[RELz] The Revenge of Colette: Powers & Spells for Disce

Post » Wed Jun 27, 2012 4:16 am

The Revenge of Colette v4.0

Powers and Spells for Discerning Adventurers


Stances & Tactical Combat - Lore & Adventure Friendly - Support for Hybrids and Pures - Focused Spell List - Constant Balance Updates

Download Links:

? http://skyrim.nexusmods.com/downloads/file.php?id=17353
? http://steamcommunity.com/sharedfiles/filedetails/?id=74779015
? http://www.reddit.com/r/skyrim/comments/v5uf8/mod_the_revenge_of_colette_powers_magic_spells/

Welcome to The Revenge of Colette, where every school is a perfectly valid school of magic! Though there are many good spell packages available for Skyrim, it is my firm belief that The Revenge of Colette cannot settle for being merely good - we're out here to be the best. That means we do things a little differently here:

? http://www.youtube.com/watch?v=V08-wutux_c&feature=player_embedded
? http://www.youtube.com/watch?v=_p5SVW0nhR8&feature=relmfu

? Everyone's Magical! The Revenge of Colette can lay sole claim to the creation of Magic Stances, techniques which enhance mages and take hybrid spellcaster gameplay to the next level. We've added a handful of carefully selected spells equipped to the voice key - not on the shout cooldown - to make full use of this.
? Combo Power! Use the unique Focus system to chain together your attacks for maximum awesome - just make sure to carefully weigh when you use your abilities so they're not wasted.
? Immersive and Entertaining! We believe that good spell design does not have to conflict with lore-friendly spell design, and each and every one of our spells is written with the principle that it should look cool in a movie, make sense in a book, and be fun in a game.
? Small Spell List! The Revenge of Colette is made with a handful of heavily-vetted spells, so you won't find yourself overwhelmed with an overly unfamiliar spell list. Each of these few spells is intended to be worth the time it took to draw them and the time it will take to sheath them later.
? Adventure! Every single one of the new spells in Revenge of Colette comes in a fully readable tome or on a piece of paper that adds to the feel of the world, and the spells aren't located at vendors, but throughout the world.
? Ease! ...But if you don't want to go all over Skyrim, I've included a method to just get everything from the get-go, no restrictions. Just look up "Debugger's Revenge" in the command console - grab that book, open it, you'll get every single book written for this mod.

A Revenge of Colette exclusive feature, stances benefit every type of combat gameplay there is. They will change the way you play, the way you look at your spells, and - for Destruction Mages - the meaning of your elemental specializations. They all follow a basic gameplay structure:

Voice Button: Typically increases focus by one, has additional benefit. Nine-second cooldown.
Unleash: Press the Voice Button while you have maximum focus.
Power and Bow Attack: Costs 2 to 6 focus (depending on stance) and unleashes a powerful benefit.
Melee Attacks: Add one focus.
Bow Bashes: Add two focus.
Cast Spell: Add two focus.
Passive: Passive perk benefit in this stance.

To learn the stances, you must first read Aela's Note in Jorrvaskr. Use the spell it teaches you at each of the seven places of power - then while the spell is active, shoot a full power arrow into the sun.

The locations of the seven stances are detailed along with the rest of the spells in the next section. In-game, you get a handy guide with each of your stances that will explain how to make best use of them, so don't worry if you feel a little overwhelmed!

Quest Spells
[Spell] Visions of the Sun Soul: Once you've completed your quest and have learned all seven stances, this spell continues to be useful, allowing you to clear away clouds and inclement weather to get a perfect view of the sun, moons, or stars.

Sybille's Revenge (Destruction)
"There are worse things than death."

[Stance] Pyroclasmic Might:
- Meditation (Ignite): Recovers 20% Magicka, gain 1 focus. Can only be used once every nine seconds.
- Unleash (Prominence): Release a blast of power, knocking away most creatures within 25 feet. They may take significant damage from falling.
- Melee Attack: Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 2 focus to deal 50% extra damage and knockback the target.
- Power Shot: Spend 2 focus to deal 50% extra damage and knockback the target.
- Passive (Lingering Flames): Periodic fire damage from spells and enchantments lasts ten times as long.
- Location: The Atronach Stone


