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Simon Magus and ColinswrathUploaded by
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This page was last updated on 24 April 2024, 9:44PM
- Changelogs
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Version 3.6.3
- Unarmed power attacks and power attacks with daggers now deal 50% Stagger. I think 50% stagger should be the "floor" of a reasonable stagger for a power attack; 25% is simply too low to be useful.
- The +50% buff to Dual Wield stagger remains, meaning that daggers and Hand to Hand "dual wield/combo" power attacks now deal 75% stagger.
- I've shortened the window for the Dual Wield counter spell (that controllers staggering on the third hit) to 3 seconds, which should make the stagger happen more reliably on the third hit.
- Bleeding and Critical damage is now also increased by 50% when enemies are knocked down.
- Removed an uneeded record from the stagger controller.
- Unarmed power attacks and power attacks with daggers now deal 50% Stagger. I think 50% stagger should be the "floor" of a reasonable stagger for a power attack; 25% is simply too low to be useful.
- The +50% buff to Dual Wield stagger remains, meaning that daggers and Hand to Hand "dual wield/combo" power attacks now deal 75% stagger.
- I've shortened the window for the Dual Wield counter spell (that controllers staggering on the third hit) to 3 seconds, which should make the stagger happen more reliably on the third hit.
- Bleeding and Critical damage is now also increased by 50% when enemies are knocked down.
- Removed an uneeded record from the stagger controller.
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Version 3.6.2
- You will now deal +50% extra damage to "knocked down" or "paralyzed" targets, which were not previously covered by B&B's stagger rules.
- Added missing documentation for an element of the Massive Targets feature: specifically, Massive Targets do not take extra damage while staggered.
- Prevented some controllers from being dispelled on death.
- Fixed an issue where the Armor Rating scaling was not correctly swifting to post-soft cap numbers on Skyrim version 1.6.640.
- Someone please deliver us from version hell.
- ESL'd some of the addons which weren't ESL-flagged.
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Version 3.6.1
- Fixed an issue where InjuryChance90Health was incorrectly set to 0.
- Increased the cooldown after receiving a Major Injury to 3 minutes.
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Version 3.6.0
- Blade and Blunt 3.6
- Further improvements to the DLL codebase.
- Included support for injuries to occur over 50% Health. This new threshold occurs between 90% and 51% Health.
- Rebalanced injury chances to 5%, 10%, and 25% at 90%, 50%, and 25% Health thresholds.
- Added an addon that removes injury chance over 50% Health, allowing users to restore the previous functionality.
- Adding support for an "Injury Resistance" actor value (using the unused ShieldPerks). This AV reduces the chance to gain an injury, and caps at 75%.
- Casting a ward now reduces the chance to gain an injury by 50%, similar to blocking. Note that this effect is separate from Injury Resistance, and will continue to apply when Injury Resistance is capped (for a total possible reduction of 87.5%).
- Added several features to support a new Minor Resistances feature that will be distributed across Blade & Blunt, Adamant, and Thaumaturgy.
- These Minor Resistances include: Resist Injury, Resist Stagger, Resist Critical Damage, Resist Bleeding Damage, Resist Magicka Damage, and Resist Stamina Damage.
- Each of these resistances will cap at 75%.
- Resist Stagger will also reduce the duration of the 25% Movement and Attack Speed reduction associated with stagger.
- Not all of these features are fully live yet; only the frameworks are implemented. Upcoming Adamant and Thaumaturgy updates will distribute sources of these Minor Resistances to various perks and enchantments.
- Added several features to support the upcoming release of Adamant 6.0.
- Fixed a bug where bashing (and possibly a few other other sources of "weird" damage, such as Ordinator's bear traps) dealt much more damage than intended when an enemy's Armor Rating fell below 0.
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Version 3.5.0
- Major rework of DLL code.
- Addressed compatibility issues w/ .Net Script Framework.
- Added an optional file that reverts Blade & Blunt's changes to sprinting, for compatibility with mods like Unlimited Sprinting or Horseback.
- Downloading this file will "break" certain Simonrim sprinting effects, but those effects would generally be broken by installing mods like Unlimited Sprinting anyway.
- Fixed a minor tooltip bug.
- Fixed a minor combat style bug.
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Version 3.4.2
- Some minor edits to FOMOD syntax.
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Version 3.4.1
- Now with 100% more Blade & Blunt.
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Version 3.4.0
- Switched to a FOMOD, which, among other things, will make it easier for me to maintain change logs for optional files.
