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This includes most of the important changes. If you're interested in a more detailed list of changes check the patch notes on nexusmods.
General Game mechanics:
- About 10% more XP are required for a level-up
- Movement speed adjusted
- Reworked falling damage calculation
- Carry capacity lowered
- Many Perks reworked and adjusted (more info below under "Reworked Perks")
- Many Talents are rebalanced and most of them have more cooldown
- Added cooldown description to the memory trees
- Reduced mana/stamina regeneration, increased the in combat regeneration rate of mana/stamina
- Stealth/Pickpocket/Lockpicking mechanics reworked
- The weight of various items has been changed
- Fixed a ton of bugs/inconsistencies
- Followers like Calia and Jespar have increased resistances and better stats
- 50% Frost resistance will prevent slow effects from frost spells
- 50% Poison resistance will prevent slow/paralyze effects from poisonous sources
- Difficulties no longer drastically change the damage multipliers and only change the damage of enemies
AI:
- AI reacts better, engages more often and blocks more frequently
- Archers use ammunition
- Archers now have a melee weapon and will enter close combat with it
- Many Creatures have new attack patterns and new improved combat AI´s
- There are many different AI´s for enemies. For example there are 7 different AI´s only for humans.
Combat Mechanics:
- Reduced melee weapon range
- Arrows speed increased
- Power attacks cost reduced but now require stamina
- Blocking with shields/weapons is more effective
- Heavy Armor is much more effective but also has some disadvantages (more manacost/slower movement)
- Clothing/no armor increases movement speed and reduces manacost
- All robes and circlets have no armor and are no longer considered Light Armor
- Blocking/Attacking/Swimming/Aiming with Bows now drains stamina
- Physical damage dependent on current stamina (full stamina = damage bonus, low stamina = damage penalty)
- Maces have armor piercing
- Swords/Daggers have increased sneak attack damage and critical strike damage
- Axes have increased damage
- Reworked critical strike damage to deal half base damage
- Player stagger can now be negated with blocking or wearing 4 pieces of heavy armor
- Added stamina mechanics to NPC's
Magic:
- Mana cost of spells drastically increased (casting is now very difficult without the corresponding Manareduction perk)
- Manareduction perks were buffed from -30% to -45%
- Many changes to spells such as:
Conjured creatures remain shorter
Summons now require 2 hands to cast and have a cast time of 3 seconds
Reworked/Fixed some spells like counter and dreameater
Cast time of many spells reworked
Fireball/Chain Lightning/Frostwind/Chaos Nova/Psionic Push are higher level spells
Maximum runes number increased to 3 but mana cost is increased, damage reduced and cast time increased
Psionic spells are better
and much more...
- Manacost of spells is increased if you have a low skill and cast high level spells
- Dual casting requires 12% less mana, Dual casting for elemental spells requires 17% less mana
- Added 25 new spells like Poisonous Touch, Fire Nova, Kinetic Nova, Safe Fall and Calm/Fear Rune
- Completely rebalanced elemental spells (more info's in the changes tab Patch 1.35)
- Rebalanced apparitions, they have better stats, are poison immune, no longer trigger traps and have all of the new mechanics
Creatures:
- Creatures of the same race support each other in fights
- Many creatures, mages and bosses now have new spells available
- Reduced melee range on some creatures
- Some enemy poisons now paralyze/slow
- Creature/Animal loot reworked and made more realistic/believable
- Some creatures will knock the player down with some of their attacks
- Many creatures have Poison Resistance
- Undead are more resistant. Fight them with silver, non-frost spells or the appropriate weapon type
- Some undead carry a shield
- Ghosts have drastically increased resistances. Bypass it with silver weapons or with a new consumable called "Ghost Curse"
- Added specific weapon resistances/vulnerabilities to some enemies (e.g. skeletons receive increased damage from maces/hammers)
- Mud Elementals now have more resistances but a very slow health regeneration
- Melee weapons from Arps and Tomb Guardians are poisonous
- Trolls regenerate more life but have reduced fire resistance
- Starling Guardians are able to shoot with their Crossbows
- Starling Centurios are able to breath steam
- Starling Spiders are able to shoot lightning
- Spider size rescaled, Big Spiders can knockback the player, different poisons for different spiders (sand spiders paralyze, frost spiders slow)
- Giants, Spiders, Trolls, Bears have new attack patterns
- Skeletons have arrow resistance (except for silver arrows)
- Steppe Crusher are more aggressive and have a new attack pattern
- Boneshredder are slower and have increased armor, magic/poison resistances
- Crystal Elementals have new resistances, no longer deal frost damage in an AoE around them, removed frost FX
- All main quest enemies have more appropriate (higher) levels and stats
- Increased the variety of weapons that enemies use
- Fixed the damage of many creatures that had insane multipliers. Sometimes this only applied to certain attacks.