[Stance] Glacial Serenity:
- Meditation (Chill): Immune to damage and have 100% Magicka absorb for 1 second. Gain 1 Focus. Can only be used once every nine seconds.
- Unleash (Frigid): Nearby creatures are disarmed and 50% more vulnerable to frost damage for 2 minutes. Multiple casts stack.
- Melee Attack: Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 2 focus to slow the target.
- Power Shot: Spend 2 focus to slow the target.
- Passive (Lingering Frost): Slowing effects last four times as long.
- Location: The Tower Stone


[Stance] Thundering Speed:
- Meditation (Spark): Places a nest of lightning at your feet. This spark staggers anyone who walks into it. Gain 1 Focus. Can only be used once every nine seconds.
- Unleash (Blitz): Increase Power Attack Damage, Spell Magnitude, and Stamina and Magicka Costs for both by 33% for 6 seconds.
- Melee Attack: Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 2 focus to slow time by 40% for 6 seconds.
- Power Shot: Spend 2 focus to slow time by 40% for 6 seconds.
- Passive (Sudden Shock): Shock spells and enchantments deal 33% more damage.
- Location: Deep Folk Crossing


Colette's Revenge (Restoration)
"Restoration is a perfectly valid school of magic!"
In-Game Hint Location: Colette's Room in the College.

[Stance] Radiant Flash:
- Meditation (Light): You recover 15% health. Improves with perks. Gain 1 Focus. Can only be used once every nine seconds.
- Unleash (Miracle): You and nearby allies recover 50% Health immediately. Works with perks. Destroys all nearby undead at 40% health or lower.
- Melee Attack: Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 2 focus to deal 50% extra damage. Undead targets are turned.
- Power Shot: Spend 2 focus to deal 50% extra damage. Undead targets are turned.
- Passive (Reflection): Ward spells cost 50% less magicka and reflect projectile spells. If used with Mirror Ward, doubles the magnification strength.
- Location: The Shrine of Meridia


[Spell] Noble Sacrifice: Frees captured souls from soul gems, granting you a boon. Located on the top of a bandit tower halfway between Bleak Falls and Riverwood.
[Spell] Sanctified Blood: Use your health to slow and damage nearby undead. Turns undead of any level while concentrating. This spell can be found in Colette's room itself.
[Spell] Smothering Radiance: Fires a beam that overloads the target's heart. This spell can be found at Boethiah's Sacellum near Windhelm. Requires 60 Restoration to learn.
[Spell] Mystic Circle: Create a sanctuary that heals you when attacked by anyone not in the sanctuary. This spell can be found at the Shrine to Mara inside of Nightcaller Temple. Requires 90 Restoration to learn.
[Spell] Mirror Ward: Two-handed ward reflects enemy spells at magnified damage, knocks back melee attackers. This tome is located at the Beacon of Stendarr near Riften. Requires 90 Restoration to learn.


Tolfdir's Revenge (Alteration)
"Fascinating, simply fascinating!"
In-Game Hint Location: Tolfdir's Room in the College.

[Stance] Clarity Wave:

- Meditation (Continuum): For four seconds, halve the cost of all spells. Gain 1 Focus. Can only be used once every nine seconds.
- Unleash (Transcendence): Become a ghost immune to all damage for six seconds. Affected by perks.
- Melee Attack: Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 6 focus to create a singularity that svcks in nearby creatures for several seconds.
- Power Shot: Spend 6 focus to create a singularity that svcks in nearby creatures for several seconds.
- Passive: None
- Location: Solitude Lighthouse Exterior


[Spell] Spectral Hound: Turn into a ghost dog that moves fast and can carry more weight. Reagent improves the spell. This tome is located in Jorrvaskr Basemant.
[Spell] Barkflesh Curse: Weakens the victim, and may turn them into a tree, permanently. Reagent improves the spell. This tome is located in the Eldergleam Sanctuary, by Sond.
[Spell] Synthesize Varla Stone: Create soulgem substitutes that don't require you to kill people. This tome is located in the Thalmor Headquarters in Solitude.
[Spell] Spatial Shenanigans: Strip the target naked and steal all their non-quest stuff. Also make them fall. This tome is located in Haelga's Room at the Bunkhouse in Riften. Requires 90 Alteration to learn.


Drevis' Revenge (Illusion)
"So does that mean you can see me?"
In-Game Hint Locations: Nightcaller Temple and Drevis' Room in the College.

