can be damaged by any weapon material.
- - Moves incredibly fast, will outrun player with 100 Running and SPD.
- - 110-140 average damage per hit, this will vary slightly depending on the Vampire Ancient's level.
- - 125 average damage per attack animation.
- - Has 180-540 HP.
- - Has -12 Armor.
- - Level 26-30.
- - Casts no spells.
- - Takes double damage from Silver gloves, boots, and weapons.
- - Soul Gems cost 2,250,000 gold and are worth 22,500 Enchantment Points.
- - 1.4% chance per hit to inflict any disease (in vanilla they can only inflict the Plague).
- ANCIENT LICH:
- - Can be damaged by any weapon material.
- - Moves slowly.
- - 115-145 damage per hit.
- - 130 average damage per attack animation.
- - Has 200-600 HP.
- - Has -13 Armor.
- - Level 26-30.
- - Infinite Magicka.
- - Takes double damage from Silver gloves, boots, and weapons.
- - Sees through Invisibility.
- - Soul Gems cost 2,250,000 gold and are worth 22,500 Enchantment Points.
- CHARACTER CREATION:
- - All custom classes start with default HP/lvl of 20, default skill advancement difficulty unchanged.
- - All Iron weapons are converted to Steel when starting a new character.
- - Going below default HP/lvl of 20 drops difficulty dagger twice as much as vanilla per point.
- - Most special advantages are cheaper, most special disadvantages drop difficulty dagger much more.
- - All canned classes except for Barbarians start with 45 HP and gain 20 HP/lvl, Barbarian starting HP and HP/lvl unchanged.
- - Full special advantage/disadvantage cost table can be found in the FORMULAS & TABLES section of the ReadMe.
- COMBAT:
- - All landed attacks damage armor or shield of target struck. In vanilla only weapon attacks damaged armor/shields.
- - All Steel weapons have a minimum damage of 1.
- - Knockbacks heavily nerfed to reduce stunlocks.
- - Attack fatigue cost increased to 24. Vanilla attacks cost 11 fatigue.
- - Strength weapon damage bonus halved.
- - Body parts hit with equal likelihood. In vanilla this was weighted towards chest strikes.
- CRIME & PUNISHMENT:
- - Hostile guards use Knight animations, move faster, shoot arrows, and hit much harder. HALT!
- - If player is level 1-6, Guards will be up to 2 levels below or 12 levels above player. HALT!
- - Once player is at least level 7, Guards are on average around level 15. Their level range is 1-30. HALT!
- - See FORMULAS & TABLES section of the ReadMe for exact Guard (HALT!) level scaling formulas.
- - Guards carry weapons and armor of any material. HALT!
- ENEMY COMBAT:
- - Vanilla weapon material requirements to damage certain monsters removed. Any material will now damage most enemies.
- - Some monsters have new weapon/material immunities, resistances, and/or weaknesses. HUD messages will tell you what works.
- See MONSTER STATS section for detailed information.
- - All enemies have new combat AI. Some AI changes only apply if you are using Enhanced Combat AI.
- - Enemies fire bows and spells much more often. They also fire them at closer range and from greater distances.
- - Enemies back up and turn much faster. They will retreat and strafe less frequently.
- - When not in melee range, enemies strafe much faster. When in melee range, enemies strafe slowly.
- - Enemy accuracy scales heavily with their level. Their accuracy scales up much faster than vanilla. The toughest enemies
- are nearly twice as accurate as vanilla. See FORMULAS & TABLES section of the ReadMe for detailed accuracy formulas.
- - Enemy attack speed unleveled. In vanilla enemies attacked faster at higher player levels, but in Bossfall enemy attack
- speed is always equal to vanilla's enemy attack speed at player level 10, with greater random variation. See
- FORMULAS & TABLES section of the ReadMe for attack speed timings.
- - Enemy move speed is not reduced while enemy is melee attacking.
- - Enemy STR attribute bonus added to their Hand-to-Hand attack damage, scale is identical to that of player's.
- - Most non-boss enemies have a minimum damage of 1. This is not the case for enemies with Bonus to Hit: Humanoids or for
- human class enemies using Hand-To-Hand - they'll start using Hand-to-Hand around enemy level 6 and higher.
- - Enemies use drugs - Aegrotat, Quaesto Vil, Sursum, Indulcet - as weapon poisons, in addition to vanilla's weapon poisons.
- ENEMY SPAWNING:
- - Enemies unleveled - spawn chances and enemies spawned are not influenced by player level.
- - Every enemy spawn is randomly picked from a list of 100 or 140 - the "Powerful Enemies Are" setting determines length.
- Every dungeon type, location type, and climate has a different list. While outside, day and night have different lists.
- - All dungeons have enemy themes. You will find undead in Crypts, Daedra and spellcasters in Covens, and so forth.
- The easiest dungeons are Cemeteries, the toughest are Vampire Haunts.
- - Heat-loving or heat-tolerant enemies are found outside in Desert, Rainforest, Subtropical, and Swamp wilderness.
- Cold-loving or cold-tolerant enemies are found outside in Woodlands, Mountain, and Mountain Woods wilderness.
- - Difficult, high-level enemies are generally rare.
- - Orcs and humans spawn nearly anywhere, but they are usually rarer at night. Orcs and most humans do not spawn in
- Mountain and Mountain Woods wilderness at night or in Desert wilderness during day or night.
- - Rangers and Barbarians are outdoorsy types, they are rarely found in dungeons. They will spawn in Mountain and
- Mountain Woods wilderness at night, where it is too cold for most humans. Rangers can be found in Desert wilderness
- during the day and at night.
- - Werewolves and Wereboars removed from dungeons, they now only appear outside. They are rare.
- - Spawn frequency has been slightly reduced across all dungeons, locations, climates, and times.
- - Dungeon and outdoor locations use the same spawn chance. In vanilla spawn chances varied depending on player's location.
- - See FORMULAS & TABLES section of the ReadMe for spawn details about every dungeon, climate, location and time of day.
- ENEMY SPELLS:
- - Ghosts and Vampire Ancients no longer cast spells.
- - Enemy spell variety increased, every spellcaster uses same kit except for Frost & Fire Daedra (their spell kits are
- only slightly changed from vanilla's). Standard enemy spell kits include Sphere of Negation.
- - Full enemy spell kits can be found in the FORMULAS & TABLES section of the ReadMe.
- - Magicka costs for enemy spells no longer vary based on player spell skill level.
- - Spellcaster Magicka scales with their level. They will cast 2 spells at level 1, this scales up to 8 at level 20.
- Vampires and Liches will cast 30 spells, Daedra Lords and Ancient Liches have infinite Magicka.
- - The exact Magicka/level scale can be found in the FORMULAS & TABLES section of the ReadMe.
- - Enemies cast Caster Only spells at range. They cast Shalidor's Mirror, Spell Resistance, and Heal.
- - Enemies no longer re-cast most Caster Only spells if they are currently affected by them. The only exception to this rule
- is Heal - enemies can re-cast Heal if they are still under the effects of a previous Heal spell and are not at full HP.
- - Enemies will not cast Heal if they're already at full HP. In vanilla they would do so.
- - Enemies cast any type of spell within appropriate ranges. In vanilla enemies wouldn't cast certain types of spells
- depending on the Enhanced Combat AI setting in use.
- - I didn't add Hand of Decay to enemy spell kits as enemies can spam you with it in melee range.
- GAMEPLAY:
- - If the Display Enemy Level setting is on, non-quest enemy identification range in Grab, Talk, and Info mode is doubled.
- - Climbing nerfed, success depends almost entirely on your skill level. Luck now influences your Climbing check success.
- - With 50 Luck you get no Climbing skill check bonus, with 1 Luck you get a 5% penalty, with 100 Luck you get a 5% bonus.
- - Building identification range in Info mode doubled.
- HAND-TO-HAND:
- - Glove/boot material affects player's Hand-to-Hand to-hit roll, scales just like vanilla weapon materials.
- - Glove material affects player's punch to-hit, boot material affects player's kick to-hit.
- - Leather/Chain/Steel/Silver do not alter Hand-to-Hand to-hit rolls.
- - Successful Hand-to-Hand attacks damage player's glove/boot durability based on if attack is punch/kick.
- - Silver gloves/boots will damage Ghosts/Wraiths/Lycanthropes/etc. if player is using Hand-to-Hand.
- - If you're wearing silver gloves you must use punch attacks to damage Ghosts/Wraiths/etc.
- - If you're wearing silver boots you must use kick attacks to damage Ghosts/Wraiths/etc.
- - Full list of Hand-to-Hand material to-hit bonuses can be found in the FORMULAS & TABLES section of the ReadMe.
- HUMAN ENEMIES:
- - If player is level 1-6, all human enemies are within 2 levels of the player and Assassins are not bosses.
- - Human enemies are unleveled (this includes Guards. HALT!) and Assassins become bosses once player hits Level 7.
- - Once player is level 7, human enemies will usually be around level 10. Level 1 and 20 humans are very rare.
- - Human attack damage scales with their level. Low level humans deal slightly more than weapon damage up to an average
- of 48 damage per hit at enemy level 20.
- - Human enemies have 4 armor at Level 1, which is slightly better than Imp armor. They scale up to -4 armor at Level
- 20, which is slightly worse than Daedra Seducer armor. Their armor does not change based on their equipment.
- - Human spellcaster spell variety greatly increased, all human spellcasters use the same spells regardless of level.
- - If using Enhanced Combat AI, Archers and Rangers never voluntarily move into melee range and will always retreat when
- approached. They'd rather shoot arrows.
- - If using Enhanced Combat AI, Barbarians will always charge the player. They're not too bright.
- - Level 20 Mages, Sorcerers, and Nightblades can see Invisible.
- - Sorcerers, Barbarians, and Rangers are now pacified by the Streetwise language skill.
- - The exact formulas and tables referenced in this section can be found in the FORMULAS & TABLES section of the ReadMe.
- ITEMS:
- - Weapon, armor, and shield durability heavily nerfed. Durability decreases as material tier increases.
- - Shields have much more durability than armor.
- - Many item weights and values changed. Weapon, armor and shield weights and values unchanged.
- - Enchantment Point capacities of weapons, armor, and shields changed. Staves have the highest capacity.
