This includes most of the important changes. If you're interested in a more detailed list of changes check the patch notes on nexusmods. General Game mechanics: - About 10% more XP are required for a level-up - Movement speed adjusted - Reworked falling damage calculation - Carry capacity lowered - Many Perks reworked and adjusted (more info below under "Reworked Perks") - Many Talents are rebalanced and most of them have more cooldown - Added cooldown description to the memory trees - Reduced mana/stamina regeneration, increased the in combat regeneration rate of mana/stamina - Stealth/Pickpocket/Lockpicking mechanics reworked - The weight of various items has been changed - Fixed a ton of bugs/inconsistencies - Followers like Calia and Jespar have increased resistances and better stats - 50% Frost resistance will prevent slow effects from frost spells - 50% Poison resistance will prevent slow/paralyze effects from poisonous sources - Difficulties no longer drastically change the damage multipliers and only change the damage of enemies AI: - AI reacts better, engages more often and blocks more frequently - Archers use ammunition - Archers now have a melee weapon and will enter close combat with it - Many Creatures have new attack patterns and new improved combat AI´s - There are many different AI´s for enemies. For example there are 7 different AI´s only for humans. Combat Mechanics: - Reduced melee weapon range - Arrows speed increased - Power attacks cost reduced but now require stamina - Blocking with shields/weapons is more effective - Heavy Armor is much more effective but also has some disadvantages (more manacost/slower movement) - Clothing/no armor increases movement speed and reduces manacost - All robes and circlets have no armor and are no longer considered Light Armor - Blocking/Attacking/Swimming/Aiming with Bows now drains stamina - Physical damage dependent on current stamina (full stamina = damage bonus, low stamina = damage penalty) - Maces have armor piercing - Swords/Daggers have increased sneak attack damage and critical strike damage - Axes have increased damage - Reworked critical strike damage to deal half base damage - Player stagger can now be negated with blocking or wearing 4 pieces of heavy armor - Added stamina mechanics to NPC's Magic: - Mana cost of spells drastically increased (casting is now very difficult without the corresponding Manareduction perk) - Manareduction perks were buffed from -30% to -45% - Many changes to spells such as: Conjured creatures remain shorter Summons now require 2 hands to cast and have a cast time of 3 seconds Reworked/Fixed some spells like counter and dreameater Cast time of many spells reworked Fireball/Chain Lightning/Frostwind/Chaos Nova/Psionic Push are higher level spells Maximum runes number increased to 3 but mana cost is increased, damage reduced and cast time increased Psionic spells are better and much more... - Manacost of spells is increased if you have a low skill and cast high level spells - Dual casting requires 12% less mana, Dual casting for elemental spells requires 17% less mana - Added 25 new spells like Poisonous Touch, Fire Nova, Kinetic Nova, Safe Fall and Calm/Fear Rune - Completely rebalanced elemental spells (more info's in the changes tab Patch 1.35) - Rebalanced apparitions, they have better stats, are poison immune, no longer trigger traps and have all of the new mechanics Creatures: - Creatures of the same race support each other in fights - Many creatures, mages and bosses now have new spells available - Reduced melee range on some creatures - Some enemy poisons now paralyze/slow - Creature/Animal loot reworked and made more realistic/believable - Some creatures will knock the player down with some of their attacks - Many creatures have Poison Resistance - Undead are more resistant. Fight them with silver, non-frost spells or the appropriate weapon type - Some undead carry a shield - Ghosts have drastically increased resistances. Bypass it with silver weapons or with a new consumable called "Ghost Curse" - Added specific weapon resistances/vulnerabilities to some enemies (e.g. skeletons receive increased damage from maces/hammers) - Mud Elementals now have more resistances but a very slow health regeneration - Melee weapons from Arps and Tomb Guardians are poisonous - Trolls regenerate more life but have reduced fire resistance - Starling Guardians are able to shoot with their Crossbows - Starling Centurios are able to breath steam - Starling Spiders are able to shoot lightning - Spider size rescaled, Big Spiders can knockback the player, different poisons for different spiders (sand spiders paralyze, frost spiders slow) - Giants, Spiders, Trolls, Bears have new attack patterns - Skeletons have arrow resistance (except for silver arrows) - Steppe Crusher are more aggressive and have a new attack