- Blade & Blunt 3.4 rips out the Vanilla game’s implementation for determining the Stamina cost of sprinting and implements its own approach to sprint cost. This allows me to interact with sprint cost much more cleanly, with effects such as “Sprinting costs no Stamina outside of combat,” or “You move faster and spend less Stamina while sprinting” being much easier to implement and much more responsive.
- Note that this change means you will no longer be able to adjust the cost of sprinting by editing the fSprintStaminaDrainMult game setting.
- Sprinting now costs 8 Stamina by default. Each piece of Light Armor you are wearing increases the cost of sprinting by 0.5 Stamina. Each piece of Heavy Armor you are wearing increases the cost of Sprinting by 1.0 Stamina. This means that a fully geared out Light Armor build will pay 10 Stamina per second, and a fully geared out Heavy Armor build will pay 12 Stamina per second. This change is quite generous to armored builds.
- B&B 3.4 also extends its changes to horses (because I had to in order to do what I wanted to sprinting without breaking anything). Sprinting on a horse costs a flat 10 Stamina. However, it is affected by some Simonrim bonuses, such as the Steed Stone.
- You now regenerate Stamina 50% more slowly while casting a spell. Note that this change is similar to the Stamina rules that apply while blocking or attacking, in that it will cut your Stamina regeneration in half no matter how much you have.
- Mages have a number of extreme advantages when it comes to Stamina; the goal of this change is to mitigate those advances and create an environment where gameplay elements such as Light Armor and the Lover Stone feel more desirable for spellswords.
- Reverted my changes to the Stagger Immunity Keyword, because I discovered some other mods were using the record, as it is injected.
- The Stagger Slow Spell Keyword now has a new FormID.
- Removed some unneeded records from the SPID ini.
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Version 3.3.1
- Made some improves to the "Move X% faster while casting" archetype.
- Added support a new archetype ("Move X% faster while drawing a bow").
- You now deal 50% extra damage to enemies who are sneaking, and take 50% more damage while sneaking.
- Some minor improvements some failure proofing for Stamina power attacks.
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Version 3.3.0
- Staggering a character now additionally reduces their Movement and Attack Speed by 25% for 3 seconds. This works on both NPCs and the player.
- This effect will be most noticeable for lower magnitudes of stagger, since a high (75 or 100%) magnitude stagger will immobilize the NPC for the majority of the 3 second duration.
- The main purpose of this mechanic is to make stagger feel more punishing to the player. Currently, stagger is functionally little more than a distracting screen shake that might make it harder for first person players to aim.
- (In the future, Stagger Resistance will reduce the duration of the stagger slow. This will require a Thaumaturgy update, which is currently in the works.)
- You will no longer be rooted when staggered while at zero Stamina. Instead, the 25% Movement and Attack Speed slow from being staggered and the 25% Movement and Attack Speed slow from being at zero Stamina will stack, for a total of a 50% Movement and Attack Speed slow.
- You will now always be able to interrupt enemies who are power attacking, drawing a bow, or casting a spell with your own power attacks and bashes, even if they are on the stagger cooldown. (This was previously only true of bashing an enemy who was power attacking).
- Dual Wield power attacks will no longer stagger enemies on the first hit, since this would sometimes knock enemies out of range of the second and third hits. Dual wield power attacks will now stagger enemies on the third hit in five seconds. Most of the time, this will result in enemies becoming staggered on the final hit of your dual wield power attack.
- In addition, Dual Wield power attacks will now deal more stagger (75% for “normal” DWing, 50% for dual daggers or H2H).
- To accomplish this, Blade & Blunt now dynamically adds a new power attack keyword (PowerAttackTypeDual) into the Attack Data of all races that use AttackPowerStartDualWield and AttackPowerStartH2HCombo. This will automatically be compatible w/ all race mods and all custom races.
- In Vanilla, there is no way to tell the difference between a “dual wield power attack” and a “power attack while dual wielding.” This leads to a number of negative consequences. This new keyword makes it possible to specifically target “dual wield power attacks” with condition functions, both in Blade & Blunt and in other Simonrim mods.
- It is within the realm of possibility that swapping this keyword will cause some negative results with a mod you are using, so it is possible to turn this setting off in the ini.
- This setting works fine with Vokrii and Ordinator, and should work fine w/ other Enairim mods.
- One-handed power attacks now cost 50 Stamina.
