Current
Version: Adv. 3.0 is finally ready! Try it out and let us know what you like
and what you think needs to be changed. Latest Changes |
= Adventurers
3.0 plugin = This plugin primarily
attempts to "balance" the gameplay by making leveling harder,
monsters much tougher, expensive items harder to come by and yet easier to
sell, and more! INSTALLATION GENERAL NOTES - The
new spells, NPCs, items, and so forth in the editor have been clearly labeled
in the format: _adv_objectname. It should be easier to locate the new stuff
if you want to change something yourself or just look around. - START
A NEW GAME. Really. Some of the changes won't take effect otherwise, and also
the game may do some weird things, like creating duplicate NPCs. CONTENTS |
-
Training now costs 3 times normal, to make it more difficult to
"powerlevel" your character (iTrainingMod). 10-40 - Base
amount of mana for all characters is 1.5 times intelligence instead of only
1x (fPCbaseMagickaMult). -
Reduced hit point gains for leveling up. For example a character with 50
endurance will gain 7 HP (50 * 0.14) per level. (fLevelUpHealthEndMult) 0.14 - We've
increased the base walking speed for everyone by 10% (fMaxWalkSpeed,
fMinWalkSpeed). -
Running uses less fatigue. (fFatigueRunBase) 5 - 4 - Less
likely to be knocked down in combat. (iKnockDownOddsBase) 50 - 35 - More
likely to get diseased from creatures (fDiseaseXferChance) 2.5 - 4 - You
can carry more stuff now, relative to your current STRENGTH. (fEncumbranceStrMult)
5 - 6 - If you
talk to an NPC with your weapon drawn, you have -15 disposition instead of
just -5 (fDispWeaponDrawn). -
Maximum chance to block 75% instead of 50%. (iBlockMaxChance) 50 - 75 - You
can hold your breath at ( 25 sec + 0.6*END ) instead of ( 20 sec + 0.5*END ),
which means a bit longer than before (fHoldBreathTime + fHoldBreathEndMult). - 80% of
the projectiles you hit an opponent with will appear in their inventory
instead if only 25% (fProjectileThrownStoreChance) 25 - 80 -
Projectiles travel much faster now (fProjectileMaxSpeed, fProjectileMinSpeed,
fThrownWeaponMaxSpeed, fThrownWeaponMaxSpeed). 4200, 900, 1500, 700 - NPCs
and critters will now properly run from combat based on their individual AI
Flee value. (Credit goes to Wakim) (fAIFleeFleeMult from 0.3 to 1.5 fAIFleeHealthMult
from 7.0 to 56.0) -
Enchanted items don't recharge as fast. (fMagicItemRechargePerSecond from
0.05 to 0.03) -
fEnchantmentConstantDurationMult from 100.00 to 110.00 - The
price you pay at an enchanter to enchant an item is LESS. (fEnchantmentValueMult
1000 - 750) -
Changed fPickLockMult from -1.00 to -1.30. This values a security skill over
50. - If you
talk to an NPC with your weapon drawn, you have -15 disposition instead of
just -5. (fDispWeaponDrawn) -15 -
Merchants' money replenishes after three days instead of just one. (fBarterGoldResetDelay)
24 - - Harder
to bribe now, so that personality skill will come in more handy. (fBribe1000Mod:
150 to 130, fBribe100Mod: 75 to 65, fBribe10Mod: 35 to 32) -
Merchants are a little more stingy now. (fBargainOfferBase 50 to 46) -
Changed menu message, "Resting here is illegal..." to "Camping
here is ..." to differentiate sleeping (which you can't do) from merely
waiting (which you can do). (Credit goes to Wakim) -
Changed the governing attributes some skills: -
Skill proficiency rate changes: Axe - 1
per successful use Acrobatics
- 0.14 per jump (slower) The
new entry requirements for guilds and houses: Fighters:
Str 35, End 30, primary skill 10 (can't join if you're scrawny) Telvanni:
Int 55, Wil 35, primary skill 50, 15 (must be a decent mage first) Imperial
Cult: Per 35, Wil 30, primary skill 10 (just need some personality) -
Alchemy: Ash yams have fortify intelligence effect, and are plentiful and
cheap. Stacking intelligence potions can have game-unbalancing consequences,
like making super-powerful potions and enchantments. So now the only
ingredients that can fortify intelligence are Daedra skins and Dreugh wax. - It
should be more difficult to obtain expensive items. For instance, some items
were just lying around or guarded by wimpy characters; they are now guarded
better and more difficult to obtain, and hopefully more satisfying when you
do get them. -
Enchantments on items like rings were pathetic. What are you gonna do with an
8 dollar ring that has 10 casts of shock 1-15? Many enchantments are better
now, and the items more expensive. - Bound
weapons - enchanted items that have this effect are more expensive. -
Paralyzing weapons are more expensive and have less charge. - Repair
items have about 3 times as many uses, cost more, but weigh the same. - Probes have less uses and are more expensive. - Lamps and torches last MUCH longer than before. - Ingredients from creatures are now generally worth a bit more. So you can go out and kill a couple of mudcrabs and have a bit of money to spend. Also most animals yield more ingredients, like feathers, meat, skin, etc. - Contents of generic barrels are more random now. Also, there is a chance of getting a decent item at ANY level, so your level 2 character actually has a chance of getting a decent item while exploring. Also now there's a very small chance of finding good stuff in ordinary containers, like a sword hidden in a closet, a ring hidden in an urn, etc. - We can't reduce the ranges of short ranged weapons below 1.00, Morrowind doesn't allow it. - Fix more weak item enchantments, replace with better variety of magic items with permanent enchantments (for example, a Nordic axe with +10 to strength) - Weapon enchantments were altered to mostly be CAST ON STRIKE or CONSTANT EFFECT. ARMOR CHANGES -
Cuirass as base for table below
- Enchanting capacity (% of cuirass value):
helm, shield 100%, gloves boots 50%, pauldrons greaves 5%