- Some creatures such as Pus Beetles, Crabs, Starling Machines, Frost Elementals have armor
- A ton of small little tweaks here and there
Food:
- Removed Instant healing from food
- Food heals less health over time
- Raw meat reduces stamina regeneration
- Food doesn´t stack anymore
- Reworked the effects of a lot of alcohol/food
Potions:
- Mana and stamina potions increase Arcane Feaver (stamina half less than health potions)
- Health and stamina potions last longer and have less effect (approximately same effect)
- Poisons have been completely revised and 10 were added
- Potions have been completely revised and 25 were added
- Potions made with Alchemy are better
- Potions don´t stack anymore
- Many changes to ingredients (e.g. removed some unnescessary effects and replaced with effects that were rare)
- Changed the way how self-made Health/Mana/Stamina potions work (more info's in the changes tab Patch 1.69)
Crafting:
- Added arrow crafting
- Added a new armor piercing arrow type
- Rebalanced a lot of values related to crafting (e.g. in vanilla you can produce materials worth "192" with 1 Feline Pelt worth "15")
- High level temper recipes now require more expensive materials
- Reworked the 3 crafted set recipes, they now have unique recipes (previously they all had the same requirements)
- Completely reworked and fixed armor/weapon blueprint recipes
- Fixed/balanced all the entries (about 600) of dismantle recipes
Economy:
- Reworked the prices of many items, reduced sell prices, increased buy prices
- Loot completely overhauled (more loot and much more variety)
- Animals/Creatures will drop appropriate items
- Vendors have more items and many items are earlier available (most of the vendors now have unleveled loot)
- Endralean penny and lockpicks have weight
- Skill books value reduced drastically
- Rebalanced bank interest values (interest rate changed to 1% at all times instead of increasing rates)
- Pennies needed to achieve 250 pennies per day from 8928 to 25000
Reworked Perks:
- Shadow Player completely reworked:
Before: Reduces the chance to be detected while lockpicking by 60%.
After: While you are in the dark you deal 15%% more sneak attack damage and your ability to sneak is improved by 15%%.
- Electroduction completely reworked to Weathermancy:
Before: Shock spells do 10 percent more damage and absorb a part of the opponent's Mana. (the absorb mana part was only on the spell grounding)
After: Fire spells deal 10% increased damage in sunlight, lightning spells deal 20% increased damage during rain and frost spells deal 30% increased damage during snowfall.
- Bypass Defenses completely reworked:
Before: Increases your chance to land a critical hit on a blocking enemy by 20%%
After: Power attacks with a one-handed weapon on a blocking enemy deal 30%% increased damage.
- Bloodlust completely reworked to Brigand:
Before: A sneak attack has a chance of 50 percent to absorb a part of the enemy's Stamina.
After: Pickpocketing is 10% easier. If you attack while sneaking you penetrate 25% of enemy armor with bows and 35% with melee weapons.
- Pickpocket completely reworked to Bladed Shadow:
Before: Pickpocketing is 20% easier.
After: While wearing a melee weapon the chance to be detected by enemies while sneaking is reduced by 12%
Reworked Spells:
- Counter completely reworked:
Before: For the next <dur> seconds, creatures and humans once take <mag> magic damage per 5 points in Psionics and stagger if they cast a spell. Can only be used again <mag> seconds after a successful counterattack.
After: For the next <dur> seconds, creatures and humans get staggered the first time they cast a spell and are silenced for <dur> seconds afterwards.
- Provoke completely reworked to Soothe:
Before: Creatures and people up to level <mag> will attack anyone nearby for <dur> seconds.
After: Creatures and people up to level <mag> won't fight for <dur> seconds.
Misc:
- Removed Secure Chests and replaced them with 3 safe chests in locations where they made sense
- Many hints that had unimmersive or simply too much information were removed
- Crimes will be punished more severely
- Reduces the distance at which the AI pass on crimes
- Diseases have stronger effects
- Horses run away in combat
- Removed loading screens with no longer needed information, added loading screens with information on new mechanics
- Fixed several issues with the lycanthrope (range, balancing, bugs)
- and much more... (check out the changelog for more infos)