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Skyrim Redone 天际重制 版本更新条目记录
注:此帖内容仅作记录用,方便会英文的玩家直接检索及查看。
想看汉化条目的朋友请自行用百度翻译或谷歌翻译
Changelog 变动记录:
v0.99.18 (尚在制作中,作者仍未推出):
SkyRe-Main:
- Added perks:
- Cold Soul (Destruction)
Frost spells are 15% cheaper and incoming frost spells are 15% weaker. Only one "soul"
perk may be chosen.
- Blistering Soul (Destruction)
Fire spells are 15% cheaper and incoming fire spells are 15% weaker. Only one "soul"
perk may be chosen.
- Voltaic Soul (Destruction)
Shock spells are 15% cheaper and incoming shock spells are 15% weaker. Only one "soul"
perk may be chosen.
- Pyromancer's Contract (Destruction)
Fire spells you cast are 25% stronger and 15% cheaper. Your fire resistance grows by 50%.
You can not cast ice or shock spells anymore, are 25% weaker to those elements and can
not summon Atronachs associated with these elements.
- Cryomancer's Contract (Destruction)
Frost spells you cast are 25% stronger and 15% cheaper. Your frost resistance grows by 50%.
You can not cast fire or shock spells anymore, are 25% weaker to those elements and can
not summon Atronachs associated with these elements.
- Electromancer's Contract (Destruction)
Shock spells you cast are 25% stronger and 15% cheaper. Your shock resistance grows by 50%.
You can not cast ice or fire spells anymore, are 25% weaker to those elements and can
not summon Atronachs associated with these elements.
Removed perks:
- Magic Resistance
- Atronach
- Added spells and spell tomes:
- Earthquake (Destruction)
Deals damage depending on the targets' distance from the caster, and
sends them flying. Master level.
- Curse Of Roots (Restoration)
While active, each hit might turn the target into a tree permanently.
Curse spell. Master level.
- Aura - Soul Consumer (Restoration)
While active, killing an actor within the aura's range heals the killer's
health, magicka and stamina by 20%. Affected actors can't be soul trapped.
Expert level.
- Arcane Dynamo (Alteration)
For 2 minutes, each blocked incoming melee hit restores 20% of your maximum Magicka. Apprentice Level.
- Arcane Generator (Alteration)
For 2 minutes, each incoming hit restores 15% of your maximum Magicka. Adept level.
- Forced Reanimation (Conjuration)
Reanimate ANY humanoid body to fight for you. The reanimated creature is 25% slower, deals 25% less weapon damage
and is 25% weaker to fire than the living counterpart. Novice level.
- Brutal Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
attacks 25% slower, but takes 25% less weapon damage than the living counterpart, and regenerates 2 Health per
second. Apprentice level.
- Frenzied Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
attacks 10% faster and deals 25% more weapon damage, but takes 25% more weapon and spell damage than
the living counterpart. Adept level.
- Infested Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
deals 25% less damage with weapons and has 25% weaker spells than the living counterpart, but heals all
nearby undead creatures for 5 points of health per second. Expert level.
- Transcendental Reanimation (Conjuration)
Reanimate a humanoid body to fight for you whose level is lower than yours. The reanimated creature
takes 50% more weapon damage, but is 25% resistant to magic and has 25% stronger spells than the living
counterpart. Master level.
- Undying Rage (Illusion)
For 30 seconds, the target creature or humanoid will battle anyone affected by "Undying Hatred". Expert level.
- Undying Hatred (Illusion)
For 30 seconds, the target creature or humanoid will battle anyone affected by "Undying Rage". Expert level.
- Feint Nemesis (Illusion)
When cast at a phantom image, it grows in size rapidly and fears everyone nearby for 10 seconds. It dies afterwards.
Adept level.
- Feint Warfare (Illusion)
When cast at a phantom image, the image appears to cast a high-level Destruction spell,
drawing aggression and attention of nearby beings. Apprentice level.
- Feint Tranquillity (Illusion)
When cast at a phantom image, the one killing the image is calmed for 10 minutes. The killer can not be calmed again.
Apprentice level.
- Feint Anarchy (Illusion)
When cast at a phantom image, the one killing the image is frenzied permanently, attacks 50% harder and moves
25% faster. If it gets killed, the spell jumps on the killer. Anyone affected by this spell is immune to all other
Illusion spells. Master level.
- Veil Of Illusion (Illusion)
Summons a phantom image right next to the caster, and turns the caster silent and invisible for 6 seconds. Expert level.
- Feint Split (Illusion)
Sacrifice a phantom image to create two new, smaller phantom images. These do not count towards your summon limit
and have less health tgan a regular phantom image. Expert level.
- Insight (Illusion)
Gives information about the difference between caster's and target's level. Only works on humanoids. Novice level.