- Two-handed power attacks now cost 75 Stamina.
- Rebalanced various other costs (One and None, Daggers, Dual Wielding, etc) around these numbers.
- This change increases the gap between the power attack costs of 1h and 2h weapons (going from a 33% increase to a 50% increase) in a way that is favorable to 1h weapons.
- This change allows the player to power attack twice with a 1h weapon at base (100) Stamina.
- Attacks of Opportunity now only increase incoming stagger by 50%, instead of 100%.
- Enemies who are out of Stamina now also take 50% increased stagger.
- These smaller numbers allow for more granular increases while also preserving the difference between 1h and 2h stagger magnitudes. 1h weapons will now go from dealing a 100% stagger to a 75% stagger when hitting during an Attack of Opportunity, while 2h weapons will continue to deal a 100% stagger when hitting during an Attack of Opportunity.
- This change will also allow me to give maces and warhammers increased stagger compared to other 1h and 2h weapons, which I intend to do in the future (after the next major Adamant update, when the perks which give 25/50% increased damage to staggered targets are replaced with another effect).
- Implemented some backend changes to Stamina costs in a continued attempt to prevent a rare Vanilla bug from occurring.
- The Movement Types that controlled player movement when the Ranger and Block Runner (Defensive Maneuvers) perks were taken were not being covered by Blade & Blunt, resulting in incredibly fast movement when those perks were taken.
- This was especially bad for NPCs, as some archers were functionally uncatchable.
- Taking both perks is still a substantial increase to your movement speed while drawing a bow or blocking, but it’s no longer game-breakingly fast.
- Implemented a Massive Targets feature, inspired by Wildcat.
- Massive Targets are immune to Attacks of Opportunity by default. Effects which increase your damage against enemies who are power attacking, drawing a bow, or casting a spell will still function as normal.
- The stagger cooldown is twice as long (10 seconds) on Massive Targets.
- Massive Targets include dragons, giants, mammoths, Dwarven Centurions, and Lurkers.
- The Blade & Blunt DLL will now cast a spell on the player whenever they are casting. This spell allows us to add fast and responsive effects (such as extra Movement Speed while casting spells), but it does necessitate the Dual Casting fix, so I’ve added this mod to the requirements field.
- Fixed an issue with the B&B the feature that untethers the player’s height (scale) from their Movement Speed.
- Special thanks to Sparrow for their help with the PowerAttackTypeDual implementation.
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Version 3.2.1
- Fixed an issue where Blocking cost more Stamina than it should.
- Fixed an issue where the Armor Scaling setting wouldn't apply properly in some cases.
- Fixed an issue where the mod would cause crashes for 1.5.97 users.
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Version 3.2.0
- The debuff for injuries is now %-based in the Blade & Blunt plugin. I switched to a %-based injury system for Starfrost and I found that I liked it much, much better, so I’ve backported that change into B&B itself. Injuries will now reduce your Max Health by 10%, 25%, and 50%.
- Added a sanity check to the injury system that prevents the mod from running an injury check more than once a second per attacking enemy. This will address an issue where mages with concentration spells (Flames, Frostbite, etc) were practically guaranteed to injure the player due to their spells “hitting” many times a second.
- Added a third setting for injuries. In addition to turning injuries on and off, you can now set injuries to be turned on only when Survival Mode is active.
- Blocking now reduces your chance to be injured by 50%. This is separate from the “Injury Resistance” mechanic added by Starfrost and ignores the cap to that stat.
- Fixed a bug where you could occasionally get infected when you shouldn’t have.
- Fixed a bug that prevented players from benefiting from Block skill scaling.
- Fixed a bug with armor calculations above the soft cap.
- Fixed a bug that prevented the ini setting to turn off the armor soft cap from working.
- Fixed an inconsistency in one of the combat styles for human melee enemies.
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Version 3.1.1
- Fixed a crash that would occur for the small minority of users who continue to use 1.5.97 ESMs.
- Please for the love of god people update your ESMs its been almost two years.
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Version 3.1.0
- Added an IMOD to make injuries more noticeable. If your ENB washes out IMODs, you won’t see the red color, but you will still get the blur shader in my experience.
- You will now become staggered when taking an injury. This stagger ignores the stagger cooldown.
- The chance to become injured when below 25% health has been reduced from 25% to 20%.
- The duration of the Injury cooldowns has been changed to 1 minute and 2.5 minutes, respectively.
- Injected the injury chance globals into Update.esm.