WEAPON CHANGES Table
1
Table
2
Weapon notes Fixed Enchantments: (not all
changes listed, just some to give you an idea) - Altered many of the auto-calc spells to give the NPCs a better variety of spells at any level. Specific spell changes are too many to list right now. - Spells travel much faster now (fTargetSpellMaxSpeed). 3200 Also, added more area to many spells, since it was too easy to dodge them before. - Changed starting restoration spell from Hearth Heal to Balyna's Soothing Balm - Some powerful spells and their effects are now only available from high-ranking mages. - Absorb spells are much more expensive. Contrary to what the instructions say, absorb takes from your enemy, gives to you, and DOESN'T GIVE IT BACK. So absorb is twice as good as damage. - Made some damage spells have a longer duration. Casters will almost never cast a spell you are already being affected by. So for instance a creature will melee you while you are being affected by it's 15 second fire spell. - New line of "great summon spells" allow you to summon a creature for 10 minutes at a big discount. Normal cost of at least 300 magicka, on sale for just under 100! - New death spells! With a one-second drain effect (removes a certain amount of health for one second then returns it), it will either kill or do nothing. Some spell types have been made too
expensive to enchant or make with the spellmaker, so that their effects are
available only through pre-made items and spells. Why? Because these are too
easily exploitable or too powerful. For example:
Spell types that are more expensive now
DAMAGE SHIELD RESIST WEAKNESS OTHER
- The following 'classes' of NPCs now have random, leveled healing potions and weapons: Acrobat, Agent, Archer, Assassin, Barbarian, Bard, Battlemage, Crusader, Dreamer, Enchanter, Enforcer, Healer, Hunter, Knight, Mabrigash, Mage, Master-At-Arms. Monk, Necromancer, Nightblade, Noble, Pilgrim, Priest, Rogue, savant, Scout, Sharpshooter, Smuggler, Sorcerer, Spellsword, Thief, Warlock, Warrior, Witch, Witchhunter. - Higher level NPCs have more healing potions, and as you, the player, go up in level, the NPCs will have more potent potions and better weapons. - Warriors may have leveled axes and swords, Mages and Priests may have leveled staffs (staves?) or shortswords. - Master trainers now train only to 85 or 90, not 100. - Many merchants have more gold now. - Most enchanters now will only offer services to high ranking members of their faction. Other enchanters don't buy or sell weapons or armor anymore, to slow the flow of money there. - Specific NPCs that guard valuable items or locations may be beefed up, because many of them are too lame to defend what they're guarding. This is part of making expensive items more difficult to get. - Orc guards in Gnisis had Imperial short swords, but their lack of shortsword skill makes that a poor choice. They now have broadswords. - Assassins now have illusion as a major skill, so that we could add some illusion spells. - Most intelligent creatures can now heal themselves. - Some higher level creatures have enhanced abilities and more powerful spells, like turning invisible, chameleon, paralyzing, and more. - New Creatures: - Most low-level creatures are less prone to attack, like mudcrabs, cliff racers and guar (not wild guar). Most will still attack if you get too close, though. Diseased and blighted creatures are still mean. - Summoned creatures have soul value that's five or less, so they can't be used for easy soul trapping. - "Creeper" the super scamp merchant no longer has tons of money to barter with; however, he does have some interesting items available. - Reduced the soul value of common creatures. - Argonians now have CONSTANT water breathing and swift swim 10, and extra 5 to spear and unarmored skills. Only 25 for personality now, since people don't generally like you, but an extra 5 for endurance and strength. - Bretons are unchanged. - Dark Elves have an extra 5 in mysticism, long blade, and destruction, and 5 in medium armor instead of light. - High Elves now resist frost 50% and lose all weaknesses except to fire. - Imperials have +10 to medium armor instead of light, extra 5 to mercantile, speechcraft and blunt weapon, 5 taken from long blade. Voice of the emperor is much effective now, and Star of the west is now removed. - Khajiit: An extra 10 to sneak and 5 to acrobatics. Bonus 5 to illusion instead of hand-to-hand. Constant Night Eye, jump 5, and slowfall 0 (no falling damage). Removed Eye of Fear. - Nords get an extra 5 heavy armor and athletics, -5 to medium armor, and marksman instead of spear. Woad and Thunder Fist replaced with Thunder Charge, which gives extra health, strength, speed and attack rating for 45 seconds. - Orcs get an extra 5 to axe, armorer, and added 10 to blunt weapon (for that orcish warhammer). Minus 5 to heavy armor (orcish is medium). Male has extra 5 strength, female extra 5 agility, and both personality minus 5 because, hey, you're a stinking orc! Orc beserk power changed from berserk to shield, which gives you 45 seconds of extra fatigue, health, dispel, and resistance to normal weapons and magicka. - Redguards get extra 5 to athletics, block instead of blunt weapon, speechcraft instead of medium armor (you smooth talker, you), and armorer instead of short blade. - Wood Elves, the underdogs, get an extra 5 to agility and speed, 25% resistance to poison, and constant 5 attack rating fortification. Birthsigns - When you become the Imperial Dragon, guards recognize you as such. (Credit goes to Ian 'Jethro' Menzies) - When you do a "job" for the Morag Tong and take a writ to the guards, they don't take your stolen stuff anymore. - Moved expensive soul gems from top of Galbedir's desk in Balmora mage's guild into her chest. |