This page was last updated on 28 October 2023, 9:23PM
Changelogs
Version 1.3.5
Added a chance for Dremora Valkynaz to carry Daedric helmets and gaunlets.
Fixed the Ancestor Guardian not having magicka regen like other ethereal undead.
Decreased Hand-to-Hand base damage compared to vanilla and decreased maximum damage compared to previous versions (still a slight increase over vanilla).
Version 1.3.4
Fixed the loot condition feature not working.
Version 1.3.3
Updated the rarity multlipliers based on changes to the similar system used in JSawyer Ultimate. Also made the alchemy multipliers less extreme.
Increased the rate of Athletics skill increases by 1.5x, which makes it level more naturally.
Version 1.3.2
Added a Morrowind-inspired health regeneration feature. Health will restore at 10% of Endurance per hour whilst exploring or waiting (waiting no longer gives full health), but will still fully restore when sleeping. The health regeneration is very slow, so you will likely not notice it when exploring, i.e. a maximum of 10 health every 2 minutes. The main intention is to make the game harder by removing the instant regeneration from waiting 1 hour. Like all scripted features, there are global variables that you can edit in xEdit to change how this works. The global variable asc0HealthRegenEnduranceMult is the health restored per hour as a multiplier of Endurance.
Added multiple enchanted items to leveled lists that were unused in the vanilla game. Most of these were restored by the Unofficial Patch, but were not included in the Shivering Isles leveled lists too. The items are: Grand Ring of Vigor, Grand Ring of Health, Grand Ring of Magicka, Broadhead Gauntlets, Huntsmans Gauntlets, Clear Sight Gauntlets, Vvardenfell Traders Cuirass, Cuirass of the Farlands Trader, Blower's Cuirass, Gauntlets of Lockbreaking, Gauntlets of Passing, Magnifying Gauntlets, Smugglers Boots, Boots of the Forest Stalker, and Boots of Soft Walking.
No Starting Map Markers: added Anvil Docks from UOP (UOP is now required), and added No Merge tag, since Wrye Bash like to skip the Skingrad markers when merging.
Version 1.3.1
Prevented the new poison feature from poisoning enemies staves.
Re-added the fatigue influence on spell effectiveness from older versions of the mod, but decreased the maximum drain from 20% to 10%.
Increased experience from wortcraft so that it is 1/4 of the experience from brewing a potion. Vanilla was 1/10 and previous versions of the mod were approximately 1/8. This makes consuming excess ingredients more worthwhile.
Upgraded the loot in Crystal Chests in the Shivering Isles to use boss-level loot lists.
Split the rarity options for potions and scrolls into separate options for enemies and loot.
Version 1.3.0
Added an option for decreasing ingredient harvest chance (default is a moderate increase in rarity).
Added an option for soul gem rarity (disabled by default).
Added an option for scroll rarity (default is a moderate increase to NPC scroll rarity).
Reworked the item rarity options to use presets instead of multipliers.
Added a new scripted feature that makes enemies more likely to poison their weapons (enabled by default).
Added options (enabled by default) to add a small amount of weight to keys and lockpicks. This should prompt you to drop keys that you don't use.
Decreased the base number of Repair Hammers in merchant stock from 20 to 3.
Decreased the base number of Torches in merchant stock from 6 to 2.
Decreased the time Torches stay lit from 16.6 minutes to 10 minutes.
Decreased the effect of the Beguile scroll to match changes to other charm spells.
Increased the number of extra treasure items for levels 1 to 7 in boss chests from 2 to 3.
Increased the count of gold and silver clutter in the extra treasure loot list from 1 to 2.
Increased (doubled) the level effectiveness of all level-based spells. For example, illusion spells will now be effective on actors twice the level of the vanilla game.
Removed the skill influence on the chance of a Repair Hammer breaking. Skill still affects the item condition restored per use.
Decreased the base chance of a Repair Hammer breaking from 30% to 25%.
Increased the base item condition restored per Repair Hammer use from 0 to 5.
(The changes to player repair above make repairing your own gear harder than vanilla at high Armorer, so that merchant repair isn't completely redundant.)
Added an option to force vanilla repair settings (disabled by default).
Added an option for additional fatigue regeneration based on Endurance when not running or in combat (disabled by default).
Version 1.2.0
(This update improves the mod's balance by making some aspects fairer and reducing the sponginess of the game's combat. The mod will generally be slightly easier now, but still has increased difficulty over vanilla Oblivion.)
Added a new scripted feature that dynamically decreases the health of the toughest creatures. Like all other scripted features, this can be disabled in the INI and customised by changing the global variables prefixed with "asc0" in TESIVEdit.
Changed the stats of merchant unique items to exactly match their unenchanted counterparts, including decreasing their value. This change should make buying these items actually viable.
Decreased the influence of fatigue on actions (primarily damage) from 50% to 25%.
Removed the influence of fatigue on spell effectiveness. This helps maintain magic damage during combat and reduces pure mages dependence on Fatigue.
Added a global damage multiplier option to the INI. This affects all physical damage from creatures and NPCs (Note: this affects all creature damage, not just leveled creatures like other mods, i.e. it is not just the common change to fCreatureCalcDamage.)
Decreased the bonus magicka regeneration on Will-o-the-Wisps from 5 to 1 to better match the difference in vanilla and Ascension magicka regeneration.
Decreased the bonus magicka regeneration on ethereal undead from 3 to 2 for the same reason as above.
Added small numbers of lockpicks to general merchants.