- Removed spells and spell tomes:
- Bane of the Undeand
- Raise Zombie
- Reanimate Corpse
- Revenant
- Raise Dread Zombie
- Death Thrall
- Renamed "Mirror Me" to " hantom Image"
- Renamed "Careful Studies" to "Rash Studies", and changed its effect. It now increases damage AND casting cost
- Changed effects of Novice...Master Destruction: Now boost magnitude by 25% and reduce casting cost by 25%.
- Removed Destruction spell magnitude scaling with skill. The creation kit's minimum values (1% per skill level)
are too high to allow for proper balance
- Rebalanced destruction spell values
All values are base values (no skill/perks)
SPELL - DAMAGE - COST(~) - CASTING TIME - AoE?
Flames - 10/s - 20/s - 0 - n
Firebolt - 35 - 70 - 2 - n
Fireball - 35 - 140 - 2 - y
Incinerate - 35 - 100 - 1 - n
Sizzling Touch - 45 - 55 - 1.5 - n
Fire Rune - 40 - 100 - 4 - y
Flame Cloak - 10/s - 250 - 3 - y
Wall of Fire - 40/s - 110 - 0 - y
Firestorm - 100/65/35 - 400 - 3 - y
Best raw damage for Magicka, fastest missile charge time with Incinerate, can
strike targets down and debuff armor with perks.
Frostbite - 7/s - 20/s - 0 - n
Ice Spike - 27 - 70 - 2 - n
Ice Storm - 27 - 140 - 2 - y
Icy Spear - 27+(2/s x 27s) - 140 - 3 - n
Chilling Touch - 31 - 55 - 1.5 - n
Frost Rune - 30 - 100 - 4 - y
Frost Cloak - 7/s - 250 - 3 - y
Wall of Frost - 30/s - 110 - 0 - y
Blizzard - 15/s x 15s - 400 - 3 - y
Less raw Health damage, but full stamina damage on top. Also base 30% movement speed debuff
on all spells. Can paralyze for a short duration with perks.
Sparks - 7/s - 20/s - 0 - n
Lightning Bolt - 27 - 70 - 2 - n
Chain Lightning - 27 - 140 - 2 - y
Thunderbolt - 27 (double Magicka damage) - 100 - 2 - n
Sizzling Touch - 31 - 55 - 1.5 - n
Shock Rune - 30 - 100 - 4 - y
Shock Cloak - 7/s - 250 - 3 - y
Wall of Storm - 30/s - 110 - 0 - y
Lightning Storm - 27/s - 80/s - 3 - n
Less raw Health damage, but now deals FULL Magicka damage on top (double that for Thunderbolt).
Perks offer a small chance for a critical, disintegrating hit and a critical hit that depletes
a lot of Magicka. Also fastest projectile speed.
Resonance - (caster's health * 0.5) - 160 - 3 - n
Battle of Wits - (10 x number of spelly you know) - 400 - 3 - n
Unresisted and strong, but no perk damage support and can backfire heavily if the target
is not killed.
Earthquake - (((UnitRange - UnitDistance(caster, target)) / UnitRange) x 250) - 500 - 3 - y
Unresisted and strong AND huge AoE, but no perk damage support, high cost
and only good damage in very close range. Also knocks actors down if they are close.
- Nerfed initial spell sneak damage multiplier to 1.75
- Nerfed "Arcane Assassin" to only increase the spell sneak multiplier to 2.5
- Nerfed "Touch of Calamity" to only increase the touch spell sneak multiplier to 3.5
- Increased timed blocking tolerance to 0.5 seconds. Apparently 0.4 is too low for Papyrus to work properly.
- Made NPCs use Ammo for crossbows
- Nerfed hilarious speed and damage of Woodcutter's Axe
- Modified Elemental Ram to only have three stages with 10% reduced resistance each
- Modified summoned skeleton archer AI to prefer ranged weapons more
- Modified summoned skeleton mage AI to prefer magic more and avoid melee combat
- Modified all "Reanimation" spells to be "target actor" (no projectile). Necessary for stable working.
- Reduced skill gain for Wayfarer
- Added funky keywords to more concentration type spells to improve compatibility with Apocalypse
- Increased skill experience gain for "Conjure Flame Atronach"
- Separated "Unarmed" weapon to be 2 separate one-handed weapons instead
- Added "armor levels while being worn"-effect
- Made Auriel's Bow a longbow, and renamed it to "Auriel's Longbow"
- Added steel material keyword to "Shield of Ysgramor"
- Added tempering recipe to "Shield Of Ysgramor"
- Modified spell descriptions of "Conjure Dremora Valkynaz" and "Conjure Dremora Markynaz"
- Added keywords to most familiars; should make ASIS more compatible
- Made "Resist Magic"-effect visible again, due to people loving clutteres inventories
- Overhauled Destruction skill tree layout
- Fixed issue where "Icy Spike" would advance "Elemental Ram" by 2 stages
- Fixed "Fiery Touch" working with Elemental Ram
- Fixed requirements of "Summoner" rank 4
- Fixed damage of Dragonbone weapons
- Fixed issue where the damage part of Barbed bolts wouldn't work
- Fixed typo on Eastern Dwemer Longsword
- Fixed typo on Tapered Battlestaff
- Fixed requirements on "Traveler" rank 3
- Fixed casting perk of "Cleansing"
- Fixed crafting recipe requirements for all timebomb bolts
- Fixed issue where lockpicking skill books would boost Wayfarer. They now boost Fingersmith.