- Changed some descriptions and effects for the injury spells.
- Added support for Starfrost mechanics, including new features to the ini.
- Added a dual wielding flag to a Forsworn boss combat style that was missing one.
- Removed the Blade and Blunt - Harsher Health Regen Addon, as well as documentation related to that addon. This file is no longer supported.
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Version 3.0.6
- Critical and Bleeding damage now benefits from Attacks of Opportunity.
- This should benefit axe builds a bit more than sword builds, since axe builds will be able to create guaranteed Attacks of Opportunity.
- Blocking now reduces incoming bleeding damage (not relevant as of Adamant 5.8.1).
- Fixed an issue where the Leveled Based Difficulty Scaling would not persist through saved games.
- Fixed an issue where the Leveled Based Difficulty Scaling was not properly setting Adept difficulty.
- These last two changes will likely not work on an existing save, sorry about that.
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Version 3.0.5
- Fixed an error that prevented players and NPCs from receiving extra damage while staggered.
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Version 3.0.4
- Fixed a version control issue introduced in 3.0.3.
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Version 3.0.3
- Fixed an error where several intended changes to difficulty settings had not been merged into the mod's ESP.
- Re-worked difficulty once again. In B&B 3 I made a wrong-headed decision to try and make Apprentice and Novice easier for people who liked B&B but felt it was too hard; however, the Vanilla Difficulty Modifiers already does a good job of this, and is the solution to this problem. Furthermore, several users found themselves in a situation where Adept was "too hard" and Apprentice was "too easy"; these new settings should be the goldilocks zone for those players.
- The new difficulty modifiers provide a 1 to 1 balance at Apprentice, which is a frequent (if misguided) request, and within the new set up for difficulty, I think it can work.
- Please please please use the Vanilla Difficulty Modifiers addon if you do not think these sliders will make you enjoy the game more.
- Removed several debug notifications which were no longer needed.
- Fixed an issue with the Health Regeneration controller that was preventing B&B from increasing out-of-combat Health Regeneration.
- Added some backend integration for Adamant 6.
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Version 3.0.2
- Fixed a CTD that could happen when using some modded movesets
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Version 3.0.1
- Fixed a bug with the Stamina drain spell for drawing a bow.
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Version 3.0.0
- The starting potency for blocking with a shield has been reduced from 50% to 40%.
- The starting potency for blocking with a weapon has been reduced from 25% to 20% (and from 50% to 40% on a successful weapon parry).
- These numbers fit better with Block skill scaling (40->60->90%) and the early availability of buffs like the Warrior Stone (40->50%).
- The blocking bonus for using a One-handed weapon in your right hand and nothing in your left hand has been increased from 20% to 25%, meaning that the One-and-None playstyle starts with 25% blocking potency (and 50% on a successful weapon parry).
- The stagger produced by bashing and power bashing with a shield has been increased.
- Staggering an opponent on an attack of opportunity now doubles the potency of the stagger, rather than setting the potency to 100%.
- When the player is staggered while at zero Stamina, they may be locked in place for a short time.
- Blocking with a shield now has a 25% chance to stagger enemies by default.
- Crossbows no longer drain Stamina while aiming; instead, they prevent Stamina regeneration.
- Crossbows consume 15 Stamina over two seconds when fired.
- Crossbows have a 50% chance for a 25% stagger by default.
- The stagger rules, especially the stagger cooldown, should be more consistent. Enemies will now shrug off staggers even from power attacks.
- Interrupting enemies with a bash while they are power attacking, drawing a bow, or casting a spell will continue to work while they are on the stagger cooldown.
- The DLL now reduces the stagger value of all weapons to 0, dynamically. This essentially “turns off” default weapon stagger and allows my stagger rules to win instead.
- The mechanics for weapon parry have been migrated to the DLL. This includes the mechanics for the shield’s ability to stagger enemies when blocking.
- The mechanics for the soft and hard armor cap have been migrated to the DLL. This represents a significant improvement to those mechanics.
- Armor Rating values between 1 and 500 provide 0.15% mitigation, for a total of 75% mitigation at 500 Armor Rating.
- Armor Rating values between 501 and 1000 provide 0.03% mitigation, for a total of 90% mitigation (and a real increase of 60% mitigation) at 1000 Armor Rating.
- A new injury mechanic has been added.
- When you fall below 50% Health, incoming weapon attacks have a 10% chance to injure you.