- - All weapons have the same durability scale. Best-in-weapon-skill weapons last the longest. For example, a Steel
- Warhammer will last exactly as long as a Steel Long Bow or a Steel Wakazashi. A Steel Staff will last exactly as
- long as a Steel Short Bow or Steel Dagger.
- - For exact item weights/values and durability and Enchantment Point values see the ITEM TABLES section of the ReadMe.
- LOOT:
- - All non-enemy loot has been unleveled. This applies to shop shelves, house containers and dungeon and building loot
- piles. The best materials are very rare but possible at any level. Player's level and Luck does not change drop chances.
- - If a level 1-15 enemy drops loot, it is normal unleveled loot (such as from loot piles, shop shelves, etc.).
- - If a level 16+ enemy drops loot, loot quality scales heavily with enemy's level. Level 30 enemies have extremely high
- chances to drop Daedric items. These drop chances are not changed by player's level or Luck.
- - Enemies that spawn with equipped armor and weapons now have a greatly increased chance to drop Gauntlets and any type
- of weapon or shield.
- - All gold generation unleveled, gold is much rarer. Gold dropped by enemies now scales with their level, with significant
- random variation. Player's level and Luck does not change gold generation chances.
- - Ingredient generation unleveled, ingredients are much rarer. All ingredients dropped by enemies now scale with their
- level, with significant random variation. Player's level and Luck does not change ingredient chances.
- - Reduced each armor piece's generation chance by an average of 38% for enemies that spawn with equipped armor.
- - Reduced shield and off-hand Short Blade generation chance by 40% for enemies that spawn with these item types.
- - Reduced Plate armor generation chance to 10% and increased Leather armor generation chance to 70%.
- - Arrows spawn with a maximum of 30 per stack.
- - The exact formulas and tables referenced in this section can be found in the FORMULAS & TABLES section of the ReadMe.
- LYCANTHROPY:
- - When player with Lycanthropy kills a civilian or Guard, one of 38 innocent-death-related messages is displayed.
- This message replaces the "City Watch just died." message.
- - If player is in wereform equipped gloves/boots aren't damaged when player attacks and they don't give to-hit bonuses.
- - If player is in wereform they can damage enemies that are normally immune to Hand-to-Hand.
- MAGIC ITEMS:
- - All non-quest-reward, non-artifact magic items have different names, enchantments, and/or durabilities.
- - Pointless vanilla item powers - for example, "Item of Venom Spitting" - replaced with more useful enchantments.
- - Regular magic items no longer spawn with the "Absorbs Spells" power. Artifacts still can.
- - Holy Water, Holy Daggers, and Holy Tomes cast Dispel Undead/Undead/Daedra on use, have 1/3/3 charges.
- - Empty Soul Gems cost 50,000 gold.
- - All non-boss filled Soul Gem costs increased by 50,000 gold.
- - All boss Soul Gem costs and Enchantment Point values greatly increased (except for Assassins, you can't bind human souls).
- - Daedroth Soul Gem cost and Enchantment Point value increased (this is in addition to the previously mentioned 50,000).
- - The new Holy items appear in high quality Pawn Shops and as random loot from enemies, loot piles and house containers.
- - The new Holy items won't dispel Undead/Daedra 100% of the time, success rate depends on player level.
- - Regular magic items found as loot or in stores will never be Holy Water, Holy Daggers, or Holy Tomes.
- - Bossfall's magic item and Soul Gem Enchantment Point value lists can be found in the ITEM TABLES section of the ReadMe.
- MONSTER STATS:
- - This section assumes you are using the Recommended setting preset, which sets the "Enemy Move Speed" setting to "Fast".
- For exact enemy movement speed values for "Fast" and "Very Fast" settings, see the FORMULAS & TABLES section of the ReadMe.
- - "Always charges" will only matter if you are using Enhanced Combat AI. If you are not, every enemy will always charge.
- - Monster level variation usually only changes their accuracy, dodging, and spell power. If monster is a Dreugh, Lamia,
- or any Atronach, their level variation will also slightly change their damage ranges.
- - Dreughs, Lamia, and all Atronachs will deal much less than stated damage if player is a Vampire.
- RAT:
- - Moves somewhat fast.
- - Always charges.
- - 1-3 damage per hit.
- - 2 average damage per attack animation.
- - Has 6-18 HP.
- - Has 7 Armor.
- - Level 1-3.
- - 5% chance per hit to inflict the Plague. In vanilla they could inflict other diseases.
- - Soul Gems cost 50,000 gold.
- IMP:
- - Can be damaged by any weapon material.
- - Moves somewhat slowly.
- - 1-10 damage per hit.
- - 5.5 average damage per attack animation.
- - Has 8-24 HP.
- - Has 5 Armor.
- - Level 1-4.
- - Has Magicka for 2 spells.
- - Spell variety greatly increased. See FORMULAS & TABLES section for full spell list.
- - Does not see Invisible.
- - Soul Gems cost 51,000 gold.
- SPRIGGAN:
- - Hand-to-Hand attacks deal 1/4 damage and player suffers 1 HP damage every landed attack.
- - Moves extremely slowly.
- - 1-12 damage per hit.
- - 6.5 average damage per attack animation.
- - Has 14-42 HP.
- - Has 6 Armor.
- - Level 1-5.
- - Soul Gems cost 51,000 gold.
- WEAPON EFFECTS:
- - Axes deal x2 damage.
- - Blunt Weapons deal x1 damage.
- - Long Blades deal x1 damage and suffer x2 durability damage.
- - Short Blades deal 1/2 damage and suffer x2 durability damage.
- - Archery Immune.
- GIANT BAT:
- - Moves very fast.
- - Always charges.
- - 1-7 damage per hit.
- - 4 average damage per attack animation.
- - Has 8-24 HP.
- - Has 5 Armor.
- - Level 1-5.
- - 5% chance per hit to inflict disease, increased from vanilla's 2%.
- - Soul Gems cost 50,000 gold.
- GRIZZLY BEAR:
- - Moves somewhat fast.
- - Always charges.
- - 1-18 damage per hit.
- - 9.5 average damage per attack animation.
- - Has 33-99 HP.
- - Has 6 Armor.
- - Level 2-6.
- - Soul Gems cost 50,000 gold.
- SABERTOOTH TIGER:
- - Moves fast.
- - Always charges.
- - 1-21 damage per hit.
- - 11 average damage per attack animation.
- - Has 25-75 HP.
- - Has 4 Armor.
- - Level 2-6.
- - Soul Gems cost 50,000 gold.
- SPIDER:
- - Attacks will not paralyze targets.
- - Has a 9.9% chance per hit to inflict one of eleven vanilla poisons. Poison selection is random. Each poison has the
- same chance to be selected.
- - Has a 0.1% chance per hit to inflict Drothweed. This pierces target's Poison Immunity if target is above level 1.
- - Moves very fast.
- - Always charges.
- - 1-8 damage per hit.
- - 4.5 average damage per attack animation.
- - Has 14-42 HP.
- - Has 5 Armor.
- - Level 2-6.
- - Soul Gems cost 50,000 gold.
- ORC:
- - Moves somewhat slowly.
- - 1-12 damage per hit.
- - 9.75 average damage per attack animation.
- - Has 24-72 HP.
- - Has 7 Armor.
- - Level 3-7.
- - Never wields a weapon, never drops large amounts of armor.
- - Never wields a poisoned weapon.
- - Soul Gems cost 51,000 gold.
- CENTAUR:
- - Moves fast.
- - 1-15 damage per hit.
- - 12 average damage per attack animation.
- - Has 20-60 HP.
- - Has 6 Armor.
- - Level 3-7.
- - Never wields a weapon, never drops large amounts of armor.
- - Never wields a poisoned weapon.
- - Soul Gems cost 53,000 gold.
- WEREWOLF:
- - Can be damaged by any weapon material.
- - Moves very fast.
- - 1-24 damage per hit.
- - 25 average damage per attack animation.
- - Has 33-99 HP.
- - Has 0 Armor.
- - Level 10-14.
- - Soul Gems cost 51,000 gold.
- WEAPON EFFECTS:
- - Silver weapons deal x1 damage.
- - Hand-to-Hand punches deal x1 damage if player is wearing Silver gloves.
- - Hand-to-Hand kicks deal x1 damage if player is wearing Silver boots.
- - All other weapon or Hand-to-Hand attacks deal 1/2 damage.
- NYMPH:
- - Can be damaged by any weapon material.
- - Moves slowly.
- - 1-10 damage per hit.
- - 5.5 average damage per attack animation.
- - Has 15-45 HP.
- - Has 4 Armor.
- - Level 4-8.
- - Soul Gems cost 60,000 gold.
- SLAUGHTERFISH:
- - Swims slowly.
- - Always charges.
- - 1-12 damage per hit.
- - 13 average damage per attack animation.
- - Has 20-60 HP.
- - Has 5 Armor.
- - Level 5-9.
- - Soul Gems cost 50,000 gold.
- ORC SERGEANT:
- - Moves somewhat slowly.
- - 1-25 damage per hit.
- - 19.5 average damage per attack animation.
- - Has 50-150 HP.
- - Has 2 Armor.
- - Level 9-13.
- - Soul Gems cost 51,000 gold.
- HARPY:
- - Can be damaged by any weapon material.
- - Moves fast.
- - 1-23 damage per hit.
- - 12 average damage per attack animation.
- - Has 25-75 HP.
- - Has 5 Armor.
- - Level 6-10.
- - Soul Gems cost 53,000 gold.
- WEREBOAR:
- - Can be damaged by any weapon material.
- - Moves fast.
- - 1-48 damage per hit.
- - 24.5 average damage per attack animation.
- - Has 44-132 HP.
- - Has 2 Armor.
- - Level 10-14.
- - Soul Gems cost 51,000 gold.
- WEAPON EFFECTS:
- - Silver weapons deal x1 damage.
- - Hand-to-Hand punches deal x1 damage if player is wearing Silver gloves.
- - Hand-to-Hand kicks deal x1 damage if player is wearing Silver boots.
- - All other weapon or Hand-to-Hand attacks deal 1/2 damage.
- SKELETAL WARRIOR:
- - Moves somewhat fast.
- - Always charges.
- - 1-19 damage per hit.