[Stance] Chaos Omen:
- Meditation (Flicker): Immediately become invisible and muffled for six seconds. Gain 1 Focus. Can only be used once every nine seconds.
- Unleash (Doom): Living creatures and people within 80 feet are spontaneously filled with dread; if the magical influence is not removed within forty-five seconds, they die of brain failure. Master of the Mind cannot affect this ability
- Melee Attack: Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 2 focus to enrage the target, increasing their swing speed but sharply dropping their movement and magicka. Benefits from perks.
- Power Shot: Spend 2 focus to enrage the target, increasing their swing speed but sharply dropping their movement and magicka. Benefits from perks.
- Passive (Aglay): 10% chance to ignore melee or spell damage.
- Location: Geirmund's Hall Exterior


[Spell] Foolhardy: Buffs the targets for 30 seconds with increased health, stamina, and confidence; when the effect ends, they take damage equal to 150% the damage they took while the buff was active.
[Spell] Dream Eater: Daze a target who is not in combat, making them oblivious to anything but taking damage. Feed off of their Magicka. Requires 35 Illusion to learn.
[Spell] Autohypnosis: Retreat into the sanctum of your own mind. When you return, you may receive a minor heal. Your mind has some interesting things in it... Requires 60 Illusion to learn.
[Spell] Kleptomagicka: Steal the target's knowledge of magic, silencing them for 60 seconds and improving your own spells. Requires 90 Illusion to learn.


Falion's Revenge (Illusion)
"These arts are a pathway to many abilities some consider to be... unnatural."

[Stance] Shadow Self:
- Meditation (Center): Marks where you stand with your soul.
- Unleash (Kismet): Immediately return to where you last Centered yourself.
- Melee Attack : Gain 1 focus.
- Bow Bash: Gain 2 focus.
- Spellcast: Gain 2 focus.
- Power Attack: Spend 4 focus to deal double damage with a Bound or Mystic Weapon.
- Power Shot: Spend 4 focus to deal double damage with a Bound or Mystic Weapon.
- Passive (Spirit Blade): Improve your Bound and Mystic Weapons based on your Conjuration skill. Requires a minimum of 35 Conjuration.
- Location: The Ritual Stone


Installation
To install, simply unpack the mod and drop it into your Data folder. Whenever you feel you don't want to use the mod or uninstall it, get rid of any files that begin with the words "ColettesR" :smile:


Recommended Mods

This is not a list of every mod I like or use or would recommend; this just handles the mods that I think are pertinent to this mod, particularly (but not only) its sense of balance.

http://skyrim.nexusmods.com/downloads/file.php?id=16225
Gives a fantastic array of new spells. I'll be aiming to build my spells around what Enai offers, rather than to replace. He also offers a much larger selection, while I focus on a handful of multipurpose spells.

http://skyrim.nexusmods.com/downloads/file.php?id=1269
Improves the Enemy AI.

http://skyrim.nexusmods.com/downloads/file.php?id=2700
Adds depth to the melee combat system, making stamina more important.

http://skyrim.nexusmods.com/mods/17232
I'm not really the sort of person into most ENBs, but this one caught my eye - it's very pretty and pretty good on the resource situation, and the mod authors are nice people.

http://skyrim.nexusmods.com/mods/18765
My own little control map for the 360 Controller. I personally find it more suitable for combat than most of the ones uploaded here, and it's what I playtest with.
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Charlotte Henderson
 
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Post » Tue Jun 26, 2012 5:13 pm

Here's your link: http://skyrim.nexusmods.com/downloads/file.php?id=17353 by AstralFire.

Now I'm going to read all of this! :)
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Amanda Furtado
 
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Post » Tue Jun 26, 2012 11:20 pm

Dear god. I must have this right..now. :woot:

How dare you not post a link for me to follow, you teasing vixen. Don't worry I WILL find you no matter how many sites I have to search through to do it. Then I will download, comment on, and endorse your mod. :hugs:

Seriously though, this does sound very unique and like you have put a lot of time and effort into this. I'm really looking forward to trying this out. And you should add a link in your post. :wink:

By the way, if this is really good I might even post some screenshots in your users section. :hubbahubba: :biggrin:
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Emilie Joseph
 
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Post » Tue Jun 26, 2012 10:35 pm

Haha, thanks very much to the both of you, and Mr. Rohugh for giving me my links. :)
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Calum Campbell
 
