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Skyrim Beta Patch

The Bethesda Blog has details on a new version 1.9 update for The Elder Scrolls V: Skyrim that's now in beta testing for the RPG sequel. The beta is available through Steam, and the post has instructions on how to opt in if you want, warning to back up your saved games if you participate in the beta. They say they hope to release this out of beta by the end of the month, and offer the following patch notes:

Skyrim 1.9

NEW FEATURES

  • Legendary difficulty setting
  • Legendary Skills – Skills of 100 can be made Legendary. This will reset the skill to 15, return its Perks and allow the skill to affect leveling again. This effectively removes the overall level cap.

Bug fixes after the break…

BUG FIXES

  • General memory and stability improvements
  • Fixed issue with quest scripts that were not shutting down properly
  • Companions will equip better weapons and armor if given to them
  • Fixed rare issue where player is unable to learn the Clear Skies shout during “The Throat of the World”
  • Fixed rare instance where Alduin would become invincible during “Alduin’s Bane”
  • Fixed a rare issue where player could become stuck in Night Mother’s coffin during “Death Incarnate”
  • Fixed rare issue where protected companions could be killed from poison damage
  • Fixed rare issue with certain ash piles left from resurrected NPCs not clearing properly
  • Fixed rare issue with NPCs and creatures respawning improperly after player fast travels
  • Fixed rare crash when entering Dark Brotherhood Sanctuary
  • Fixed rare crash when entering a player owned home
  • Random dragon attacks will no longer occur during “Battle for Whiterun”
  • Fixed a rare crash when attempting to save your game during “Waking Nightmare”
  • Fixed issue where “Glory of the Undead” would not start properly if player is in combat with Eorlund Gray-Mane
  • The white phial is no longer consumed if given to a follower
  • If player marries Aela, the “Totem of Hircine” quest will be available
  • Unused briar hearts can be dropped after finishing “The White Phial”
  • Fixed issue with paying off a crime against the Companions that prevented player from getting Companions quests properly
  • Thieves Guild caches are now properly enabled in the appropriate cities
  • The Dragon Infusion perk now works properly when taking Esbern’s Potion
  • Cragslane Cave properly resets if player receives a radiant quest to clear it out
  • Fixed rare issue with bounty quest objectives not properly clearing after completion
  • Gallus’ Encoded Journal is no longer a quest item after completing the Thieves Guild
  • In “No Stone Unturned” Vex will now accept Unusual Gems if you’ve collected them all before starting the quest
  • Vekel the Man now gives rewards for completing “Toying with The Dead”
  • Fixed rare issue with being unable to turn in stolen items in “The Litany of Larceny”
  • Fixed issue with followers becoming over-encumbered after being repeatedly rehired
  • Fixed rare issue with visiting Kynesgrove on horseback not progressing “A Blade in the Dark” properly
  • Fixed issue with receiving a duplicate radiant quest from a Jarl
  • Fixed conflict with clearing Driftshade Sanctuary before starting “Trouble in Skyrim”
  • Fixed issue with using shouts while in jail and having guards unlock the jail cell
  • Fixed rare issue with quest NPCs not properly moving to quest locations
  • Fixed issue with NPCs not selling master level spells
  • Fixed rare issue where player gets control locked outside the Thalmor Embassy at the start of “Diplomatic Immunity”
  • Fixed rare issue with disappearing containers after upgrades in player owned house
  • Fixed issue with being erroneously attacked while as a werewolf during “Ill Met By Moonlight”
  • The Ebony Blade is now only improved by two handed perks
  • Locked door to Proudspire Manor can now be unlocked by proper key
  • Fixed issue with merchants not receiving the proper additional gold with the Investor perk
  • Fixed a rare issue where the player would be unable to learn a word after leaving for several days during “The Way of The Voice”
  • The Nord Hero Bow can now be improved
  • The Purity perk no longer requires the Experimenter perk
  • Fixed rare instance where Lovers Comfort would not be applied properly
  • If you approach Frostmere Crypt from the north, “The Pale Lady” will start properly
  • Fixed rare issue where player could be prevented from speaking with Atub to start “The Cursed Tribe”
  • Fixed rare issue where a dragon could appear in the Mind of a Madman realm and kill the player
  • Fixed instance where player could get stuck in Japhet’s Folly
  • Fixed rare instances where Arngeir would not teach Worldwind Sprint
  • Fixed issue with “Ill Met By Moonlight” if Sinding dies before the quest starts
  • Gharol can now properly train up to level 75
  • Fixed conflict with visiting The Karthspire before starting “Alduin’s Wall”
  • Reduced the instance of random dragon attacks after fast traveling post main quest
  • Recruited Blades now have appropriate dialogue while at Sky Haven Temple
  • Fixed rare issue where an incorrect dungeon could appear as a location during “Totems of Hircine”
  • Fixed rare instance in “Fetch me that Book” where books found before getting the quest would not be properly recognized
  • Fixed rare issue with traveling to Thalmor Embassy with companions during “Diplomatic Immunity”
  • Fixed issues with Matching Set perk not working properly with certain pieces of armor
  • Fixed issues with Custom Fit perk not working properly with certain pieces of armor
  • Fixed issue with NPC dying in a bear trap blocking progress in “Time of My Need”
  • Fixed rare issue with swinging door becoming stuck and blocking an entrance in Volunruud
  • Imperial Light Armor can now be crafted
  • Fixed issue with “Vald’s Debt” where Vald was not leveled properly
  • Fixed issue with Vilkas not giving proper greeting after completing “Battle for Whiterun”
  • Fixed issue with respawning actors that were raised by using the Ritual Stone power
  • Fixed issue with the Ancient Knowledge perk not calculating properly
  • The Palace of Kings now has patrolling guards on upper floors
  • Reduce percentage chance of getting a werewolf loading screen while player is a werewolf
  • Pantea’s flute is no longer a quest item after completing “Pantea’s Flute”
  • Placing an unread Oghma Infinium on a bookshelf in the player’s house no longer allows the book to be reused again
  • Adjusted dialogue priority to improve chances of hearing more combat dialogue from certain NPC enemies
  • Fixed issue with falling damage on high difficulty levels
  • Fixed bad collision on certain clutter objects
  • Fixed rare instance of couriers who would appear only dressed in a hat

