I have just had the time to try Requiem 1.8 with my patch and I found that my spells still do normal damage. Can you guys test and tell me which spells behave abnormally? Also please tell me your skill level and perks involving magic. Any help is appreciated.
I am at lvl 55 and did some testing with Enhanced Mage Experience turned on and off. My char is geared up mostly with magicka regeneration items. After longer play I think that Mage Armor gives far to high AR. In Requiem by default it gives lower AR and has duration. I love your upkeep system but now I see that magicka/sec upkeep cost isnt enough. Lower magicka upkeep and penalty to helath/stamina while active? Or maybe single casted - Mage Armor with time limit and no penalties and when dual casted - upkeep based Mage Armor with some sort of penalties. Transmute Muscles need to be heavly cut only to give carry weight bonus. Health/Stamina bonus is far superior - especially when empowered. With Unarmed bonus my mage kills enemies faster than by using deadric artifacts like razor or dawnbreaker.
I think better system for the upkeep spells is to change from magicka/sec which heavily penalizes early game and does nothing late game, is if possible to change so each spell that has upkeep reserves a part of your max magicka, be it an absolute value or a % (preferred) Say, mage armor would lower your max magicka by 15%, transmute muscles by 10%, blur 10% etc etc so eventually you get to a point where you have to really pick and choose what to use, or your other spell casting would suffer from the lowered magicka pool available.
Hi, Mnt28rkdwn I don't know if you know, but when it comes to balancing magic in Requiem: Your mod is mentioned first. Even the Boss refers to it. Just want to say that I like your changes and don't play Requiem without them anymore. And those changes to alchemy were overdue if you ask me.
That's it already. No bugs or glitches encountered so far with 1.8.2. when NOT using enchantment and perk module. Oh, and your magic armor VFX: Nice.
It has come to my attention that this mod is currently NOT compatible with Requiem 1.8. It causes some spells to do much more damage than intended. Since I'm occupied with other projects at the moment, it might take a while for a new update to come out.
I noticed that your skill perks esp is incompatible with Requiem 1.8.2. Specifically Ogerboss's changes to the Marksman tree. Otherwise, with that esp disabled the spell values still appear to be good.
this works well with 1.8 for me, two things that i think are worth reconsidering how you do them though. the first is the alteration tree is nearly useless to anyone wearing armor as far as i can tell since all the cool perks require mage armor spells active but these perks dont seem to function if you wear armor with mage armor active. basically the tree is now dull on any playthrough where a caster uses heavy or light armor. second thing only effects people using the atronach stone but any spell with an upkeep is nearly unusable with that stone further once someone gets enough magic regen the upkeep becomes pointless i would highly recommend that each of these upkeep spells be changed to reducing magicka by a percentage of the spells cost for the duration of the effect, it would be balanced and i cant think of a build where such a debuff would become unnoticed or too annoying to deal with.
I agree with these points, mostly. When you take into account that many defensive spells like Blur and Ward also require upkeep or concentration, a character using Atronach can't cast certain spells unless under magical attack, constantly eating food (outside of combat) or downing potions. Fire and forget with a side effect that reduces overall magicka pool is a good strategy that is worth exploration. I brought up something similar regarding Healing Aura I to Ogerboss and he said he was going to be slowly pushing a lot of Mnt28rkdwn's ideas about spell upkeep into mainstream Requiem. I'm not saying the upkeep system is terrible or a bad idea, I just think it needs some tweaking. How about, making the three main types of magic defense work in three different ways? Such as:
1) Wards: no concentration cost; drains mana points when character takes a physical hit by the amount of damage mitigated. 2) Blur: Fire and Forget;duration scales; drops max magicka pool by 50% (25% when empowered). 3) Mage Armor: as currently is.
This way you have three different ways a magic using character (not just mage) can use the defensive spells without min/maxing the regen stat.
Hello Mnt, Let me start thanking you for this mod, it is great. I was wonedering why you set the advanced runes with a lower damange than the basic ones. Also I'm curios about the decision to change the way the advanced lightning rune works Vs the base one.
"- Mage Shield (Rank III) has no effect in normal Requiem due to engine limitation. I have changed the way it works and it should be usable now." for my master Alteration mage it last only 10 seconds.