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Post » Tue Jun 26, 2012 7:37 pm

You are very welcome. Just downloaded and about to launch this now. :biggrin:

Edit: I just thought to do this last night myself. You should consider adding a link to your signature. :wink:
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Jon O
 
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Post » Tue Jun 26, 2012 6:07 pm

Ah, well, that's another thing I can't do for a few more days, as a newbie... Rohugh offered to change it for me, but I just know I'd find something I didn't do right and then I'd need to PM another mod to get it fixed and... figured i'd just be patient.
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kirsty joanne hines
 
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Post » Wed Jun 27, 2012 2:13 am

Ah, well, that's another thing I can't do for a few more days, as a newbie... Rohugh offered to change it for me, but I just know I'd find something I didn't do right and then I'd need to PM another mod to get it fixed and... figured i'd just be patient.
Lol. Gotcha. I posted a message in your comment section on your page about an issue I was having. Probably a mod conflict but I wanted to let you know about it. :thumbsup:
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casey macmillan
 
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Post » Wed Jun 27, 2012 4:24 am

No, not a mod conflict. Thank you for letting me know. I had to rebuild the .bsa after CreationKit crashed on me earlier and I forgot to include the model for the dograce. A fix has been uploaded to both sites, replacing the v2.0a that was up there originally.

Tentative upcoming changes:
  • Delphine's Revenge:
  • Inner Rage will be moved off of the Inner Magic cooldown system. Its initial state was before I'd figured out how to do scaling Magicka costs, and I don't wish to penalize spellcasting hybrids, who are looking at a minimum two gear or one perk investment to use an Inner Magic power as-is, and will realistically have to devote skill points to get full effect with many of them. The 'Warrior's Powers' will avoid a cooldown system, but will be mutually exclusive - so you won't be able to use one while another's still active. Instead, they're more like briefly used stances that provide benefits in return for penalties. I avoided a flat stamina cost as a consistent thing because stamina is really easy to cheese out when it becomes important, due to its high natural regeneration rate and the fact that power attacks only care if you have -any- stamina, not if you have -enough- stamina.
  • The new name will be Warrior's Rage and will increase your movement speed, the damage you take and the damage you deal. Healing/restoration magic of any kind that originates from you won't work (including natural regeneration) while this is active. The amount of extra damage you deal will be in proportion to the amount of damage you've taken, and will follow a curve to provide very little damage until you're in the danger zone where you can get deathanimed.
  • New Non-Caster Power: Warrior's Focus wouldn't cost stamina, but will grant your bow attacks and melee power attacks knockback and increased damage for a few seconds, in exchange for lowering your max stamina and regeneration for a while after you're done. The bow effect will be stronger than the melee effect.
  • New Non-Caster Power: Warrior's Serenity will allow you to absorb all incoming spells while blocking, but will constantly drain a lot of your stamina and prevent natural regeneration. When your stamina reaches zero, this ends, and you immediately lose half of your remaining health. Healing/restoration magic of any kind that originates from you won't work (including natural regeneration) while this is active.
  • Drevis' Revenge:
  • New Illusion Power: Inner Mirror: Summon a spectral duplicate for a few seconds that everyone wants to kill (instead of you.)
  • New Illusion Spell: Mind Maze: Fogs the target's mind, rendering them insensible to actions around them unless they're attacked, and slowly damaging their magicka in the process. Long cast time.
  • I have a bajillion other ideas for Illusions, but these are the ones I know I can do. Going to have to spend some research in the upcoming week to see if they're really feasible.
  • Tolfdir's Revenge:
  • Inner Wave being reworked; possibly to a major damage and force buff of Telekinesis.
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Jade Muggeridge
 
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Post » Tue Jun 26, 2012 6:51 pm

Got a solution. By the way, if it's not obvious that I really want each spell to feel unique given the fact that I'm dismantling and redesigning Inner Wave because a proposed new power is -kinda- similar, then. Well. :)

Inner Wave will be changed to a Magicka and Stamina refill. The reason why I'm willing to make this move to a relatively 'boring' ability is because it will come with effects that make it not boring! The ability will temporarily unhinge you from time, slowing time at a variable rate (in some cases, speeding it up!) while also introducing heavy visual distortion that makes it difficult to see or do anything but heal yourself or run away.
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James Wilson
 
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Post » Wed Jun 27, 2012 2:43 am


Apprentice Spell: Noble Sacrifice
Converts your largest filled soul gem into an empty one of the same size, freeing the soul within. After being freed, they grant you an eight hour blessing to your health. This tome is located on the top of a bandit tower halfway between Bleak Falls and Riverwood.