- When you fall below 25% Health, incoming weapon attacks have a 25% chance to injure you.
- The first time you are injured, you receive a Minor Injury, which reduces your Health by 25 points.
- After receiving a Minor Injury, there is a three minute cooldown before you can be injured again.
- The second time you are injured, your Minor Injury advances to a Major Injury, which reduces your Health by 50 points.
- After receiving a Major Injury, there is a five minute cooldown before you can be injured again.
- The third time you are injured, your Major Injury advances to a Critical Injury, which reduces your Health by 100 points.
- Taking a Critical Injury will instantly kill a player with only 100 Health.
- To heal an injury, simply rest in any bed.
- Resting for four hours will heal a Minor Injury, reduce a Major Injury to a Minor Injury, or reduce a Critical Injury to a Major Injury.
- Resting for eight hours will heal a Minor or Major Injury, or it will reduce a Critical Injury to a Minor Injury.
- Resting for twelve hours will heal all injuries.
- If you do not rest to recover from your injuries within 24 in-game hours, your injuries will become infected.
- Infection is a disease. It respects Disease Resistance and can be removed with a Cure Disease Potion (or scroll).
- When you first contract an infection, you receive a Minor Infection, which reduces your Base Health Regeneration by 25%.
- If you do not cure your infection within 24 in-game hours, it progresses to a Major Infection, which reduces your Base Health Regeneration by 50%.
- If you do not cure your infection within 48 in-game hours, it progresses to a Critical Infection, which reduces your Base Health REgeneration by 100% (preventing Health Regeneration unless you are a Cultist of Namira or you have the Invincible perk and you are under 50% Health).
- Injures can be turned off in the ini.
- Currently, turning off injuries in the ini DOES NOT cure you from an existing injury. You will need to rest to heal from the injury.
- The Harsher Health Regeneration Addon now increases Health Regeneration by 100% when you are under 50% Health, and by 200% when you are under 25% Health.
- The difficult modifiers have been adjusted. The new modifiers are:
- Novice: 2.0 / 0.5
- Apprentice: 1.5 / 1.0
- Adept: 1.0 / 1.5
- Expert: 0.8 / 2.0
- Master: 0.6 / 3.0
- Legendary: 0.4 / 4.0
- An optional setting, Level Based Difficulty Scaling, has been added. This setting incrementally increases your difficulty by one “tier” over the course of a whole playthrough. It is designed for users who find themselves turning the difficulty up in the late game; this plugin essentially does that for you. It is disabled by default and can be re-enabled in the .ini.
- The Sneak Addon is now enabled by default.
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Version 2.1.1
- Fixed an issue where Blade & Blunt would occasionally stop dragons from chowing on tasty NPCs.
- Increased sprint cost slightly to fit with some changes elsewhere in Simonrim.
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Version 2.1.0
- Reverted some changes to walking speed per user request.
- Implemented support for the “One-Hand-and-None” playstyle. Using a One-handed weapon in one hand with an empty offhand now reduces power attack costs by 25%, while increasing Block potency by 20%.
- Implemented support for the Simonrim Attack Speed Fix.
- Updated the Stamina patch to account for the Simonrim Attack Speed Fix.
- Added a debuff to sneak attacks when out of Stamina to the Stealth addon.
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Version 2.0.2
- Updated DLL to support 1.6.629+
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Version 2.0.1
- Made some improvements to the stagger cooldown.
- Fixed a condition in the Bleed controller.
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Version 2.0.0
- Blade & Blunt has been rebuilt from the ground up to require SKSE, make use of a DLL, and rely on SPID and Scrambled Bugs.
- Several perks have been distributed to NPCs via SPID.
- Crossbows drain Stamina again.
- Perks such as Endurance and passives such as Lunar Blessing and The First Lesson will now properly reduce the Stamina drain from drawing a bow.
- Introduced a new stagger system. Requires Scrambled Bugs for compatibility w/ perk overhauls.
- Introduced a new armor soft cap / hard cap system.
- Armor Rating now reduces the damage of bleeding perks such as Rip and Tear and Carve and Spit.
- Removed the “massive targets” system, except for stagger.
- Implemented a re-interpretation of “timed block” to differentiate blocking with weapons from blocking with shields.
- The cap on blocking is now 90% instead of 75%.
- Spell Absorption now respects the Magic Resistance cap, which is set to 75% in this mod.
- Player height no longer influences Movement Speed.
- Flagged the mod as an .esl.