- - 10 average damage per attack animation.
- - Has 17-51 HP.
- - Has 4 Armor.
- - Level 6-10.
- - Does not see Invisible.
- - 2% chance per hit to inflict any disease. In vanilla they didn't inflict disease.
- - Soul Gems cost 50,000 gold.
- WEAPON EFFECTS:
- - Blunt Weapons deal x2 damage.
- - Axes or Hand-to-Hand attacks deal x1 damage.
- - Long Blades deal 1/2 dmg and suffer x2 durability damage.
- - Short Blades deal 1/3 dmg and suffer x3 durability damage.
- - Archery Immune.
- GIANT:
- - Moves somewhat fast.
- - Always charges.
- - 1-30 damage per hit.
- - 31 average damage per attack animation.
- - Has 70-210 HP.
- - Has 4 Armor.
- - Level 10-14.
- - Soul Gems cost 53,000 gold.
- ZOMBIE:
- - Moves extremely slowly.
- - Always charges.
- - 1-15 damage per hit.
- - 8 average damage per attack animation.
- - Has 33-99 HP.
- - Has 5 Armor.
- - Level 5-9.
- - 5% chance per hit to inflict disease, increased from vanilla's 2%.
- - Soul Gems cost 50,000 gold.
- WEAPON EFFECTS:
- - Axes deal x2 damage.
- - Blunt Weapons and Long Blades deal x1 damage.
- - Short Blades deal 1/2 damage.
- - Hand-to-Hand attacks deal 1/3 damage.
- - Archery attacks deal 1/4 damage.
- GHOST:
- - Moves extremely slowly.
- - Always charges.
- - 1-30 damage per hit.
- - 15.5 average damage per attack animation.
- - Has 5-15 HP.
- - Has -4 Armor.
- - Level 9-13.
- - Casts no spells.
- - Does not see Invisible.
- - Soul Gems cost 80,000 gold.
- WEAPON EFFECTS:
- - Silver weapons deal x1 damage.
- - Hand-to-Hand punches deal x1 damage if player is wearing Silver gloves.
- - Hand-to-Hand kicks deal x1 damage if player is wearing Silver boots.
- - Immune to all other weapon or Hand-to-Hand attacks.
- MUMMY:
- - Can be damaged by any weapon material.
- - Moves extremely slowly.
- - Always charges.
- - 1-25 damage per hit.
- - 13 average damage per attack animation.
- - Has 45-135 HP.
- - Has 2 Armor.
- - Level 8-12.
- - Does not see Invisible.
- - 2% chance per hit to inflict disease, decreased from vanilla's 5%.
- - Soul Gems cost 60,000 gold.
- WEAPON EFFECTS:
- - Axes and Long Blades deal x2 damage.
- - Blunt Weapons, Short Blades, and Hand-to-Hand attacks deal x1 damage.
- - Archery attacks deal 1/2 damage.
- GIANT SCORPION:
- - Attacks will not paralyze targets.
- - Has a 9.9% chance per hit to inflict one of eleven vanilla poisons. Poison selection is random. Each poison has the
- same chance to be selected.
- - Has a 0.1% chance per hit to inflict Drothweed. This pierces target's Poison Immunity if target is above level 1.
- - Hand-to-Hand attacks deal 1/2 damage and player suffers 1 HP damage every landed attack.
- - Moves fast.
- - Always charges.
- - 1-30 damage per hit.
- - 15.5 average damage per attack animation.
- - Has 33-99 HP.
- - Has 1 Armor.
- - Level 10-14.
- - Soul Gems cost 50,000 gold.
- WEAPON EFFECTS:
- - Axes deal x2 damage.
- - Blunt Weapons, Long Blades, and Short Blades deal x1 damage.
- - Archery attacks deal 1/3 damage.
- ORC SHAMAN:
- - Moves somewhat slowly.
- - 1-35 damage per hit.
- - 28.8 average damage per attack animation.
- - Has 55-165 HP.
- - Has -2 Armor.
- - Level 14-18.
- - Has Magicka for 4-6 spells. See FORMULAS & TABLES section for full list of Magicka capacities by level.
- - Spell variety greatly increased. See FORMULAS & TABLES section for full spell list.
- - Soul Gems cost 53,000 gold.
- GARGOYLE:
- - Hand-to-Hand attacks deal no damage and player suffers 2 HP damage every landed attack.
- - Can be damaged by any weapon material.
- - Moves extremely slowly.
- - Always charges.
- - 1-50 damage per hit.
- - 25.5 average damage per attack animation.
- - Has 50-150 HP.
- - Has -1 Armor.
- - Level 12-16.
- - Soul Gems cost 53,000 gold.
- WEAPON EFFECTS:
- - Blunt Weapons deal x1 damage and suffer x2 durability damage.
- - Axes deal x1 damage and suffer x3 durability damage.
- - Long Blades deal 1/2 damage and suffer x4 durability damage.
- - Short Blades deal 1/3 damage and suffer x4 durability damage.
- - Archery Immune.
- WRAITH:
- - Moves slowly.
- - Always charges.
- - 1-45 damage per hit.
- - 23 average damage per attack animation.
- - Has 10-30 HP.
- - Has -8 Armor.
- - Level 13-17.
- - Has Magicka for 4-5 spells. See FORMULAS & TABLES section for full list of Magicka capacities by level.
- - Spell variety greatly increased. See FORMULAS & TABLES section for full spell list.
- - Does not see Invisible.
- - Soul Gems cost 80,000 gold.
- WEAPON EFFECTS:
- - Silver weapons deal x1 damage.
- - Hand-to-Hand punches deal x1 damage if player is wearing Silver gloves.
- - Hand-to-Hand kicks deal x1 damage if player is wearing Silver boots.
- - Immune to all other weapon or Hand-to-Hand attacks.
- FROST DAEDRA:
- - Can be damaged by any weapon material.
- - Moves slowly.
- - 1-100 damage per hit.
- - 75.75 average damage per attack animation.
- - Has 35-105 HP.
- - Has 0 Armor.
- - Level 15-19.
- - Has Magicka for 4-6 spells. See FORMULAS & TABLES section for full list of Magicka capacities by level.
- - Spell variety slightly increased. See FORMULAS & TABLES section for full spell list.
- - Always drops a weapon, usually drops large amounts of armor.
- - Does not see Invisible.
- - Soul Gems cost 100,000 gold.
- FIRE DAEDRA:
- - Player suffers 4 HP damage every landed Hand-to-Hand attack.
- - Can be damaged by any weapon material.
- - Moves fast.
- - 1-50 damage per hit.
- - 38.25 average damage per attack animation.
- - Has 60-180 HP.
- - Has -3 Armor.
- - Level 15-19.
- - Has Magicka for 4-6 spells. See FORMULAS & TABLES section for full list of Magicka capacities by level.
- - Spell variety slightly increased. See FORMULAS & TABLES section for full spell list.
- - Always drops a weapon, usually drops large amounts of armor.
- - Does not see Invisible.
- - Soul Gems cost 100,000 gold.
- DAEDROTH:
- - Can be damaged by any weapon material.
- - Moves somewhat fast.
- - 1-50 damage per hit.
- - 51 average damage per attack animation.
- - Has 66-198 HP.
- - Has -4 Armor.
- - Level 16-20.
- - Has Magicka for 5-8 spells. See FORMULAS & TABLES section for full list of Magicka capacities by level.
- - Spell variety greatly increased. See FORMULAS & TABLES section for full spell list.
- - Always drops a weapon, usually drops large amounts of armor.
- - Does not see Invisible.
- - Soul Gems cost 150,000 gold and are worth 1,000 Enchantment Points.
- DAEDRA SEDUCER:
- - Can be damaged by any weapon material.
- - Moves fast.
- - 1-90 damage per hit.
- - 45.5 average damage per attack animation.
- - Has 75-225 HP.
- - Has -5 Armor.
- - Level 17-20.
- - Has Magicka for 5-8 spells. See FORMULAS & TABLES section for full list of Magicka capacities by level.
- - Spell variety greatly increased. See FORMULAS & TABLES section for full spell list.
- - Always drops a weapon, usually drops large amounts of armor.
- - Soul Gems cost 200,000 gold.
- DRAGONLING:
- - Moves fast.
- - 1-30 damage per hit.
- - 15.5 average damage per attack animation.
- - Has 40-120 HP.
- - Has 3 Armor.
- - Level 8-12.
- - Soul Gems cost 50,000 gold.
- FIRE ATRONACH:
- - Player suffers 2 HP damage every landed Hand-to-Hand attack.
- - Moves fast.
- - 15-33 average damage per hit, this will vary slightly depending on the Fire Atronach's level.
- - 24 average damage per attack animation, this will vary slightly depending on the Fire Atronach's level.
- - Has 40-120 HP.
- - Has 3 Armor.
- - Level 14-18.
- - Soul Gems cost 80,000 gold.
- IRON ATRONACH:
- - Hand-to-Hand attacks deal no damage and player suffers 3 HP damage every landed attack.
- - Moves extremely slowly.
- - 15-43 average damage per hit, this will vary slightly depending on the Iron Atronach's level.
- - 29 average damage per attack animation, this will vary slightly depending on the Iron Atronach's level.
- - Has 66-198 HP.
- - Has 2 Armor.
- - Level 14-18.
- - Soul Gems cost 80,000 gold.
- WEAPON EFFECTS:
- - Blunt Weapons deal x1 damage and suffer x3 durability damage.
- - Axes deal 1/2 damage and suffer x4 durability damage.
- - Long Blades deal 1/3 damage and suffer x5 durability damage.
- - Short Blades deal 1/4 damage and suffer x5 durability damage.
- - Archery Immune.
- FLESH ATRONACH:
- - Moves extremely slowly.
- - 15-28 average damage per hit, this will vary slightly depending on the Flesh Atronach's level.
- - 21.5 average damage per attack animation, this will vary slightly depending on the Flesh Atronach's level.
- - Has 60-180 HP.
- - Has 4 Armor.
- - Level 14-18.
- - Soul Gems cost 60,000 gold.
- WEAPON EFFECTS:
- - Axes deal x2 damage.
- - Blunt Weapons and Long Blades deal x1 damage.
- - Short Blades deal 1/2 damage.