Apprentice Spell: Synthesize Varla Stone
Tired of (or horrified by) the idea of trapping souls in order to power those magic items you need so badly? This reagent-using spell might be your solution, creating imitation Varla Stones which can function exactly as Soul Gems, albeit at the cost of your magicka for an hour or so. This tome is located in the Thalmor Headquarters in Solitude.


Thank you..

In what way is the workshop version weaker?!
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Sam Parker
 
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Post » Wed Jun 27, 2012 3:00 am

The workshop so far:
- Forced me to delete and recreate the mod to update it when I did a full reinstall of Skyrim due to some weird keybind corruption.
- Bothersome restrictions on text length.
- Disallows optional files without creating a separate mod entry for that file, so I can't put up any variants there (like the cheatmode).

Re: Synthesize Varla Stone, it's intended to be harder to work with than Soul Gems, though I'm really keen on feedback if it's TOO hard. You can also make a profit off of them because they are worth more than soulgems (three times as much as a filled gem of the same size.)

Re: Noble Sacrificing, I'm zazzing up the effect even more. (Just visually, I think the buff is in a good state.) XD Also lowering the damage it does so it won't execute low-level players playing on Master anymore...
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sunny lovett
 
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Post » Tue Jun 26, 2012 5:00 pm

This looks really interesting. I'll try to grab later this week when I'm done with my current round of testing.
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XPidgex Jefferson
 
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Post » Wed Jun 27, 2012 1:59 am

Looks interesting. I'd beg of you though, for the lore-hungry of us... keep it as lore friendly as possible, or at least create a patch for any lore breaking spells :)

I've only been using apocalypse because of this reason and recently downloaded deadly dragons spells... I avoided Phendrix because of the Harry potter and other references and midas magic for too many obscure spells..
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stacy hamilton
 
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Post » Tue Jun 26, 2012 9:32 pm

It seems that you have disabled the download with nmm option for the main files, any reason for that or was it just an accident?
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lacy lake
 
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Post » Tue Jun 26, 2012 8:20 pm

Uh... on my screen it says "Download with Mod Manager" for both of them. I'm not sure what to tell ya?

I ended up placing the Warrior powers back on the Inner Magic global CD. In playtesting, I am still finding any other limiter method to be extremely unreliable and scale poorly, and realistically, having Shouts, Inner Magic and Warrior's Skills on separate cooldowns was playing awkwardly when combined with the fact that the abilities don't fire immediately, but are instead a two-key process for each cast. So we're back to just shouts and Inner Magic.

Preview of what we've got though. These each cost 50 Stamina and halt stamina regeneration briefly.


Inner Might:
Focuses on Delphine. For <3> seconds, bow and power attacks knock the target back.

Inner Serenity:
Focuses on Vilkas or Kodlak. For <12> seconds, blocking reflects all weapon damage at attackers.

Inner Expertise:
Focuses on Nazir. For <12> seconds, you sprint faster and your power attacks have a chance to disarm.

Inner Amusemant:
Focuses on Astrid. For <9> seconds, your attacks deal additional damage based on how low your health is.
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Chloe Lou
 
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Post » Tue Jun 26, 2012 11:36 pm

I like this! Good approach.
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Iain Lamb
 
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Post » Tue Jun 26, 2012 3:04 pm

Thanks, tcranter! I appreciate it. :)

New version has been posted!
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Jon O
 
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Post » Tue Jun 26, 2012 9:02 pm

Known Issues Update:
- Typos exist in the first pages on the books for Mystic Ring and Smothering Radiance. This will be fixed.
- The tome for Inner Might is still named 'Bloody Tome: Inner Rage'. This will be fixed.
- The Spectral Hound is incapable of jumping. A jump animation has been added for the next patch.
- If you load out of the game while in Spectral Hound form, you revert back to your base race appropriately, as previously tested - what I did not notice is that it will cause a repetitive and annoying sound effect to loop until the effect ends.
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Heather Kush
 
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Post » Tue Jun 26, 2012 7:30 pm