- Fixed issue where the Medi Spider's aura would not heal machines, hopefully
- Fixed issue with Phase Shift
- Fixed Dragonflesh being equipped in both hands
- Fixed both recipes for "Silenced Steel Arbalest"
- Fixed issue where skeleton's wouldn't engage in battle, hopefully
- Fixed issue where the initial Dremora Kynmarcher had a fixed level, and also corrected his name
- Fixed Dremora Markynaz spawning without bows
- Fixed issue with bear and snow bear spirit guide
SkyRe-EnemyScaling:
- Removed rank 2 and 3 of Deadly Bash
- Nerfed spellcasters by removing "Careful Studies"
SkyRe-StandingStones:
- Fixed Serpent Stone perk not applying
SkyRe-Combat:
- Tweaked stamina drain script for more stability
- Removed "armor levels while being worn"-effect
v0.99.17.3x:
- Brought the "no Dawnguard" version to the level of 0.99.17.3
v0.99.17.3:
SkyRe-Main:
- Swapped a few keywords around to remove master dependency of combat module
- Removed a debug message from "Mirror Me"
- Added "Advanced Missilecraft" rank 2 requirement to many enhanced bolts
- Fixed "Coup De Grace"
- Fixed "Endeavor"
- Made a last attempt to fix "Style: Snake's Fang"
SkyRe-Combat:
- Fixed issue where dagger power attacks would cost no stamina
- Fixed issue where just wearing a crossbow depletes stamina
- Independent again! Yay!
- Modified crossbow attack damage to not be modified by remaining stamina
v0.99.17.2:
SkyRe-Main:
- Added spell:
- Mirror Me (Illusion)
Creates a copy of the caster, clad in robes. The copy deals low damage and
will not follow you around, but will attack enemies nearby. Apprentice Level.
- Fixed tooltip on most elemental bolts
- Fixed display name of "Bolt - Strong Steel - Barbed"
- Fixed recipes on all Dwarven barbed bolts
- Fixed absence of "Advanced Missilecraft" rank 2
- Fixed a recipe for Dwarven metal ingots
- Fixed typo on Fingersmith skill tree description
- Fixed missing recover flag on barbed bolt effects
- Fixed stats on Ebony Blade
- Modified Marksmanship skill description to reflect that crossbows are covered
- Made barbed bolt speed debuff non-stackable to prevent madness
- Dramatically reduced explosion radius on Barbed Bolts
SkyRe-Combat:
- Rebalanced power attacks for the player
- Two-handed weapons deal 50% more power attack damage, as long as you have 10% Stamina or more
- Sword, Axe and Mace deal 25% more power attack damage, as long as you have 10% Stamina or more
- Two-handed weapons consume 20% less stamina when power attacking
- Sword, Axe, Mace consume 35% less stamina when power attacking
- Daggers consume 55% less stamina when power attacking
- Added back missing master dependency on SkyRe-Main
SkyRe-Races:
- Reduced brightness and increased contrast on Khajiit night eye
v0.99.17.1:
SkyRe-Main:
- Fixed issue where you couldn't craft steel crossbows and bolts with the perks only
- Fixed damage of Dragonbone Arrows
- Fixed name of "Elven Gauntlets of the Eminent Fatespinner"
- Fixed condition on Rune Master, rank 2
- Fixed "Monolith", for real this time :p
- Fixed missing "recover" flag on Myrmidon rank 1
- Fixed barbed bolts, hopefully
- Tweaked Dragonbone Arrows to follow the naming convention
- Did the same for Sunhallowed and Bloodcursed Arrows
- Tweaked Auriels Bow and Zephyr, and made Zephyr a longbow
- Tweaked Harkon's Sword to be a Katana
- Tweaked creatable dwarven animunculi faction for less havoc
- Removed one rank of "Summoner", max effect is still the same
- Added weird keywords to Chastise for better compatibility with Apocalypse's Contingency spells
- Increased speed boost on "lightweight crossbows"
SkyRe-Combat:
- Went back to scripted distribution, due to strange issues with cloak spell distribution
- Made scripted distribution faster
v0.99.17:
- Added Dawnguard as master, and split off a "No Dawnguard" fork. New
versions require Dawnguard
- Dropped SkyRe_Lighting, since I fell in love with Climates of Tamriel
SkyRe_Main:
- Added new perks:
-Ballistics (Marksmanship)
Allows you to craft and temper any crossbow and bolt you have the respective smithing material perk
for.