- Added an optional plugin that drains Stamina while sneaking
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Version 1.4.1
- Fixed an incorrect speed value.
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Version 1.4.0
- Crossbows have been (perhaps temporarily) exempted from Stamina Drain.
- I fixed a few issues with movement speed when drawing weapons, and made some minor tweaks to walking speed.
- I removed a perk that was causing arrows to do more damage to your character.
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Version 1.3.2
- Added a GameSetting tweak I forgot to port over from Adamant.
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Version 1.3.1
- Removed an ITM from the mod, which is known to cause instant crashing, erectile disfunction, and nuclear holocaust.
- Adjusted the added damage resist while blocking to be only half as effective against power attacks, which is in line w/ other forms of block mitigation.
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Version 1.3.0
- Blocking is now more effective at low level. This is especially true when using a shield.
- Bashing and power bashing are now slightly cheaper and grant more experience.
- Bashing has a shorter reach, appropriate to the shorter reach of weapons in B&B.
- Entering combat now reduces Stamina Regeneration by one-half instead of two-thirds.
- Entering combat now reduces Magicka Regeneration by one-half instead of two-thirds.
- The values of Health Regeneration have been tweaked. As a result, your Health regenerates at roughly the same rate in combat, and slightly faster out of combat. This normalizes the behavior of Health Regeneration when compared to Magicka and Stamina Regeneration.
- Sprinting now costs a little less than in Vanilla (which I intended to be the case in 2.0).
- Mages will now be more willing to switch to a dagger when out of Magicka, instead of waiting for their Magicka to recharge with spells in both hands. This might still happen in some cases, especially with high level mages, but it’s rarer now.
- Enemies will now suffer the low Stamina penalties to damage and block (if you have SPID installed).
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Version 1.2.1
- Fixed a bug with dragon kill moves.
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Version 1.2.0
- I have re-balanced the Attack Commitment module to focus more on the player’s movement speed and less on the player’s ability to turn left and right while attacking. This should provide the same benefits in combat, while allowing the player to choose races, perks, and stones that mitigate this penalty if they so desire.
- When your character falls below 0 Stamina, you now move and attack 25% slower in addition to dealing 25% less damage.
- Drawing a bow now drains a small amount of Stamina.
- The AR of your shield no longer affects your ability to block.
- Blocking now always takes at least 10 Stamina, instead of always taking at least 5.
- Sprinting is 25% more expensive (still 28.5% cheaper than Vanilla).
- You will move slower when heavily armored. You will move even more slowly when heavily armored with a weapon out.
- Enemy arrow damage has been increased by 25%.
- Bandits will be more aggressive and less defensive when they are alone than they were before.
- Magic Resistance, Fire Resistance, Frost Resistance, Shock Resistance, Poison Resistance, and Disease Resistance now cap at 75%.
- Each point of armor resists 0.15% of incoming damage. The armor cap is 500. The total damage resistance cap is 75%.
- Blocking caps at 75%.
- I’ve added an optional timed block module. I don’t think timed blocking is a very good mechanic, but it’s something a lot of people really want in a combat mod, so I’ve added it for them.
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Version 1.1.2
- Reworked the difficulty settings.
- Removed the armor changes, which have been migrated to Adamant.
- Retired the Adamant Integration patch.
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Version 1.1.1
- Fixed a bug related to the Stamina management perk.
- Slightly tweaked legendary damage numbers.
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Version 1.1.0
- Damage sliders rebalanced. Damage will be lower across the board.
- The damage buff from advantage increased from 25% to 50%.
- Winded, Tapped, and Injured abilities removed.
- Winded re-implemented as a 25% debuff to weapon damage and a 50% debuff to blocking effectiveness while at or under 0 Stamina.
- Adjustments to game settings that control how long you can stay under 0 Stamina.
- Adjustments to game settings that control enemy health.
- Adjustments to a perk that controls the damage of level one bandits.
- Adjustments to a perk that controls the Stamina regeneration of enemies.
- Adjustments to the attack commitment that mages experience while casting spells.
- Adjustments to a perk that controls the damage of archers.
- Improvements to the stagger system in the Adamant integration patch.
- Adjustments to a perk that controls incoming stagger.
- Removal of several dragon kill moves.
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Version 1.0.3
- Recompacted.
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Version 1.0.2
- Removed the anti-one-shot feature (25% less damage to targets above 75% Health) because it was causing a visual bug with weapon tooltips.
