Bossfall v.1.2 is out! Available at
NexusMods.
COPYRIGHT NOTE: Bossfall v1.1 used some work and code from three mods - Hazelnut and Ralzar's "Roleplay and Realism: Items", Jay_H's "Unleveled Mobs and Quests", and Ralzar's "Meaner Monsters". I didn't want this to get in the way of a NexusMods release (I never got permission from these authors to re-publish their work on NexusMods), so I removed all traces of their work and code from Bossfall v1.2. I also removed Bossfall v1.1 from my GitHub's releases page. All Bossfall changes and additions to the DFU source code are now mine and mine alone.
I know 0.13.4 is in the works but I didn't have the patience to wait, so v1.2 is once again using DaggerfallUnity 0.12.3. Once 0.13.4 is released, I'll re-release Bossfall v1.2 using the new DFU version on NexusMods.
There are lots of cool new features in v1.2. Here are some important changes:
BOSSES:
Assassin poison bypasses player's Poison Immunity (didn't work right in v1.1)
Large Assassin damage nerf now that they bypass Poison Immunity
Large Daedra Lord melee damage nerf to better match damage of other bosses
COMBAT:
Hand-to-Hand skill reworked
Glove and boot armor material give H2H to-hit bonuses, scales just like vanilla weapon materials. Gauntlet material affects punch to-hit, boot material affects kick to-hit
Silver gauntlets/boots damage enemies weak to Silver if using H2H
Player's gauntlets/boots take durability damage from H2H attacks, damage depends on whether attack is punch/kick
These H2H to-hit buffs work with "Roleplay & Realism: Items" armor
COMBAT MECHANICS:
Non-sentient or stupid enemies always charge player
Archers/Rangers never voluntarily move into melee range, prefer to hang back and pepper player with arrows, they'll always retreat if player charges them
DUNGEON ENCOUNTER TABLES:
Minor changes to what enemies spawn where, rewrote all encounter tables to remove use of Jay_H's "Unleveled Mobs and Quests"
ENEMIES:
Minor adjustments to monster stats, also removed all traces of Ralzar's "Meaner Monsters"
Human enemies are unleveled once player hits level 7 (2 levels higher than v1.1)
Human enemies switch to H2H if that's more effective than their weapon, thus they do way more damage at higher levels
Human enemy armor correctly scales with their level (I did it wrong in v1.1)
Orc Shamans/regular Dragonlings buffed
Orc Sergeants/Lamia nerfed
GAMEPLAY:
Pickpocketing is successful less often but player can pilfer up to 100 Gold
ITEMS:
No longer using any item stats from Hazelnut & Ralzar's "Roleplay & Realism: Items"
Material generation chances fixed, Daedric possible from any enemy, store, or loot pile (major error in v1.1)
Rebalanced weapon durabilities, all weapons use same scale
Daggers/Bows slightly more durable, Long Blades/Axes/Blunt Weapons much less durable
LOOT:
Gauntlets are generated as regular enemy loot
MAGIC ITEMS:
Holy Water, Holy Daggers, and Holy Tomes cast Dispel Undead/Undead/Daedra on use, have 1/3/3 charges
These new Holy items generate as normal in high quality Pawn Shops, in random enemy loot, and in loot piles & house containers
Most useless magic item powers replaced, some names changed
"Item of Teleportation" has Recall as Cast when Used power
Pacify Undead/Humanoid/Animal and Charm added as Cast when Used powers (in case you can't outrun a boss)
Dispel Magic is now a potion, recipes spawn normally (so you can get rid of Continuous Damage effects)
Potions of Restore Power restore 50 Magicka, don't scale with player level
NON-DUNGEON ENCOUNTER TABLES:
Rewrote every encounter table for better climate transitions and variety, and to remove use of Jay_H's "Unleveled Mobs and Quests"
Mountain Woods use Mountain spawn tables in town at night and in the wilderness during the day, use new, unique encounter table in wilderness at night
Swamps use Rainforest encounter tables
SHOPS:
Reduced overall item generation chances in shops, shop quality has huge impact on what's available
Fancy clothing and expensive-looking items are only in high quality shops
Cuirasses, gauntlets, tower shields, and best-in-slot weapons are not in low quality shops
General stores stock less armor
SKILLS:
In v1.1 I went way overboard on skill advancement difficulty
Weapon/spell skills easier to level
Running will correctly level up at higher Running skill levels (broken in v1.1)
There are lots of other minor tweaks and changes, the full changelog is attached to the initial forum post. If anyone is curious as to how I implemented these changes, I've begun adding [OSORKON] comments to the changed scripts available at my GitHub so you can easily find what I've changed. I've added comments to everything I've changed in FormulaHelper and EnemyEntity so far, more comments will be added in the future.
Good luck!