-Advanced Missilecraft (Marksmanship)
Allows you to re-forge bolts into progressively stronger versions.
-Barbed Missiles (Marksmanship)
Allows you to re-forge bolts into Barbed variants that deal bleeding damage and slow the
target down.
-Recurve (Marksmanship)
Can re-forge crossbows into variants that deal more damage. Only one crossbow enhancements is possible.
-Arbalest (Marksmanship)
can re-forge crossbows into a slow variant that deals double damage against blocking target. Only one
crossbow enhancement is possible.
-Lighweight Construction (Marksmanship)
Can re-forge crossbows to be lighter and faster. Only one crossbow enhancements is possible.
-Silencer (Marksmanship)
Can re-forge crossbows for more sneak damage. Only one crossbow enhancements is possible.
-Engineer (Marksmanship)
Can enhance crossbows twice.
-Elemental Bombard (Enchanting)
Allows you to re-forge bolts, adding elemental explosions. Works on "advanced missiles", but
not combined with "Barbed Missiles"
- Removed "Curare"
- Modified "Fuse" and "Advanced Explosives" to work with bolts
- Modifed "Sharpshooter" to not work with crossbows
- Reduced combat detection distance
- Reduced Wayfarer skill gain for "Tracking"
- Fixed lockpicking experience gain
- Fixed "Summon Dremora Valkynaz"
- Fixed "Mongoose"
- Fixed missing Falmer Shortsword mesh
- Fixed all circlet meltdown recipes to use the smelter HERP DERP
- Fixed meltdown recipes for Gold and Ruby Circlet
- Fixed typo on "Hunting Shortbow of Draining"
- Fixed conditions on "Sharpshooter" rank 3
- Fixed "Deadly Touch" base enchantment
- Fixed requirements of "Weak Spot" rank 3
- Fixed damage of "Dwarven Longmace"
- Fixed "Sorcerer's Fist" (if it still bugs out, I'll remove it. And kill myself lol)
- Fixed requirements on "Rune Master" rank 3
- Fixed typo on "Call Familiar - Bombcrab"'s spell tome
- Fixed typo on "Forceful Push" and its spell tome
- Fixed keywords on one type of Dreamcloth Boots
- Tweaked leveled lists for no more high-level weapons on cheap enemies
- Made summonable skeletons unaggressive
- Made summonable dwarven constructs unaggressive
- Eliminated all uses of "onUpdate()" in scripts, due to the function causing issues. Thanks to Chesko for notifying me!
- Removed ranks 2 and 3 of "Deadly Bash"
- Removed "Curare"
- Increased speed and range for Glaives and Yaris
- Modified name of the generic crossbow to reflect its material
- Modified "Focus" to enhance the "ignore armor" effect on crossbows
- Made all crossbows ignore 50% armor, and tweaked their stats
- Modified shortbow perks and "Coup De Grace" to not work with crossbows
- Increased skill level requirement on Arrowhail rank 2
- Reduced skill level requirement on Coup De Grace, rank 2 and 3
- Increased speed and reduced gravity influence on all bolts
- Added missing meltdown recipe for Iron Shield
- Added missing meltdown recipe for Steel Bastard Sword
- Added recipe for "Bone Hawk Ring"
- Crafting "Bone Hawk Amulet" requires "Treasurecraft" now
- Made crossbows craftable at all forges
- Boosted strength of all elemental bolts; 25 base damage for steel bolts, 35 for
dwarven bolts
- Renamed all bolts for better sorting
- Removed old arrow recipes
- Lowered requirements of "Golden Touch"
- Distributed crossbows; soldiers and bandits use them.
- Modified slow effect on frost spells to not be stackable
- Adjusted Dragonbone weapon loading screen
- Added second crossbow loading screen
- Added recipe for scaled horn armor
- Modified " rism" enchant to only work on incoming damage spells
SkyRe_Combat:
- Made distribution script faster and more reliable
- Simplified stamina loss on attack; it's only dependent on attack speed now. Since big weapons are slow,
the effect is the same - it's just less script-heavy
- Eliminated all uses of "onUpdate()", due to the function causing issues. Thanks to Chesko for notifying me!
- Modified passive armor effects to not protect from crossbows mostly; heavy armor users can deflect a maximum of 30%
damage, light armor user can deflect 15% damage
SkyRe_Races:
- Fixed Dawnguard face morph bug, hopefully
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