- Removed a perk entry that was causing blocking to be 40% less effective while Winded. This was part of the Winded Debuff earlier in development, and should have been removed on launch.
- The "fight or flight" mechanic, whereby actors take 25% less damage when under 25% health, now applies to spells.
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Version 1.0.1
- Tweaked the game setting that controlls the in-combat penalty to Stamina Regeneration.
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- Author's activity
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April 2024
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24 Apr 2024, 9:44PM | Action by: SimonMagus
Attribute change
'Description changed.'
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24 Apr 2024, 9:08PM | Action by: SimonMagus
Attribute change
'Description changed.'
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19 Apr 2024, 5:06PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.6.3'
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19 Apr 2024, 5:05PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.6.3'
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19 Apr 2024, 5:02PM | Action by: SimonMagus
File added
'Blade and Blunt - A Combat Overhaul [version 3.6.3]'
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19 Apr 2024, 4:58PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.6.2'
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15 Apr 2024, 5:08PM | Action by: SimonMagus
Attribute change
'Description changed.'
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15 Apr 2024, 5:06PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.6.2'
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15 Apr 2024, 5:04PM | Action by: SimonMagus
File added
'Blade and Blunt - A Combat Overhaul [version 3.6.2]'
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11 Apr 2024, 4:02PM | Action by: SimonMagus
Attribute change
'Description changed.'
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11 Apr 2024, 4:00PM | Action by: SimonMagus
Attribute change
'Description changed.'
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10 Apr 2024, 6:59PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.6.1'
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10 Apr 2024, 6:59PM | Action by: SimonMagus
File added
'Blade and Blunt - A Combat Overhaul [version 3.6.1]'
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10 Apr 2024, 6:58PM | Action by: SimonMagus
Attribute change
'Description changed.'
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10 Apr 2024, 6:57PM | Action by: SimonMagus
Attribute change
'Description changed.'
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10 Apr 2024, 6:52PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.6.0'
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10 Apr 2024, 6:52PM | Action by: SimonMagus
File added
'Blade and Blunt - A Combat Overhaul [version 3.6.0]'
March 2024
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29 Mar 2024, 3:14AM | Action by: SimonMagus
Attribute change
'Description changed.'
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06 Mar 2024, 9:12PM | Action by: SimonMagus
Attribute change
'Description changed.'
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06 Mar 2024, 9:09PM | Action by: SimonMagus
Changelog added
'Change log added for version 3.5.0'
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- Mod page activity
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April 2024
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26 Apr 2024, 7:48AM | Action by: MiMiBunx
Tracked
'Blade and Blunt - A Combat Overhaul'
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26 Apr 2024, 6:06AM | Action by: albinomagic
Tracked
'Blade and Blunt - A Combat Overhaul'
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26 Apr 2024, 5:11AM | Action by: Superdune
Endorsed
'Blade and Blunt - A Combat Overhaul'
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26 Apr 2024, 4:05AM | Action by: Christoff
Tracked
'Blade and Blunt - A Combat Overhaul'
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26 Apr 2024, 2:03AM | Action by: ZoddsSnappedNeck
Untracked
'Blade and Blunt - A Combat Overhaul'
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25 Apr 2024, 8:21AM | Action by: TannerOrin
Untracked
'Blade and Blunt - A Combat Overhaul'
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25 Apr 2024, 7:02AM | Action by: sveski
Tracked
'Blade and Blunt - A Combat Overhaul'
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25 Apr 2024, 6:29AM | Action by: Lunaclaw
Untracked
'Blade and Blunt - A Combat Overhaul'
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25 Apr 2024, 1:25AM | Action by: SaltyDriftwood1
Tracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 9:53PM | Action by: Drojman1234
Tracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 9:18PM | Action by: mop199
Tracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 7:21PM | Action by: Orleis
Tracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 7:20PM | Action by: snstone
Endorsed
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 4:53PM | Action by: nxf11rocks
Tracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 3:35PM | Action by: HollowBlades
Endorsed
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 12:07PM | Action by: LogikTP2
Untracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 10:05AM | Action by: JettJenkins44
Endorsed
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 10:05AM | Action by: JettJenkins44
Tracked
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 8:42AM | Action by: Seventeeeen
Endorsed
'Blade and Blunt - A Combat Overhaul'
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24 Apr 2024, 8:32AM | Action by: LogikTP2
Tracked
'Blade and Blunt - A Combat Overhaul'
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