- - Hand-to-Hand attacks deal 1/3 damage.
- - Archery attacks deal 1/4 damage.
- ICE ATRONACH:
- - Hand-to-Hand attacks deal no damage and player suffers 2 HP damage every landed attack.
- - Moves extremely slowly.
- - 15-38 average damage per hit, this will vary slightly depending on the Ice Atronach's level.
- - 26.5 average damage per attack animation, this will vary slightly depending on the Ice Atronach's level.
- - Has 50-150 HP.
- - Has 3 Armor.
- - Level 14-18.
- - Soul Gems cost 80,000 gold.
- WEAPON EFFECTS:
- - Blunt Weapons deal x1 damage.
- - Axes deal x1 damage and suffer x2 durability damage.
- - Long Blades deal 1/2 damage and suffer x3 durability damage.
- - Short Blades deal 1/3 damage and suffer x4 durability damage.
- - Archery Immune.
- DREUGH:
- - Swims extremely slowly.
- - 7-20 average damage per hit, this will vary slightly depending on the Dreugh's level.
- - 18 average damage per attack animation, this will vary slightly depending on the Dreugh's level.
- - Has 22-66 HP.
- - Has 5 Armor.
- - Level 6-10.
- - Soul Gems cost 60,000 gold.
- LAMIA:
- - Swims slowly.
- - 15-33 average damage per hit, this will vary slightly depending on the Lamia's level.
- - 48 average damage per attack animation, this will vary slightly depending on the Lamia's level.
- - Has 51-153 HP.
- - Has 0 Armor.
- - Level 14-18.
- - Soul Gems cost 60,000 gold.
- POTIONS:
- - Increased potion generation chance by 33% for all enemies that can spawn with them.
- QUESTING:
- - A Bossfall mini-tutorial quest activates when starting a new game.
- - If the Display Enemy Level setting is on, activating quest enemies in Info mode will display their level and name at
- greatly increased distances. The activation limit is twice as far as vanilla's standard enemy activation distance.
- SETTINGS:
- - I suggest using the Recommended preset.
- - Settings default to Bossfall v1.2.1 values so current Bossfall players don't have to change settings unless they want to.
- POWERFUL ENEMIES ARE:
- - Determines how often powerful enemies spawn, also tweaks other enemy rarities.
- ENEMY MOVE SPEED:
- - Switch between vanilla enemy movespeed and two faster options.
- SKILL ADVANCEMENT DIFFICULTY:
- - Switch between vanilla skill advancement difficulty and two harder options.
- BOSS PROXIMITY WARNING:
- - HUD warning message when (non-Assassin) boss nearby, detection radius half a dungeon block.
- DISPLAY ENEMY LEVEL:
- - Activating an enemy in Info/Talk/Grab mode displays enemy's level as well as name.
- ALTERNATE LOOT PILES:
- - Uses expanded vanilla sprite list so loot piles have some visual variety.
- - May not work perfectly with Handpainted Models.
- SHOPS:
- - Horses and Wagons are expensive.
- - General Stores buy armor.
- - Shop quality now determines what items can be sold at a store. "Rusty Relics" and "Sturdy Shelves" quality stores
- have much less selection. "Average" and "Better Appointed" quality stores have slightly less selection. "Incense Burning"
- stores can stock any item available for the store type.
- - Low quality stores will never sell fancy- or expensive-looking items. For example, a "Rusty Relics" store will never
- sell Formal Cloaks. Those are only available in "Average" quality stores and higher. As a second example, "Rusty Relics"
- to "Better Appointed" stores will never stock Diamonds. "Incense Burning" stores are the only shops that can stock them.
- - All shops on average stock fewer items.
- - Cuirasses, gauntlets, tower shields, and best-in-slot weapons are not in low quality shops.
- - Shops of "Average" quality or better that are not libraries or bookstores will stock far fewer books.
- - Shops below "Average" quality that are not libraries or bookstores will never stock books.
- - Booksellers stock lots more books.
- - All shop formulas and shop item quality lists are in the FORMULAS & TABLES and ITEM TABLES sections of the ReadMe.
- SKILLS:
- - Most skills are by default extremely hard to level. Change this with the "Skill Advancement Difficulty" setting.
- - Monster language skills are much easier to level.
- - Miscellaneous Skill starting levels are 1 to 4 rather than vanilla's 3 to 6. This only applies to new characters.
- - Etiquette and Streetwise are exercised when encountering human enemies even if you don't pacify them. This now matches
- behavior of other language skills.
- - Reduced skill tallies from 3 to 1 for successful language skill pacifications.
- - The Running skill will correctly increase at player's maximum possible level of 32, at a Running skill of 99, with
- a Career Advancement Difficulty of 3.0, and with "VeryLow" player Reflexes - in vanilla it would not do so.
- - For precise skill difficulties by setting, see the FORMULAS & TABLES section of the ReadMe.
- VAMPIRISM:
- - Vampire players are healed when they kill anything with fresh blood. Difficult or large entities heal player much more.
- - Technically speaking, Vampire players will heal when they're within a short distance of a dying entity, they do not
- have to actually kill them. This is to prevent players from healing from long-range bow and spell kills, and also
- because I couldn't figure out how to tell what is killing entities.
- - One of 52 fresh blood messages display when player heals more than 1 HP, this replaces the "(enemy) just died." message.
- - One of 14 old blood messages display when player is healed 1 HP. This only happens with Zombies and Flesh Atronachs,
- as they don't have fresh blood. This replaces the "(enemy) just died." message.
- - Exact heal amounts per entity can be found in the FORMULAS & TABLES section of the ReadMe.
-
Version 1.3
- BOSSFALL v1.3 Changelog
Using DaggerfallUnity 0.13.4
ENEMIES:
Changed which enemies see Invisible: (thanks yabay for the new See Invisible list!)
All bosses (except Orc Warlords, they're not the brightest)
Daedra Seducers
Level 20 Mage/Sorcerer/Nightblade
Enemy immunities reworked - some previously useless weapon types now do significantly reduced damage (thanks cantcomeupwithsomething for the damage scaling idea!)
All HUD weakness/resistance/immunity messages changed for clarity's sake, now only pop up once per enemy
Spriggan:
Axe deals x2 damage
Blunt Weapon deals x1 dmg
Long Blade deals x1 dmg, suffers x2 durability dmg
Short Blade deals 1/2 dmg, suffers x2 durability dmg
Hand-to-Hand deals 1/4 dmg, player suffers 1 HP dmg
Archery Immune
Zombie/Flesh Atronach:
Axe deals x2 damage
Blunt Weapon/Long Blade deals x1 dmg
Short Blade deals 1/2 dmg
Hand-to-Hand deals 1/3 dmg
Archery deals 1/4 dmg
Skeletal Warrior:
Blunt Weapon deals x2 damage
Axe/Hand-to-Hand deals x1 dmg
Long Blade deals 1/2 dmg, suffers x2 durability dmg
Short Blade deals 1/3 dmg, suffers x3 durability dmg
Archery Immune
Giant Scorpion:
Axe deals x2 damage
Blunt Weapon/Long Blade/Short Blade deals x1 dmg
Hand-to-Hand deals 1/2 dmg, player suffers 1 HP dmg
Archery deals 1/3 dmg
Ghost/Wraith:
Silver weapons/gloves/boots deal x1 dmg
Immune to all other materials
Mummy:
Axe/Long Blade deals x2 damage
Blunt Weapon/Short Blade/Hand-to-Hand deals x1 dmg
Archery deals 1/2 dmg
Gargoyle:
Blunt Weapon deals x1 damage, suffers x2 durability dmg
Axe deals x1 dmg, suffers x3 durability dmg
Long Blade deals 1/2 dmg, suffers x4 durability dmg
Short Blade deals 1/3 dmg, suffers x4 durability dmg
Hand-to-Hand Immune, player suffers 2 HP dmg
Archery Immune
Iron Atronach:
Blunt Weapon deals x1 damage, suffers x3 durability dmg
Axe deals 1/2 dmg, suffers x4 durability dmg
Long Blade deals 1/3 dmg, suffers x5 durability dmg
Short Blade deals 1/4 dmg, suffers x5 durability dmg
Hand-to-Hand Immune, player suffers 3 HP dmg
Archery Immune
Fire Atronach:
Player suffers 2 HP damage per landed Hand-to-Hand attack
Ice Atronach:
Axe deals x1 damage, suffers x2 durability dmg
Blunt Weapon deals x1 dmg
Long Blade deals 1/2 dmg, suffers x3 durability dmg
Short Blade deals 1/3 dmg, suffers x4 durability dmg
Hand-to-Hand Immune, player suffers 2 HP dmg
Archery Immune
Fire Daedra:
Player suffers 4 HP damage per landed Hand-to-Hand attack
Vampire/Lich/Vampire Ancient/Ancient Lich:
Silver weapons/gloves/boots deal x2 damage
All other materials deal x1 dmg
Werewolf/Wereboar:
Silver weapons/gloves/boots deal x1 damage