Thank you for the offer I don't want to mess your game up, but I would be very grateful if you or anyone can provide me with a list of what might be incompatible with Requiem 1.8.
Hi. I like this patch but have a problem. Im not sure but its likely about this patch. Problem is when i use active effect spells(over time) like healing aura, its effect time continues slowly. For example, my timescale 1:10 and when 10 hours past, active time pass 1 hour. So my healing aura actually active for 240 hours, not 24. Any solution or what is the real problem? Thansks for helps.
Edit: Yes, this is about this patch. I disabled this and there was no problem. This patch increases healing aura time to 24 hours and continues slowly(timscale). By the way im using 1.7.3 requiem not 1.8.1.
Edit2: I think this mod out of way of requiem about balance. You should make this mod more harder These changes not minimal i think. For example, early alchemy too easy. I just collect 40-50 lavender+tundra cotton+ mountain flower around Whiterun and levelupped to 3 :/ Thats not good.
Did you mean 240 hours in game or in real life? The healing aura in this patch is supposed to last 24 hours in REAL LIFE. About alchemy, I plan to make cheaper ingredients weaker after I've done making the patch compatible with Requiem 1.8.
I mean 240 hours in game. Example, if i change my timescale into 1:5, it becomes 120 hours. Thank you for responding my comment. This path would be really good. Because requiem mod concentrated about warrior-theif section, physical fights. There is some basicness about magic category. For example alchemy is not overhauled well. Increasing magic levels also so hard and early magic really weak but late magic too strong.
438 comments
I am at lvl 55 and did some testing with Enhanced Mage Experience turned on and off. My char is geared up mostly with magicka regeneration items.
After longer play I think that Mage Armor gives far to high AR. In Requiem by default it gives lower AR and has duration. I love your upkeep system but now I see that magicka/sec upkeep cost isnt enough. Lower magicka upkeep and penalty to helath/stamina while active? Or maybe single casted - Mage Armor with time limit and no penalties and when dual casted - upkeep based Mage Armor with some sort of penalties.
Transmute Muscles need to be heavly cut only to give carry weight bonus. Health/Stamina bonus is far superior - especially when empowered. With Unarmed bonus my mage kills enemies faster than by using deadric artifacts like razor or dawnbreaker.
I don't know if you know, but when it comes to balancing magic in Requiem: Your mod is mentioned first.
Even the Boss refers to it.
Just want to say that I like your changes and don't play Requiem without them anymore.
And those changes to alchemy were overdue if you ask me.
That's it already. No bugs or glitches encountered so far with 1.8.2. when NOT using enchantment and perk module.
Oh, and your magic armor VFX: Nice.
Best regards
Since I'm occupied with other projects at the moment, it might take a while for a new update to come out.
THIS IS NOT COMPATIBLE WITH ANY VERSION OF REQUIEM AFTER 1.7.3
Also the person managing this mod has not been active recently on this thread so I suggest not holding one's breath or being annoying and begging.
1) Wards: no concentration cost; drains mana points when character takes a physical hit by the amount of damage mitigated.
2) Blur: Fire and Forget;duration scales; drops max magicka pool by 50% (25% when empowered).
3) Mage Armor: as currently is.
This way you have three different ways a magic using character (not just mage) can use the defensive spells without min/maxing the regen stat.
Let me start thanking you for this mod, it is great.
I was wonedering why you set the advanced runes with a lower damange than the basic ones.
Also I'm curios about the decision to change the way the advanced lightning rune works Vs the base one.
"- Mage Shield (Rank III) has no effect in normal Requiem due to engine limitation. I have changed the way it works and it should be usable now."
for my master Alteration mage it last only 10 seconds.
I don't want to mess your game up, but I would be very grateful if you or anyone can provide me with a list of what might be incompatible with Requiem 1.8.
Edit: Yes, this is about this patch. I disabled this and there was no problem. This patch increases healing aura time to 24 hours and continues slowly(timscale). By the way im using 1.7.3 requiem not 1.8.1.
Edit2: I think this mod out of way of requiem about balance. You should make this mod more harder These changes not minimal i think. For example, early alchemy too easy. I just collect 40-50 lavender+tundra cotton+ mountain flower around Whiterun and levelupped to 3 :/ Thats not good.
About alchemy, I plan to make cheaper ingredients weaker after I've done making the patch compatible with Requiem 1.8.