This page was last updated on 03 July 2024, 9:46PM
Changelogs
Version 3.0.1
Reupload 3.0.0 due to a user report that they downloaded 3.0.0 and got 2.0.0 - Nexus issue?
Version 3.0.0
This update adds a third ability to each race, bringing back their traditional resistances and signature abilities in response to feedback that players prefer races to be more build defining instead of gameplay defining.
Argonian: Add Omnivore.
Breton: Add Dragonskin.
Dark Elf: Add Ashborn.
High Elf: Add Shimmering.
Imperial: Add Discipline.
Khajiit: Add Night Eye.
Nord: Add Glacier.
Orc: Add Stormrunner.
Redguard: Add Endurance.
Wood Elf: Add Resilient.
Breton - Questing Culture: Reduce Magic Resist bonus on Grail of Betony from 25% -> 15%. (To compensate for Dragonskin.)
Dark Elf - Fireblood: Increase cooldown from 4 -> 8 seconds; Change damage rate from 25%/sec over 4 seconds -> 12.5%/sec over 8 seconds. (Dark Elves are the most impacted by the newly added resistances due to Fireblood scaling with Fire Resist and becoming much more powerful in the early game, probably too powerful. Because enemies take longer to kill at higher levels, stretching out the damage is mainly an early game nerf to offset the early game power boost. End game capability should not be significantly impacted.)
High Elf - Inborn Magic: Replace choice of 150 armor -> 15% spell effectiveness.
High Elf - Inborn Magic: "Gain Armor Spell" condition now works correctly.
Imperial - Star of the West: No longer grants 2 perk points if you open the race menu while moving and scroll past the Imperial race.
Nord - Roots: Remove 50 point armor bonus. (It was very low impact and the recent Rage buffs and Glacier should make up for it.)
Version 2.0.0
Dark Elf - Fireblood: Change description to make it more clear that getting hit by fire damage is the primary means of triggering this.
Breton - Questing Culture: No longer restarts when switching race to WW or VL once started.
Dark Elf - Fireblood: Reduce Fire Resist from 50% -> 25%. (To accomodate Freyr.)
Dark Elf - Ancestral Protector: Now heals the caster 25 points. (This prevents the scenario where it activates successfully and then the caster dies from lingering fire damage.)
Imperial - Imperial Gold: Increase cost per level from 25 -> 40. (This was overtuned because I expected people to be less willing to permanently part with a resource than they were.)
Nord - Reveler: Berserker Potion no longer drains Health while active, but instead reduces maximum Health by 50 points for 5 minutes. (This prevents hoarding and stacking, and also makes the drawback no longer affected by difficulty level.)
Nord - Roots: Remove the 50% bonus to All-Maker Stone powers, but add +50 armor.
Redguard - Shehai: Now properly set as player teammate; Remove erroneous "Train" label.
Version 1.1.1
Nord - Reveler: Berserker Potion no longer grants damage reduction.
Nord - Roots: Reduce speed bonus from 15% -> 10%. (This will make sense soon.)
Wood Elf - Harrier: No longer targets animals with the rideable keyword; add Futhark support.
Add injected keywords for Futhark support.
Version 1.1.0
Dark Elf - Fireblood: Increase passive Fire Resist from 25% -> 50%.
Dark Elf - Fireblood: Passive no longer dispelled when hit by a frost spell.
Dark Elf - Fireblood: Active now deals damage over 10 -> 4 seconds.
High Elf - Faerielight: Increase Magicka drain from 5 +2/level -> 5 +4/level
High Elf - Rename Contingency -> Inborn Magic (it is different enough from Imperious Contingency to warrant a different name)