All other materials deal 1/2 dmg
ITEMS:
Shield armor scales with material tier, now shields made of high tier materials are actually useful
An Iron Tower Shield grants 3 armor, an Elven Tower Shield grants 5 armor, a Daedric Tower Shield grants 10 armor
Leather/Chain/Steel/Silver shield armor values unchanged
Enchanted Boots/Gauntlets broken by H2H durability damage disappear from inventory like other broken magic items
MAGIC ITEMS:
Holy Water displays custom HUD message when used
MISCELLANEOUS CODE CHANGES:
If it feels to you like v1.3 features less gameplay changes than previous major versions, I agree - I spent tons of time improving my code efficiency
Player likely won't notice any of the below changes but I mention them due to the time/energy investment
Greatly increased efficiency of Bossfall enemy move speed and AI code
Greatly increased efficiency of Bossfall FormulaHelper code, mostly in attack formulas
Changed saves/loads to save/restore enemy level and all level-dependent values (human enemy damage & armor, spell damage, skill levels)
Backwards compatible w/old Bossfall saves & non-Bossfall saves, this adds an "enemyLevel" line to all enemies in your save file
Improved vanilla mod support by reverting to vanilla DFU code in a few places and moving my changes elsewhere to not conflict w/mods
SETTINGS:
"Bossfall" settings section added to Advanced Settings top bar after Accessibility section
Click the "Use Recommended Settings" button to set everything to the settings I recommend
Settings default to Bossfall v1.2.1 values so current Bossfall players don't have to mess around with settings unless they want to
"Powerful Enemies Are:" (I recommend LESS COMMON) Determines how often powerful enemies spawn, also tweaks other enemy rarities
"More Common" is Bossfall v1.2.1 spawn frequency, "Less Common" is rebalance I did for v1.3
"Enemy Move Speed" (I recommend FAST) Switch between vanilla enemy movespeed and two faster options
"Very Fast" is Bossfall v1.2.1 speed, "Fast" is rebalance I did for v1.3
"Skill Advancement Difficulty" (I recommend HARD) Switch between vanilla skill advancement difficulty and two harder options
"Hard" is rebalance I did for Bossfall v1.3, "Extremely Hard" is v1.2.1 difficulty, IMO suitable for only the most patient adventurers
"Boss Proximity Warning" (I recommend ON) HUD warning message when (non-Assassin) boss nearby, detection radius half a dungeon block
"Display Enemy Level" (I recommend ON) Activating an enemy in Info/Talk/Grab mode displays enemy's level as well as name
"Alternate Loot Piles" (I recommend ON) Uses expanded vanilla sprite list so loot piles have some visual variety
May not work perfectly with graphics mods like D.R.E.A.M. and Handpainted Models
SKILLS:
Player will start climbing much more frequently at low Climbing skill levels
VAMPIRISM:
If player is a Vampire, they heal 2 HP every landed Hand-to-Hand attack
- BOSSFALL v1.3 Changelog
-
Version 1.2.1
- Initial NexusMods release
BOSSFALL v1.2.1 Changelog
Using DaggerfallUnity 0.13.4
CHARACTER CREATION:
BOSSFALL essentially requires a custom super-powered character, so I rebalanced custom character creation
Moved default custom class HP/Level to 20 rather than 8, did not increase default skill advancement difficulty
Most advantages are cheaper, most disadvantages drop difficulty dagger much more
Reducing HP/Level below 20 drops difficulty dagger much more per point
COMBAT MECHANICS:
Restored enemy strafe timer to vanilla functionality (not working right previously due to my error)
DUNGEONS:
Streamlined random selection of enemies, dungeons may load a bit faster
Sabertooth Tigers/Grizzly Bears removed from Mine dungeon types, more Giant Bats and Rats
ITEMS:
I noticed I reduced Weapon generation in General Stores. I forgot to add that to v1.2 Changelog
- Initial NexusMods release
-
Version 1.2
- BOSSFALL v1.2 Changelog
BANKING:
You can only have one bank loan at a time, different regions will not loan you more
Defaulting on any loan will permanently ban player from getting another loan from any region
Bank loans charge 20% interest rather than 10%
BOSS INFO:
Assassins will switch to having boss stats once player is Level 7 or higher (2 levels higher than v1.1)
Assassin weapon poison bypasses Poison Immunity once player is Level 7 or higher (Immunity bypass didn't work in v1.1)
BOSS STAT CHANGES:
Vampires, Vampire Ancients, and Alternate Dragonlings will do much less than stated dmg if player is a Vampire
"avg dmg/atk" accounts for multiple instances of damage per attack animation (from Assassins, Orc Warlords, and Daedra Lords)
"avg dmg/atk" is average dmg monster will inflict in one attack animation
Large Assassin damage nerf now that they bypass Poison Immunity
Large Daedra Lord damage nerf to better match average damage of other bosses
Boss damage scales smoother, likely will have no game impact but I like consistency
Vampire
55-85 dmg
70 avg dmg/atk (-3 nerf)
Lich
60-90 dmg
75 avg dmg/atk
Assassin
39-67 dmg
106 avg dmg/atk (-40 nerf)
-8 Armor (It was -16 in v1.1 due to my error)
Alternate Dragonling
95-125 dmg
110 avg dmg/atk (+5 buff)
Orc Warlord
42-73 dmg
115 avg dmg/atk (+5 buff)
Daedra Lord
30-60 dmg
120 avg dmg/atk (-40 nerf)
Vampire Ancient
110-140 dmg
125 avg dmg/atk (-3 nerf)
Ancient Lich
115-145 dmg
130 avg dmg/atk (-5 nerf)
COMBAT:
Gauntlet/boot material affects player's Hand-to-Hand to-hit roll, scales just like vanilla weapon materials
Gauntlet material affects player's punch to-hit, boot material affects player's kick to-hit
Leather/Chain/Steel/Silver do not alter player's to-hit
Successful Hand-to-Hand attacks damage player's glove/boot durability based on if attack is punch/kick
Silver gauntlets/boots will damage Ghosts/Wraiths/Werewolves/etc. if player is using Hand-to-Hand
If you're wearing silver gauntlets you must use punch attacks to damage Ghosts/Wraiths/etc.
If you're wearing silver boots you must use kick attacks to damage Ghosts/Wraiths/etc.
COMBAT MECHANICS:
I don't want non-sentient or stupid enemies to retreat, so these enemies always charge:
Rat
Giant Bat
Grizzly Bear
Sabertooth Tiger
Spider
Slaughterfish
Skeletal Warrior
Giant
Zombie
Ghost
Mummy
Giant Scorpion
Gargoyle
Wraith
Barbarian
Archers/Rangers never move in to attack if they can see player, always retreat, player must rush them
Archer/Ranger movespeed nerfed to reduce annoyance factor when rushing them
None of these changes apply if Enhanced Combat AI is disabled
DISEASE/POISON:
Bossfall v1.1 incorrectly stated a rare spider/scorpion poison bypassed Poison Immunity when it did not
This has been corrected, spider/scorpion has 0.1%/hit of inflicting Drothweed that bypasses Poison Immunity
Spider/Giant Scorpion poison chance nerfed to 10% per hit, I fixed buggy Spider/Scorpion poison formula
Non-boss poisoned weapons will not bypass Resistance or Immunity
Moved non-boss poisoned weapon chance back to vanilla 5%
DUNGEON ENCOUNTER TABLES:
Centaurs aren't in any dungeons, Imps are never found outside dungeons (I forgot to add this to v1.1 changelog)
Every encounter table has been rewritten, no longer using any code from Jay_H's "Unleveled Mobs"
Human Stronghold - Sorcerers removed, replaced with Mages
Prison - Mages removed, replaced with Sorcerers
Desecrated Temple - Barbarians/Harpies added, less Daedra Seducers/Giant Bats
Natural Cave - Sabertooth Tigers removed, more Rats
Crypt - Sabertooth Tigers/Grizzly Bears/Spiders removed, more Skeletons/Zombies/Mummies
Orc Stronghold - more Orc Sergeants/Orc Shamans, less Orcs
Spider Nest - Ghosts added, less Mummies
Barbarian Stronghold - Harpies added, slightly less Barbarians
Cemetery - Added Ghosts (they're rare), less Giant Bats
Underwater - Added Ghosts & Wraiths (they're very rare), less Lamias and Ice Atronachs, more Skeletons
Default building - every human enemy, vermin, Assassin boss
Guildhall - every human enemy, vermin, Alternate Dragonling boss
Temple - every human enemy, vermin, Orc Warlord boss
Palace, House 1 - every human enemy, vermin, Daedra Lord boss
House 2 - every human enemy, vermin, Vampire boss
House 3 - every human enemy, vermin, Ancient Lich boss
ENEMIES:
Human enemies are unleveled once player hits Level 7, 2 levels higher than v1.1 (this includes Guards. HALT!)