pattern - Boneshredder are slower and have increased armor, magic/poison resistances - Crystal Elementals have new resistances, no longer deal frost damage in an AoE around them, removed frost FX - All main quest enemies have more appropriate (higher) levels and stats - Increased the variety of weapons that enemies use - Fixed the damage of many creatures that had insane multipliers. Sometimes this only applied to certain attacks. - Some creatures such as Pus Beetles, Crabs, Starling Machines, Frost Elementals have armor - A ton of small little tweaks here and there Food: - Removed Instant healing from food - Food heals less health over time - Raw meat reduces stamina regeneration - Food doesn´t stack anymore - Reworked the effects of a lot of alcohol/food Potions: - Mana and stamina potions increase Arcane Feaver (stamina half less than health potions) - Health and stamina potions last longer and have less effect (approximately same effect) - Poisons have been completely revised and 10 were added - Potions have been completely revised and 25 were added - Potions made with Alchemy are better - Potions don´t stack anymore - Many changes to ingredients (e.g. removed some unnescessary effects and replaced with effects that were rare) - Changed the way how self-made Health/Mana/Stamina potions work (more info's in the changes tab Patch 1.69) Crafting: - Added arrow crafting - Added a new armor piercing arrow type - Rebalanced a lot of values related to crafting (e.g. in vanilla you can produce materials worth "192" with 1 Feline Pelt worth "15") - High level temper recipes now require more expensive materials - Reworked the 3 crafted set recipes, they now have unique recipes (previously they all had the same requirements) - Completely reworked and fixed armor/weapon blueprint recipes - Fixed/balanced all the entries (about 600) of dismantle recipes Economy: - Reworked the prices of many items, reduced sell prices, increased buy prices - Loot completely overhauled (more loot and much more variety) - Animals/Creatures will drop appropriate items - Vendors have more items and many items are earlier available (most of the vendors now have unleveled loot) - Endralean penny and lockpicks have weight - Skill books value reduced drastically - Rebalanced bank interest values (interest rate changed to 1% at all times instead of increasing rates) - Pennies needed to achieve 250 pennies per day from 8928 to 25000 Reworked Perks: - Shadow Player completely reworked: Before: Reduces the chance to be detected while lockpicking by 60%. After: While you are in the dark you deal 15%% more sneak attack damage and your ability to sneak is improved by 15%%. - Electroduction completely reworked to Weathermancy: Before: Shock spells do 10 percent more damage and absorb a part of the opponent's Mana. (the absorb mana part was only on the spell grounding) After: Fire spells deal 10% increased damage in sunlight, lightning spells deal 20% increased damage during rain and frost spells deal 30% increased damage during snowfall. - Bypass Defenses completely reworked: Before: Increases your chance to land a critical hit on a blocking enemy by 20%% After: Power attacks with a one-handed weapon on a blocking enemy deal 30%% increased damage. - Bloodlust completely reworked to Brigand: Before: A sneak attack has a chance of 50 percent to absorb a part of the enemy's Stamina. After: Pickpocketing is 10% easier. If you attack while sneaking you penetrate 25% of enemy armor with bows and 35% with melee weapons. - Pickpocket completely reworked to Bladed Shadow: Before: Pickpocketing is 20% easier. After: While wearing a melee weapon the chance to be detected by enemies while sneaking is reduced by 12% Reworked Spells: - Counter completely reworked: Before: For the next seconds, creatures and humans once take magic damage per 5 points in Psionics and stagger if they cast a spell. Can only be used again seconds after a successful counterattack. After: For the next seconds, creatures and humans get staggered the first time they cast a spell and are silenced for seconds afterwards. - Provoke completely reworked to Soothe: Before: Creatures and people up to level will attack anyone nearby for seconds. After: Creatures and people up to level won't fight for seconds. Misc: - Removed Secure Chests and replaced them with 3 safe chests in locations where they made sense - Many hints that had unimmersive or simply too much information were removed - Crimes will be punished more severely - Reduces the distance at which the AI pass on crimes - Diseases have stronger effects - Horses run away in combat - Removed loading screens with no longer needed information, added loading screens with information on new mechanics - Fixed several issues with the lycanthrope (range, balancing, bugs) - and much more... (check out the changelog for more infos)