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[分享] Skyrim Redone,天际重制,英文版本更新条目记录(此帖仅作记录用),当前截止到v.18

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发表于 2012-9-8 17:27 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Skyrim Redone  天际重制   版本更新条目记录

: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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