Human enemies switch to Hand-to-Hand if that's more damaging than their weapon
Thus, human enemies do much more damage at higher levels (they switch to H2H around enemy level 5)
I thought this H2H check was already in v1.1 but I read the formula wrong
In v1.1 I applied human enemy armor incorrectly, armor did not scale with their level
This has been corrected, human enemies have 4 armor @ Level 1 (slightly better than Imp armor), scales up to -4 armor @ Level 20 (slightly worse than Daedra Seducer armor)
Bards pacified by Etiquette, Barbarians/Rangers by Streetwise
Using Hand-to-Hand against Fire Atronachs/Fire Daedra damages player (if in wereform player won't take dmg)
If using Enhanced Combat AI enemy move speed will not be reduced while enemy is melee attacking
ENEMY STAT CHANGES:
No longer using any stats from Ralzar's "Meaner Monsters"
Rat
7 Armor (+1 buff)
Spriggan
6 Armor (+1 buff)
Giant Bat
5 Armor (-1 nerf)
Grizzly Bear
6 Armor (+1 buff)
Sabertooth Tiger
4 Armor (+1 buff)
Orc
Level 5 (-1 nerf)
Nymph
4 Armor (+1 buff)
Orc Sergeant
25 Max Damage (-5 nerf)
Level 11 (-2 nerf)
2 Armor (-1 nerf)
Zombie
5 Armor (+1 buff)
Mummy
2 Armor (+1 buff)
Orc Shaman
55-165 HP (+12-36 buff)
Level 16 (+3 buff)
-2 Armor (+2 buff)
Gargoyle
-1 Armor (+1 buff)
Frost Daedra
0 Armor (-1 nerf)
Daedroth
198 Max HP (-2 nerf)
Dragonling
30 Max Damage (+3 buff)
40-120 HP (+15-45 buff)
Iron Atronach
198 Max HP (-2 nerf)
Lamia
0 Armor (-2 nerf)
GAMEPLAY:
Building identification in "Info" mode range doubled
Removed the check I put in for switching to Hand-to-Hand if player can't be harmed by enemy's weapon, that check already exists in vanilla DFU code
Shortened most HUD messages when attacking enemies that are immune to your weapon for brevity's sake
After a successful Pickpocket skill check on a human enemy or townsperson, 10% of the time you'll pilfer up to 100 gold pieces, 90% of the time you'll find nothing
Thus, Pickpocketing is 3.3 times more profitable (I never liked how pointless it was in vanilla)
Regardless of whether you find any gold, a successful Pickpocket check will count toward your Thieves Guild initiation letter
ITEMS:
Material generation chances fixed, Daedric possible from any enemy, store, or loot pile, not just high level enemies (major oops)
Rebalanced weapon durabilities, all weapon types use same scale (If you're using RPR:I that'll overwrite a few weapon durabilities)
Daggers have greater durability, bows slightly more, Long Blades/Axes/Blunt Weapons much less
No longer using any item stats from Hazelnut & Ralzar's "Roleplay and Realism: Items"
Changed a few miscellaneous item stats/weights
LOOT:
Gauntlets are now generated as regular enemy equipment (if using RPR:I this change will be hard to notice)
Changed high tier material chances - non-boss human enemies and Daedra will drop somewhat less good loot
High level bosses (anything other than Liches & Vampires) will drop significantly more Daedric
If using RPR:I Cemetery loot piles won't contain armor/weapons (Cemeteries were too profitable w/RPR:I)
If not using RPR:I Cemetery loot piles are now more profitable
LYCANTHROPY:
Transforming into werewolf/wereboar no longer restores player to maximum health
If in wereform equipped gloves/boots aren't damaged and don't give +to-hit bonuses to Hand-to-Hand attacks
If in wereform player can damage enemies that are normally immune to Hand-to-Hand
MAGIC ITEMS:
Holy Water, Holy Daggers, and Holy Tomes cast Dispel Undead/Undead/Daedra on use, have 1/3/3 charges
Holy items generate as normal in high quality Pawn Shops and as random loot from enemies, loot piles and house containers
They will not dispel Undead/Daedra 100% of the time, success rate depends on player level (just like regular Dispel spells)
Most useless magic item effects replaced, some names changed
"Item of Teleportation" has Recall as Cast When Used power
Pacify Undead/Humanoid/Animal & Charm added as Cast When Used powers (in case player can't outrun a boss)
Dispel Magic is now a Potion, recipes spawn normally (so player can get rid of Continuous Damage effects)
Potions of Restore Power restore 50 Magicka, doesn't scale w/player level
Regular magic items found as loot or in stores will never be Holy Water, Holy Daggers, or Holy Tomes
NON-DUNGEON ENCOUNTER TABLES (completely reworked for v1.2):
Mountain Woods use Mountain spawn tables in town at night and in wilderness during the day, use new, unique encounter table in wilderness at night
Swamps use Rainforest encounter tables
Desert, in location, night - all human enemies, rare Werewolf/Wereboar/Gargoyle, Vampire boss
Desert, not in location, day - Giant Scorpions, Dragonlings, Nymphs, Daedra Seducer, Fire Atronachs, Rangers, Gargoyles, Fire Daedra, Alternate Dragonling boss
Desert, not in location, night - Rangers, Gargoyles, Mummy/Skeletons/Ghost/Wraith, Lich & Ancient Lich bosses
Mountain/Mountain Woods, in location, night - all human enemies, rare Werewolf/Wereboar/Grizzly Bear, Assassin boss
Mountain/Mountain Woods, not in location, day - all human enemies, orcs & sergeants, Grizzly Bear/Centaur/Giant/Harpy/Spriggan, Lich boss
Mountain, not in location, night - Rangers/Barbarians, Werewolf/Wereboar, Frost Daedra/Ice Atronachs, undead, Grizzly Bear/Gargoyle/Spriggan, Vampire Ancient boss
Mountain Woods, not in location, night - same enemies as Mountains not in location @ night, but less Frost Daedra/Ice Atronachs/Gargoyles/lycanthropes, more Spriggans/Rangers/Barbarians, Ancient Lich boss
Rainforest/Swamp, in location, night - all human enemies, rare Werewolf/Wereboar/Spider/Daedroth, Alternate Dragonling boss
Rainforest/Swamp, not in location, day - all humans & orcs, Spider/Sabertooth Tiger/Spriggan/Nymph/Daedroth/Daedra Seducer, Orc Warlord boss
Rainforest/Swamp, not in location, night - all humans & orcs, undead, Spider/Sabertooth Tiger/Giant Bat/Spriggan/Daedroth/lycanthropes, Daedra Lord boss
Subtropical, in location, night - all human enemies, rare Werewolf/Wereboar/Sabertooth Tiger, Assassin boss
Subtropical, not in location, day - all humans & orcs, Spider/Sabertooth Tiger/Spriggan/Rat/Centaur/Nymph/Daedroth/Daedra Seducer, Daedra Lord boss
Subtropical, not in location, night - all humans & orcs, Spider/Rat/Giant Bat/Sabertooth Tiger/Spriggan/Daedroth/lycanthropes, undead, Vampire Ancient boss
Woodlands, in location, night - all human enemies, rare Werewolf/Wereboar/Spriggan, Vampire boss
Woodlands, not in location, day - all human enemies, orcs & sergeants, Grizzly Bear/Spider/Centaur/Giant/Spriggan/Rat, Alternate Dragonling boss
Woodlands, not in location, night - all human enemies, orcs & sergeants, Grizzly Bear/Spider/Spriggan/Rat/Giant Bat/lycanthropes, undead, Orc Warlord boss
Haunted Woodlands, in location, night - all human enemies, Ghosts & Wraiths, rare Werewolf/Wereboar/Flesh Atronach, Vampire & Vampire Ancient bosses
Haunted Woodlands, not in location, day - undead, Spriggans, lycanthropes, Flesh Atronachs, Lich & Ancient Lich bosses
Haunted Woodlands, not in location, night - undead, lycanthropes, Flesh Atronachs, Vampire, Lich, Vampire Ancient & Ancient Lich bosses
SHOPS:
Reduced overall item generation chances in shops, shop quality now has huge impact on what's available
Fancy clothing and other expensive-looking items are only in high quality shops
Cuirasses, gauntlets, tower shields, and best-in-slot weapons are not in low quality shops
If using RPR:I you will find Wakazashis, Katanas & Dai-Katanas in low quality shops
Shops of average quality or better that are not libraries or bookstores will stock far fewer books
Shops below average quality (sturdy shelves, rusty relics) that are not libraries or bookstores will never stock books
General stores stock less armor, Booksellers stock lots more books
SKILLS:
In v1.1 I went overboard on skill advancement difficulty
Medical/Stealth/Running/Orcish/Harpy/Giantish/Daedric easier to level
All weapons/spells/Dodging/Critical Strike easier to level
Backstabbing much easier to level
Etiquette/Streetwise are exercised with human enemies even if you don't pacify them
Reduced language skill tallies from successful pacification from 3 to 1
Running will correctly level up at higher Running skill levels
SPELLS:
Regenerate effect removed from SpellMaker
Fire Daedra spell kit now includes God's Fire
- BOSSFALL v1.2 Changelog
-
Version 1.1
- BOSSFALL v1.1 Changelog
BOSS INFO:
Bosses have 1% chance of spawning, on average one boss every 4 block dungeon
Assassin, Alternate Dragonling, Vampire, Vampire Ancient move speed buffed
Due to limited selection boss doesn't always fit environment/dungeon type
Every boss sees Invisible
Mana for 30 spells at Levels 21-25, infinite mana at 26-30
All bosses drop loot, often loaded with Daedric
Vampire/Lich soul gems cost 750,000 gold, all other bosses 1,500,000
Vampire/Lich soul gems worth 7,500 Enchantment Points, all other bosses 15,000 (except Assassins, you can't bind human souls)
Assassins removed from aboveground (non-dungeon) vanilla quests intended to be easy
BOSS STATS:
Vampire
46-100 dmg
80-240 HP
-6 armor
Level 21-25
Spellcaster
Silver x2 dmg
Lich
50-100 dmg
80-240 HP
-7 armor
Level 21-25
Spellcaster
Silver x2 dmg
Assassin
39-126 dmg
100-300 HP
-8 armor
Level 21-30
Poisoned weapon that bypasses immunity (if using RPR:I Assassins have vanilla 60% chance of poisoned weapon)
Alternate Dragonling
76-135 dmg
130-390 HP
-9 armor
Level 21-30
Orc Warlord
40-70 dmg
150-450 HP
-10 armor
Level 21-30
Daedra Lord
50-70 dmg
170-510 HP
-11 armor
Level 26-30
Spellcaster
Vampire Ancient
101-155 dmg
180-540 HP
-12 armor
Level 26-30
Silver x2 dmg
Ancient Lich
100-170 dmg
200-600 HP
-13 armor
Level 26-30
Spellcaster
Silver x2 dmg
CHARACTER CREATION:
Resistances/Immunities more expensive
Spell Absorption too expensive to use
Everything else cheaper/same cost
Custom classes start w/Steel Longsword
Spellswords/custom wizard classes start w/Balyna's Balm
You can drop attributes to 1
Miscellaneous skills start at 1 to 4
COMBAT MECHANICS:
Enemies fire bows/spells more often & while closer & from farther away, back up & turn faster, retreat & strafe less frequently, strafe faster
Enemy accuracy buffed
Vanilla weapon material requirements to hit certain monsters removed
Some enemies immune to certain weapon types/materials & attacking them may damage your weapon. Don't punch anything harder than your fist
Enemy attack speed unleveled. Equal to vanilla attack speed at player level 10 with greater random variation
Body parts hit with equal likelihood
Weaponless attacks damage armor/shields of targets
All Steel weapons have minimum damage of 1
Enemies who use weapons switch to Hand-To-Hand if their weapon won't damage player in wereform
Attack fatigue cost tripled
Knockbacks nerfed to reduce stunlocks
Enemy Strength added to their Hand-to-Hand attack damage, formula same as player's
CRIME & PUNISHMENT:
Legal reputation loss for most crimes changed. Loan default more severe (-30), murder tanks rep (-50)
All fines doubled, banishment less likely
Murder carries severe penalties (minimum 12 years & 120K fine)
Dark Brotherhood chance of averting murder/assault conviction increased (if you're a guildmember)
Hostile guards use Knight animations, move faster, shoot arrows, hit harder, and see Invisible. HALT!
Guards wield weapons of any material (not true if using RPR:I). HALT!
If player is level 1-4, Guards will be up to 2 levels below or 12 levels above player. HALT!
Once player is at least level 5, Guards are usually level 9-22 and can be up to 30. HALT!
