This page was last updated on 23 November 2020, 3:09PM
Changelogs
Version 1.1
- Reflect Damage (former Fortify Heavy Armor) - Changed to "Incoming melee unblocked attacks damage the attacker by <mag> points of damage." It now uses a fixed amount of damage based on the enchantment magnitude instead of % damage received since the latter gets reduced as the wearer has better armor rating.
- Adrenaline Guard replaces Fortify Speed (former Fortify Light Armor) - "When hit by unblocked melee attacks, restore <mag> points of Stamina." since the former is used in Summermyst mod i wanted to prevent redundant effects.
- Fortify Power Attacks (former Fortify Two-Handed) - Changed to "Power attacks cost <mag>% less stamina and stagger <mag>% longer." since increasing power attack magnitude is redundant with fortify damage and a dedicated enchantment for it is already present in summermyst.
- Fortify Block - Changed to "Block <mag>% better. Blocked attacks damage the attacker Stamina by <mag> points." on this one a secondary effect was added;
- Removed the magic regeneration buff from mage robes pre-enchanted items since when disenchanting then their magnitude would be fixed at 10 and they are unique enough.
- Added the magic school back to weapons enchantments for better interaction with perk mods, this means that magic perks now decrease charge cost again.
- Reduced the enchantment cost overall based on "Enchanting Adjustments and Price-Charge Bug Fix".
- Muffle enchantment now makes clear in the description that it decrease noise by 50% as is in vanilla and is no longer affect by enchantment scaling since the value cannot be displayed correctly.
- Added the enchantment shadders back to armors.
- Added a patch for Summermyst, while still technically compatible without a patch, it forward summermyst`s new shadders and fix a small conflict related to college robes disenchantment.
- Banish - Removed the vanilla scripted animation associated to it because it`s visually distracting and spam in odd places.
- Fear - Changed to "Target deal <mag>% less physical damage for <dur> seconds." because chasing enemies is boring and was pretty much useless late game.
- Paralysis - Changed to "Paralyze targets that are not in combat for <dur> seconds." because it was overpowered even with a lower chance then in vanilla, once the target is paralyzed he`s pretty much dead, now it act more like an opening enchantment and still quite strong.
- Soul Trap - Now deal 3 damage per second, from 2.
- Turn Undead - Fixed the enchantment and now it correctly decrease enemy maximum health instead of increasing it.