Increased the base influence of boots on sneaking (i.e. made sneaking harder). (Note: Asension makes wearing any boots influence detection less, but increases the effect of boot weight. This means it is much more beneficial than vanilla to wear light boots when sneaking.)
Made it slightly harder for targets to lose you when you're sneaking.
Removed the 25% increase in armor rating added in previous versions.
Changed the low-level health multiplier for NPCs so that they reach their full calculated health at level 3 rather than level 5. (Note: Most generic NPCs have a level offset that makes them always a lower level than the player. Generic bandits and marauders, etc, will usually reach level 3 around player level 4 to 7.)
Version 1.1.3
Increased the strength carry weight multiplier slightly from 3 to 3.5. This also has a knock-on effect on the fatigue drain when running, since that's linked to percentage encumbrance.
Fixed an error in the Dremora Valkynaz weapon leveled list, where they could spawn with a Dwarven Battle Axe instead of a Deadric one.
Version 1.1.2
Rapid update to include the missing INI file in the last version.
Version 1.1.1
Doubled the magicka regeneration rate compared to previous versions, to give low-level mage characters a slightly easier time.
Version 1.1.0
Moved to a proper versioning scheme, because my old style was bugging me.
Moved the vanilla gamesetting overrides to INI options instead, and added a spell effectiveness option. Note: I recommend using the carry weigh option in your bashed patch rather than the override in the INI.
Moved the leveling rate optionals to an INI option instead.
Removed the respawn times optional, since the change is relatively minor and Wrye Base allows you to set respawn time to your liking anyway. I recommend the 10 days option.
(In all the cases above, you can still download the old patches from the Old Files section.)
Push's Tweaks: Removed respawn time changes to reflect the above. This has been moved to the Through the Valleys patch for followers of that guide.
Version 1.0.11
UOP Patch: Added two records to prevent Bash from importing some changes from UOP that Ascension should overwrite.
Push's Tweaks: Same as above, and removed Deactivate bash tag.
Version 1.0.10
Removed the camera changes added in the previous version, since they can easily be done and customised in a bashed patch.
Increased the maximum volume radius of Nirnroot sounds, and removed all other related changes. You can increase the volume if you want by reducing the attenuation in your bashed patch option.
Added a new file, Push's Tweaks. This contains the UOP Bash Filter and all my optional files merged into a single plugin file.
Respawn Time Modifiers: Corrected the one and two week files, which accidentally had reversed respawn times.
Version 1.0.9
Increased the volume of the Nirnroot sound effect, so they're easier to find when nearby.
Made the third person camera less nauseating.
Increased the death camera time from 4 to 15 seconds.
Version 1.0.8
Included INI, which was missing in the last version.
Version 1.0.7
Fixed unplayable tokens being added to the player in some rare instances.
(You will have received a corner message if one was added in previous versions. If you want to ensure it is removed, type "player.removeitem xx006931 99" in the console, without quotations, where xx is the hexadecimal load order index of Ascension.esp)
Version 1.0.6
Added a magicka regeneration ability to ethereal undead (ghosts, etc) and Will-O-the-Wisps. This prevents them from running out of magicka and not attacking due to the global magicka regeneration changes.
Version 1.0.5
Increased base and maximum armour rating by 20% in relation to skill. This means at 0 skill you will recieve 55% of the armour rating for a piece of armour (up from 35%), and at 100 skill you will recieve 120% (up from 100%). This is another attempt to indirectly balance heavy-versus-light armour, as I don't want to go down the road of editing item stats individually if I don't have to. It should now be more obvious that heavy armour offers greater protection at all skill levels, and it is possible to reach the 85% armour cap with a full set of Daedric armour (including shield) at 100 skill. However, shields are the most protective piece of any armour set, so keep that in mind.
Changed Dremora Valkynaz weapon list to also include Battle Axes and Claymores, in addition to Warhammers. In vanilla, they will always carry Warhammers, and Warhammers only.
Added Fine Steel Mace to Skeleton Guardian Weapons list. This bridges the gap between Steel and Silver.
Corrected a vanilla error in the LL0NPCArmorHeavyHelmet75 leveled list, which would spawn Steel Helmets at levels 4, 5, and 5 rather than 3, 4, and 5 like other NPC helmet leveled lists.
Corrected another vanilla error similar to the above with LL0NPCArmorLightBoots50. Leather boots spawned at 4, 4, and 5. This was changed to 3, 4, and 5.
Version 1.0.4
Fixed two NPC enchanted claymore leveled lists, which had higher leveled items than other NPC leveled lists. Thanks to lightsourced for the spot.
Disabled debug mode in the main script. This was left on by accident in the last version (it just prints some lines to the console stating what options are enabled when the game starts).
Creature Diversity Patch: a new patch for Creature Diversity, provided by lightsourced.
Weapons of Morrowind Patch: a new patch for Weapons of Morrowind, provided by lightsourced.
Version 1.0.3
Fixed the potion value overhaul, which was broken in the last update.
Version 1.0.2
Did a complete script check and optimisation. There were no issues previously, but now things are even cleaner.
Version 1.0.1
Decreased the new sneak attack damage bonuses for all ranks after apprentice.
Increased the base detection value back to vanilla levels. Sneaking is still slightly easier than in the vanilla game. This and the above change attempt to balance stealth archery, as it is quite overpowered considering the lack of fatigue drain. More changes will likely follow.
Reverted changes to the model path for the Lion Pelt (UOP fixes this instead).