DISEASE/POISON:
Spiders/Giant Scorpions don't paralyze, they have 22% chance/hit to inflict resistable poison, 2% chance/hit to inflict Drothweed that bypasses immunity
Enemies with poisoned weapons are 5x rarer but always bypass immunity (if using RPR:I enemies have vanilla 5% chance for poisoned weapon)
Drugs can be weapon poisons (If using RPR:I, drugs will not be weapon poisons)
Rats only give you the Plague
Vampires/Vampire Ancients can give you any disease
Skeletal Warriors have 2% chance of inflicting disease
Giant Bats have 5% chance of disease (up from 2%)
Mummies have 2% chance of disease (down from 5%)
Zombies have 5% chance of disease (up from 2%)
DUNGEON SPAWN TABLES:
Crypt - medium difficulty, undead, Wraith ranged threat, Vampire Ancient boss
Orc Stronghold - medium, Orcs, Orc Sergeants, vermin, Orc Shaman ranged threat, Orc Warlord boss
Human Stronghold - hard, lawful humans, vermin, Healer/Sorcerer ranged threat, Assassin boss
Prison - hard, criminals, vermin, Mage/Spellsword ranged threat, Assassin boss
Desecrated Temple - hard, Daedra Seducers, Imps, vermin, criminals, low level undead, Mage/Sorcerer ranged threat, Ancient Lich boss
Mine - medium, vermin, animals, Iron Atronachs/Gargoyles, Lich ranged threat and boss
Natural Cave - easy, vermin, animals, Spriggans, Rangers, Nymphs, Vampire ranged threat and boss
Coven - very hard, undead, every Daedra and every spellcasting human as ranged threats, Daedra Lord boss
Vampire Haunt - impossible, Ghosts/Wraiths as angry spirits of the dead (vampires gotta eat), lots of Vampires as ranged threats, Vampire Ancient boss
Laboratory - hard, Imps, Gargoyles, all Atronachs, all spellcasters as ranged threats, Orc Warlord boss
Harpy Nest - easy, vermin, lots of Harpies, Lich ranged threat and boss
Ruined Castle - hard, vermin, every human enemy, all spellcasters as ranged threat, Assassin boss
Spider Nest - easy (if you're immune to Poison), low level undead, lots of spiders, Ancient Lich ranged threat and boss
Giant Stronghold - hard, vermin, lots of Giants, Vampire ranged threat and boss
Dragon's Den - medium, lots of Dragonlings and their arch-nemesis Knights, Mage ranged threat, Alternate Dragonling boss
Barbarian Stronghold - medium, vermin, lots of Barbarians, Healer ranged threat, Assassin boss
Volcanic Cave - very hard, Fire Atronachs, Dragonlings, Daedra Seducers, Fire Daedra/Daedroth ranged threats, Alternate Dragonling/Daedra Lord bosses
Scorpion Nest - medium (if you're immune to Poison), vermin, lots of Giant Scorpions, Lich ranged threat and boss
Cemetery - very easy, criminals, vermin, low level undead, Vampire ranged threat and boss
ENEMIES:
Most undead move as slow as molasses. Flying enemies move faster. Underwater enemies slower. Thief types fast. Spellcasting humans slower. Spiders, Giant Bats, Alternate Dragonlings, Assassins, Werewolves, Vampires, Vampire Ancients extremely fast
If there's ever a mod that adds new enemies, they will use vanilla movespeed formula
Human class enemy hand-to-hand/weapon damage scales with their level. Minimum dmg not changed, max dmg has (enemy level * 2) added to dmg range roll
Human class enemy armor scales with their level (Assassins excluded. Their armor doesn't change once player is at least level 5). Armor values are decreased by 5/level
Enemy skill levels have higher cap (180 rather than vanilla 100), scale up faster (+7 skill/level rather than vanilla +5/level)
All non-boss enemies have minimum damage of 1 (not true for human class enemies using Hand-To-Hand or for enemies w/Bonus to Hit: Humanoids or a Weapon Expertise)
Orcs/Centaurs aren't loot fountains
Bards/Sorcerers pacified by Streetwise
Zombies see Invisible
ENEMY LEVELS:
Human enemies unleveled (only kicks in once player is at least level 5)
3% Levels 1-5
17% Levels 6-8
60% Levels 9-12
17% Levels 13-15
3% Levels 16-20
Breakdown by level
1/3% Level 1
1/3% Level 2
1/3% Level 3
1% Level 4
1% Level 5
3% Level 6
5% Level 7
9% Level 8
13% Level 9
17% Level 10
17% Level 11
13% Level 12
9% Level 13
5% Level 14
3% Level 15
1% Level 16
1% Level 17
1/3% Level 18
1/3% Level 19
1/3% Level 20
Non-human monster levels randomly vary up and down a bit. Careful around Imps in Privateer's Hold
If player is Level 1-4, all non-Guard (HALT!) human class enemies will be within 2 levels of the player
If there's ever a mod that adds new monsters or class enemies, they will be unleveled
ENEMY STATS:
Rat
1-3 dmg
6-18 HP
8 armor
Level 1-3
5% chance to inflict Plague
Imp
1-10 dmg
8-24 HP
5 armor
Level 1-4
Spellcaster
Spriggan
1-12 dmg
14-42 HP
7 armor
Level 1-5
Axe only
Giant Bat
1-7 dmg
8-24 HP
4 armor
Level 1-5
5% chance to inflict disease
Grizzly Bear
1-18 dmg
33-99 HP
7 armor
Level 2-6
Sabertooth Tiger
1-21 dmg
25-75 HP
5 armor
Level 2-6
Spider
1-8 dmg
14-42 HP
5 armor
Level 2-6
22% chance/hit to inflict resistable poison, 2% chance/hit to inflict Drothweed that bypasses immunity
Orc
1-12 dmg
24-72 HP
7 armor
Level 4-8
Centaur
1-15 dmg
20-60 HP
6 armor
Level 3-7
Werewolf
1-24 dmg
33-99 HP
0 armor
Level 10-14
Silver only
Nymph
1-10 dmg
15-45 HP
5 armor
Level 4-8
Slaughterfish
1-12 dmg
20-60 HP
5 armor
Level 5-9
Orc Sergeant
1-30 dmg
50-150 HP
1 armor
Level 11-15
Harpy
1-23 dmg
25-75 HP
5 armor
Level 6-10
Wereboar
1-48 dmg
44-132 HP
2 armor
Level 10-14
Silver only
Skeletal Warrior
1-19 dmg
17-51 HP
4 armor
Level 6-10
2% chance to inflict disease
Blunt Weapon, Hand-to-Hand, or Axe only
Giant
1-30 dmg
70-210 HP
4 armor
Level 10-14
Zombie
1-15 dmg
33-99 HP
6 armor
Level 5-9
5% chance to inflict disease
Immune to Archery/Hand-to-Hand/Short Blade
Axe x2 dmg
Ghost
1-30 dmg
5-15 HP
-4 armor
Level 9-13
Silver only
Mummy
1-25 dmg
45-135 HP
3 armor
Level 8-12
2% chance to inflict disease
Immune to Archery
Giant Scorpion
1-30 dmg
33-99 HP
1 armor
Level 10-14
Immune to Archery/Hand-to-Hand
22% chance/hit to inflict resistable poison, 2% chance/hit to inflict Drothweed that bypasses immunity
Orc Shaman
1-35 dmg
43-129 HP
0 armor
Level 11-15
Spellcaster
Gargoyle
1-50 dmg
50-150 HP
0 armor
Level 12-16
Blunt Weapon only
Wraith
1-45 dmg
10-30 HP
-8 armor
Level 13-17
Spellcaster
Silver only
Frost Daedra
1-100 dmg
35-105 HP
-1 armor
Level 15-19
Ice Bolt, Ice Storm, Frostbite
Fire Daedra
1-50 dmg
60-180 HP
-3 armor
Level 15-19
Fireball, Fire Storm
Daedroth
1-50 dmg
66-200 HP
-4 armor
Level 16-20
Spellcaster
Daedra Seducer
1-90 dmg
75-225 HP
-5 armor
Level 17-20
Spellcaster
Dragonling
1-27 dmg
25-75 HP
3 armor
Level 8-12
Fire Atronach
15-33 dmg
40-120 HP
3 armor
Level 14-18
Silver only
Iron Atronach
15-43 dmg
66-200 HP
2 armor
Level 14-18
Blunt Weapon only
Flesh Atronach
15-28 dmg
60-180 HP
4 armor
Level 14-18
Immune to Archery/Hand-to-Hand/Short Blade
Axe x2 dmg
Ice Atronach
15-38 dmg
50-150 HP
3 armor
Level 14-18
Blunt Weapon or Axe only
Dreugh
7-20 dmg
22-66 HP
5 armor
Level 6-10
Lamia
15-33 dmg
51-153 HP
-2 armor
Level 14-18
GAMEPLAY:
Training nerfed. At difficulty dagger of 1.0, my goal is 1 training/level-up until skill level 20, 2 trainings/level-up until 35, etc.