I am not currently home, so my ability to check whatever I'm coding and working on is suspect, but I am continuing to work on v2.2, which should finish the 'actively working on non-casters' phase, so I can move on to Illusion more comfortably.
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Add Meeh
 
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Post » Tue Jun 26, 2012 1:16 pm

Just a head's up on the current state of the mod:
- After a lot of experimenting, the next update will have a slight refinement of Inner Might, and an additional warrior ability, Inner Serenity, which is an advanced parry/counter ability. I don't anticipate any additional warrior abilities any time soon, as every other idea I had ultimately did not meet my standards, or was unfeasible. I'd like to have three, but I am not going to achieve this number through adding bad spells.
- You can expect a minimum of two new Illusion spells in the upcoming update, probably three, possibly four.
- Cheat Mode's 'instantly learn all spells' facet will be merged into the main mod via an optional attribute, keeping the best of both worlds, allowing a bypass in case an issue arises and you are unable to get one or more of the books. The ability to ignore the cooldowns will be kept as a separate file on the Nexus, for those so inclined.
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Pawel Platek
 
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Post » Tue Jun 26, 2012 7:42 pm

These are incredible ideas. I must download this.
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Matt Gammond
 
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Post » Tue Jun 26, 2012 11:39 pm

Thanks for the kind words, Davil, and I'm glad you like it!

After nine days of inactivity (sorry! My girlfriend needed face time!), we are BACK IN BUSINESS! Here I am, rock you like a hurricane! v3.0 is up, with numerous bugfixes and four brand new spells and powers.
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Juan Cerda
 
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Post » Wed Jun 27, 2012 3:10 am

v3.0a Notes (In Progress, not Complete)

- Autohypnosis can no longer be cast within the Mindscape, preventing the player from getting permanently trapped.
- Spectral Hound can now be cancelled early by using the voice button. Your first cast of Spectral Hound after this update will notify you of this.
- Spectral Hound's skill advancement strength has been reduced to a quarter of what it was before. It is still a pretty fast way to level alteration, I think. Will keep testing.
- Inner Fire, Inner Flash, Inner Clarity, Inner Wave, Inner Chaos, Synthesize Varla Gem and Noble Sacrifice have all had their XP production raised on the order of 10 to 60 times what they were before; will test to make sure it's not too high now, but they were definitely way too low before.

All of these changes are in effect in the development copy of the mod, and will be pushed out along with other fixes, if necessary, in a day or two.
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Veronica Martinez
 
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Post » Tue Jun 26, 2012 5:36 pm

Great to see you back at this. I'm really looking forward to seeing what new spells you come up with. :smile:
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Lucky Girl
 
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Post » Tue Jun 26, 2012 11:06 pm

v3.1 Notes (In Progress, not Complete)

- Autohypnosis can no longer be cast within the Mindscape, preventing the player from getting permanently trapped.
- Spectral Hound can now be cancelled early by using the voice button. Your first cast of Spectral Hound after this update will notify you of this.
- Spectral Hound's skill advancement strength has been reduced to a quarter of what it was before. It is still a pretty fast way to level alteration, I think. Will keep testing.
- Inner Fire, Inner Flash, Inner Clarity, Inner Wave, Inner Chaos, Synthesize Varla Gem and Noble Sacrifice have all had their XP production raised on the order of 10 to 60 times what they were before; will test to make sure it's not too high now, but they were definitely way too low before.
- Inner Chaos can now only be cast by the player, even if using a mod like ASIS; it just would not function correctly for NPCs. This is already true of Autohypnosis.
- New Restoration Spell: Mirror Ward. Mirror Ward is taught by the same book as Mystic Circle, and is a Master-level spell. It will reflect spells cast at it, and if it shatters, knocks back the attacker lightly.

These are not done yet, but reflect what I'm working on today:
- New Illusion Spell: Kleptomagicka. Steals the target's memory of how to cast equipped spells and fuels you with magicka, or makes them forget how to use their equipped weapons' enchantments, for thirty seconds.
- New Illusion Spell: Foolhardy. Affected creatures gain a large boost in maximum health, stamina and confidence for 30 seconds. When the effect ends, they take additional damage from all attacks that hit them during this period of time.
- New Illusion Spell: Inner Mortality. Briefly paralyzes and weakens a target afflicted by fear, ending the fear effect. Can paralyze even creatures normally immune to paralysis.
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Da Missz
 
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