This page was last updated on 10 March 2025, 8:00PM
Changelogs
Version 1.2.1
Fixed bug where two-handed weapons would pull blocking stamina requirements from a shield if it was still secretly equipped. Made blocking without parrying much less effective. Reduced fatigue/stamina cost of blocking and attacking. Higher block skill reduces stamina/fatigue cost of blocking. Higher weapon skill reduces stamina/fatigue cost of attacking. Nerfed strength of parry. Made bleeding level from sharp weapons based on damage dealt, not skill. Capped NPC level to 40. Nobody in the fucking universe should be 100. Barring bosses, but I don't know a good way of determining who is a boss. Changed how NPCs are leveled. Changed points given from class/specialization. Armor Damage is applied more effectively to blocked weapons/shields. Reduced the amount of health per level humans and creatures get. Reduced strength modifier on weapons for blunt and sharp damage. Fixed bug where combined weapon damage could trigger bleeding (when it is supposed to only be sharp) Added weakspot mechanic. Made armor not defend as well against blunt. Essential NPCs stay unconscious for 10 minutes. Changes to how much damage is dealt by all weapons. Made sNoAutocalc active by default. Added version check.
Version 1.2
Fixed enchanted weapons not ignoring normal resistance. (Ghosts and such) Capped humanoid levels. Buffed quality of greaves. Reduced chance of leg hits. Fixed some bugs with rand function. Added different damage types (sharp and blunt) Reworked equations Bows do less damage when you do not meet the requirements to use them. Shortswords scale less with strength. Shields and weapons take 20x more damage than before during melee combat. Staggering does not make you take more damage now. Changed the order of where the shield magic effect reduces damage. Now plays before armor. Shield magic effect is now a percentage damage decrease. Weapons do sharp/blunt damage now. Fixed major bug with armor. Added handle hits (You need to not be too close to your target when you hit them or you will do less damage) Fixed bug with armor condition. Weapon condition impacts how much sharp damage is dealt. More condition = more sharp. Less = less sharp damage. Fixed bug where fatigue would be damaged for too much. Fixed bug with hit message display. Changed some divisions to multiplications to prevent "divided by zero" scenarios.
Version 1.1
Swinging a weapon no longer makes you fall over if the cost is too great. Changes to autocalc system. Fixed shields not allowing for parry buff. Staggers no longer reduce armor. Fatigue (Stamina) does not regenerate when being staggered. Changed how "no armor" debuff is detected. Changed how poise is calculated by armor. Poise is higher all around. Fixed NPC auto calc trigger unequipping weapons NPC auto calc trigger works for bow enemies. Staggers no longer trigger while already being staggered. No more stun lock. Casting spells uses less fatigue when holding weapons than it did before. Increased armor value of pieces aside from chestpiece to match it. Increased poise value fpr armor pieces, like armor rating. Touch spells should not trigger melee damage now. Casting with a weapon in hand is more fatigue expensive than casing without a weapon in hand. IE two handed weapons play a one-handed cast animation, so they are actually easier on fatigue than casting with a sword and shield. Removed archer counterattack buff. Removed agility and strength scaling for bows. Bows now have required Agility/Strength values based on weight. (in theory) no more repairing armor via negative received damage. Archers no longer stagger when their shots aren't effective. The Player will ALWAYS get the combat effect when combat starts, even if they are not "in" the combat. Changes to level calculation. Blocking now costs fatigue. No more infinite parry spam.
Version 1.0.1
21JUN2024 V1.0.1 Bug fixes Bleeding effect is now fixed. Goes away from NPCs properly. "Daggers" now scale less with Strength. Fatigue min value when hitting a target is reduced (nerf) Added combat messages that display combat hits. Added optional setting to remove Autocalc. (level scaling) - Set cdoMainQuest.sNoAutocalc to 1 - Will make the NPC be a level between it's min and max - Unless it would cause a crash. Some enemies will resort to auto calc still. Updated Fatigue costs and regen. Much slower pace now.
21JUN2024 V1.0.1 Bug fixes Bleeding effect is now fixed. Goes away from NPCs properly. "Daggers" now scale less with Strength. Fatigue min value when hitting a target is reduced (nerf) Added combat messages that display combat hits. Added optional setting to remove Autocalc. (level scaling) - Set cdoMainQuest.sNoAutocalc to 1 - Will make the NPC be a level between it's min and max - Unless it would cause a crash. Some enemies will resort to auto calc still. Updated Fatigue costs and regen. Much slower pace now.
Version 1.0
Bug fixes galore: Fixed bugs related to bleeding Ghost-killing weapons work properly against ghosts now. Main script TWEAKS Pseudo-locational damage. Blunt weapons now have a skill based buff to damage enemy poise. Fixed skating/teleporting melee bug (in theory) Adjusted rate of defense provided by full-body armors. They are weaker now. Added debuffs related to armor weight for Stamina (Fatigue) regen. Armor skills provide help. Parry time is now 3/4 of a second long.