Training cap is 95
Quest rewards unleveled, you'll usually get 10-200 gold (unless it's a faction quest, then rewards are unchanged from vanilla), you can rarely get a level 20 amount
Falling damage doubled, starts at lower heights. Falling 2 blocks is 25 dmg. Damage then increases 10/meter fallen
Climbing nerfed, success depends almost entirely on your skill level
Rappel mode gives no Climbing skill checks
50 Luck no climbing skill check bonus, 1 Luck 5% penalty, 100 Luck 5% bonus
Strength weapon damage bonus halved
ITEMS:
General stores buy/sell armor
Weapon/armor durability nerfed. Durability decreases as material tier increases
Shield armor bonus doubled
Most item weights changed, gems are worth more (weapon/armor weights/costs unchanged)
Item rarities changed, best-in-slot and best-in-weapon-skill equipment rarer
Enchantment capacities of some weapons changed
Some weapon durabilities changed
Arrows actually weigh something
LOOT:
Loot unleveled, Daedric available at level 1
Rarity of all materials above Steel increased
Enemy equipment scales to their level. High level enemy = high chance of great loot
Reduced plate generation chance to 10%
Luck does not influence loot drops, chances are static
Gold piles unleveled, level 20 gold piles possible but rare
Arrows spawn w/maximum 30 per stack
MAGIC ITEMS/ENCHANTMENTS:
Found magic item durability decreased, some names changed (artifacts unchanged)
Found magic items never have "Absorbs Spells" power (artifacts still can, artifact powers unchanged)
Found magic items can have "Spell Resistance" and "Shalidor's Mirror" as Cast When Used power
Empty Soul Gems cost 50,000 gold, filled Soul Gem prices adjusted accordingly
"Repairs Objects" Enchantment removed from Item Maker
"Absorbs Spells" Enchantment removed from Item Maker
"Enhances Skill" Enchantment 10x more expensive (does not change value of "Item of Venom Spitting")
"Increased Weight Allowance" Enchantment 10x more expensive
"Featherweight" Enchantment 10x more expensive
"Strengthens Armor" Enchantment 21.5x more expensive, buffs armor by -7 rather than -5
MONSTER SPAWNING:
Spawns are random, pick from curated list of 100, list changes for each dungeon type/environment
High level enemies rare
Werewolves/Wereboars removed from dungeons
Heat-loving/tolerant monsters in desert/rainforest/subtropical wilderness, cold-loving/tolerant monsters in mountain wilderness
Orcs and humans spawn anywhere, but rarely in wilderness at night and never in daytime deserts or mountain nights
Rangers/Barbarians are outdoorsy types, in no dungeons except Natural Caves and Barbarian Strongholds, they spawn in mountain nights and desert days
Spawn frequency reduced
SKILLS:
All monster language skills much easier to level. Slightly less easy for monsters that can appear frequently (Orcs, Daedra, Giants, Harpies)
Jumping/Climbing much tougher. Running incredibly hard
Medical tougher
All Spells dramatically harder. Thaumaturgy/Restoration not more difficult than the rest
Mercantile much harder
All fighting skills (Dodging, Backstabbing, Critical Strike, all Weapons) far more difficult. Archery no longer easier than the rest
Stealth way harder
SPELLS:
Enemies cast 2 spells at levels 1-7
Enemies cast 3 spells at levels 8-12
Enemies cast 4 spells at levels 13-15
Enemies cast 5 spells at levels 16-17
Enemies cast 6 spells at levels 18-19
Enemies cast 8 spells at level 20
Bosses cast 30 spells at levels 21-25
Bosses cast infinite spells at levels 26-30
Enemy spell variety increased, every spellcaster uses same kit (except Frost & Fire Daedra). Includes Sphere of Negation
Didn't add Hand of Decay as monsters spam you with it in melee range
Enemy spell costs no longer vary based on player spell skill level
Continuous Damage: Health removed from Spellmaker. Wildfire still available for purchase, does impact dmg but nothing over time
Enemies cast Caster Only spells at range, they cast Shalidor's Mirror, Spell Resistance, Heal
Ghosts/Vampire Ancients cast no spells
If you & a monster are reflecting spells, spell will bounce between you until someone's reflection fails a save
- BOSSFALL v1.1 Changelog
-
Want to see my progress towards the latest version or view Bossfall's source code? Check out my GitHub repository.
Got a bug to report or an idea you'd like to share? Feel free to post here or head over to the Bossfall forum page.
WHAT IS BOSSFALL?
- It unlevels loot and enemies, increases difficulty, and adds many new features.
SUMMARY OF CHANGES:
BOSSES:
- Bosses are rare. They are extremely dangerous and usually drop excellent loot.
- Orc Warlords, Vampires, Ancient Vampires, Daedra Lords, Liches, Ancient Liches, Assassins, and a rare type of
Dragonling are bosses.
- Boss Dragonlings, Assassins, Vampires, and Ancient Vampires move incredibly fast.
- Assassins become bosses once you hit level 7 - at this point, their poisoned weapon will pierce your Poison Immunity.
- Enable the "Boss Proximity Warning" setting to be shown a HUD message whenever a boss is nearby. You won't get a
warning message for stealthy Assassins.
- The "Powerful Enemies Are" setting determines how often bosses and other tough enemies spawn.
CHARACTER CREATION:
- Most new characters gain 20 HP per level by default and they all start with Steel weapons rather than Iron.
COMBAT:
- Your Hand-to-Hand accuracy is buffed by equipped glove/boot material. This scales like vanilla weapon material bonuses.
ENEMIES:
- Most enemies are tougher, faster, hit harder, and are harder to hit.
- Vanilla's weapon material requirements to damage certain monsters have been removed.
- Enemy spell variety greatly increased.
- The "Enemy Move Speed" setting determines how fast enemies move.
- Enable the "Display Enemy Level" setting and activate enemies to be shown their level. By default this is left click.
LEVEL SCALING:
- Monsters, loot, and human enemies unleveled.
- Enemy difficulty and loot quality scales with their level. Bosses have greatly increased chances to drop good loot.
- Once you are Level 7 or higher human enemies are unleveled.
ITEMS:
- Daedric and other valuable materials are rare but can appear anytime, anywhere. Your level and Luck do not change material
generation chances.
- All weapon/armor durabilities have been decreased. Durability scales down as material tier increases.
- Shield armor values increase as material tier increases.
- Enable the "Alternate Loot Piles" setting to use an expanded vanilla sprite list for variety in loot pile appearance.
MAGIC ITEMS:
- All magic items have been modified. They have different names, enchantments, and/or durabilities.
QUESTING:
- A Bossfall mini-tutorial quest activates when starting a new game.
SHOPS:
- Horses and Wagons are expensive.
- General Stores buy armor.
- Store quality ("Rusty Relics", "Sturdy Shelves", etc.) determines what items are available. Best-in-slot weapons and
armor and fancy or expensive-looking items are not in low quality shops.
SKILLS:
- By default, most skills are very difficult to level. Language skills are much easier to level.
- The "Skill Advancement Difficulty" setting determines how fast you gain skill levels.
VAMPIRISM:
- Vampire players are healed varying amounts when they kill anything with fresh blood.
SETUP INSTRUCTIONS:
- These instructions are for Windows, they may vary slightly depending on your OS.
REQUIRED:
1. Extract contents of the download folder, its ending location doesn't matter.
2. Put the bossfall.dfmod file in DaggerfallUnity's StreamingAssets/Mods folder.
3. Check out Bossfall's Settings page when you start up DFU, I suggest using the Recommended preset.
OPTIONAL:
- This will remove Assassin bosses from easy non-dungeon vanilla quests. It won't change main storyline quests.
1. Right-click on the StreamingAssets folder included in this folder, select COPY.
2. Right-click on DaggerfallUnity's StreamingAssets folder, PASTE Bossfall's StreamingAssets folder here.
3. Select YES when prompted to overwrite files.
MOD COMPATIBILITY:
- I recommend placing Bossfall at the bottom of your mod list.
- If Bossfall is at the bottom of your mod list it may override some features of the following mods, and vice versa. Mods
with the most features that may be overridden are listed first:
Meaner Monsters
Unleveled Loot
Physical Combat & Armor Overhaul
Roleplay & Realism: Items
Unleveled Mobs and Quests
Roleplay & Realism
Better Default Classes
Shield Module? (untested)
Combat Overhaul Alpha? (untested)
Dodge Mod? (untested)
CHARACTER CREATION ADVICE FOR NEW PLAYERS:
- Don't give your character Forbidden Steel/Silver disadvantages. This will make the game extremely difficult, if not impossible.
FAQ:
When I load a game I get a blank screen! Help!
If the only mod you're using is Bossfall, this problem will never occur. I encountered this problem immediately when I was testing Bossfall with a bunch of other mods - it seemed to happen when I was saving/loading in buildings. I don't know for sure which mod is doing it, but as far as I can tell Bossfall is not the culprit.
I'm not finding much Roleplay & Realism: Items armor anymore. Why?
Bossfall overrides all enemy loot generation - this includes RPR:I enemy equipment generation, which is where you normally find RPR:I armor. I plan on fixing this issue in an upcoming version.
Where can I find a Formal Cloak? I'm freezing!
In Bossfall, shop quality determines what items are sold. Formal Cloaks look pretty fancy, so low quality shops ("sturdy shelves", "rusty relics") will never stock Formal Cloaks. You'll only find them in higher quality shops.
Why is my STR attribute red and lower than it should be? I don't have any disease and I haven't been poisoned!
You've been the victim of a particularly nasty spell that permanently damages your STR attribute. Until I get a Dispel Magic potion added, you'll need to get your attributes healed at a temple or with a custom Heal STR spell.
I'm Level 1-6 and I haven't seen any high level human enemies. Why aren't they unleveled?
Human enemies are unleveled once you hit Level 7. That gives you a chance to gear and skill up. Human enemies have better armor and do much more damage at higher levels, and you would get crushed if you didn't have a chance to prepare.
I'm Level 1-6 and I easily took out an Assassin. Aren't they bosses?
Assassins get boss stats once you're level 7 or higher. They'll also pierce your Poison Immunity. Grab a few Cure Poison potions before you hit level 7!
The "Disable AI" console setting doesn't work!
I had to turn off vanilla AI in order to get Bossfall enemy AI to work - this can't be worked around. The setting now functions as a way to swap between vanilla enemy AI and Bossfall enemy AI, but the setting will never actually turn AI off.
CREDITS AND THANKS:
CREDITS:
Osorkon:
Bossfall author
Bossfall ideas
Bossfall documentation
Interkarma and the DFWorkshop team:
I use some vanilla DFU code in Bossfall, see my GitHub repository to read Bossfall's source code.
Every use of vanilla code is clearly marked by comments stating original authorship, please verify authorship if you
re-use any code from Bossfall.
THANKS:
Interkarma and the DFWorkshop team:
Bossfall wouldn't exist without their years of hard work on DFU. Interkarma deserves a special thanks.
Osorkon's Dad:
For tech support, patience, explanations, and the books.
Osorkon's Older Brother:
Your initial balance ideas were good and they're still in the mod!
LEGAL INFO:
- Bossfall - and all vanilla DFU code - is licensed under the MIT license.
- Under the MIT license, the Bossfall .dfmod is provided as-is without any warranty and I can't be held liable for Bossfall
not working as intended.
- You can use Bossfall's work and/or code however you like, but if you do you must include a copy of the MIT license in your
work and credit the author who holds the code's copyright. In most cases, that is me (Osorkon).
- Some of Bossfall's code was written by DFWorkshop. To determine who wrote the code, you can view Bossfall's source code at
my GitHub repository. I clearly mark all code I didn't write with comments.