DLC Patch Compatibility, Procedural Item/Monster Improvements and some new stuff
Total Summary of the Mod: LINK
Detailed Balance Sheet: LINK
Full Public Patch Notes: LINK
In this patch----------------------
Full compatibility with DLC and latest patch
Classes
Moroi Vampire: Spell progression and entry into the class fixed. If you want to extend a previous class’s spell progression (at ⅔ speed), you *MUST* take that arcane class first, and then take your first vampire level.
Note: Good aligned creatures cannot take the vampire racial class as, per lore, it is basically impossible to remain a good vampire due to the immense amount of negative energy involved in creating and surviving as a vampire.
Items
- Overhaul of item lists for loot locations and vendors – might be a few strange items in there but for the most part items will be fairly priced and should have lots of selection (strange items could appear due to Owlcat not properly labeling specific items/weapons – let me know if you find something wierd)
- A number of heavily edited items were upgraded to artifacts
- A few dozen items were modified in various ways to make them a bit more unique and/or usable (changes to DCs, etc..)
- Fixed some outlier weapons being way too powerful (gravesinger, go away)
AI
- Areelu brain and stats reworked - good luck
Creatures
- Areshkegal is now a truly supreme master of arcane magic - beware
- Creatures with Divine Ranks are also now able to slightly alter reality to meet their expectations - they now get double rolls to represent true divine power being a “cut above” normal magical buffs/power - other factors related to divine ranks were slightly nerfed to accommodate this
- Large/huge/gargantuan creatures slightly less susceptible to reflex-targeting spells - immunity to prone added to many creatures where it wouldn't make sense for them to be slip and sliding
- Modifications to, especially, dragons and other large creatures to make them a little bit more difficult to take down (still generally weak to willpower-targeting enchantments though)
- Large/huge/gargantuan creatures a bit more HP, especially gargantuan
- Decent chunk of (especially) demons and other monsters modified with updated spell lists - specifically there is more access to greater dispel magic, especially on "support" casters, with better spell penetration/CL high enough to actually pull buffs off of parties
- Many small changes across a wide variety of powerful creatures to make them more deadly via better spell access, better AI, or small stat tweaks to make them unique
- Lathimas dragon fixed (Owlcat never game him Dragontype *sadface*)
- Higher level Balors (especially mythic ones) are now more deadly. Be afraid.
- A few modifications across many monster families specifically for "mythic" labeled creatures to make them a bit stronger in specific ways - mythic balors especially should now be very scary (technically they are only a single step below becoming a full fledged demon lord)
Spells
- Tweaks to destruction/disintegrate/finger of death -- now each have a niche that they are good at - disintegrate and destruction also added to some specific mobs – power word kill remains the best spell for high-save creatures with low HP pools
- Curses and a few other spells giving untyped subtractions to, especially, saves and stats, have been nerfed across the board to make it harder to crush enemy saves – evil eye and some other class-related things to be changed at a later date
- Minor fix to a few spells with the wrong spell descriptor
Feats
- Improved and apex toughness nerfed a bit
- Ascendant element back to ignoring resistances, but will still do only half damage against targets that are immune
Procedural System
- Procedural encounter generator updated to include more monster types and be a bit more aggressive in some specific "mini-boss" encounters
- Monster counts and spawn chances modified a bit to present more meaningful random encounters when they do spawn (less trash spam)
Removals
- Weapon grouping code removed from the mod - suggest you use WeaponFocusPlus by Vek (Github.com)