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38 Replies. 2 pages. Viewing page 2.
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18. Re: Skyrim Beta Patch Mar 4, 2013, 15:04 jacobvandy
 
Strange it may be, but it's easy for them to do. They wouldn't give away a more complicated solution for free. "Complicated" being overhauling the entire game's balance, because as I said, you can't just increase the skill caps or otherwise add any more power that the game isn't designed for. It's bad enough as it is.

But as one of those players that consciously shifts playstyle after leveling up one of them (such as bow + light armor + sneak), I'd gladly reset those in order to use them again. Not sure why more of you don't feel the same, if playing a god isn't fun for you? It's the journey of progression and getting better over time that is satisfying, and this is a chance to do that over and over again.

This comment was edited on Mar 4, 2013, 15:10.
 
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17. Re: Skyrim Beta Patch Mar 4, 2013, 15:03 Creston
 
jacobvandy wrote on Mar 4, 2013, 14:59:
There's no point to just removing the level cap, because the skills max out. If you remove the skill cap, you majorly screw up the balance by having all the power some modder wants to have, not how much power you should have. The official solution is to do a pseudo-new game +, which allows you to keep progressing with a character as long as you like. You will keep getting more powerful overall as you level up, in exchange for the added challenge of resetting skill(s). These new features are the direct result of people asking for HARDER Skyrim gameplay, above and beyond what they included at the start. Enemies keep leveling up while you're resetting skills in order to do so, while they may or may not already have major buffs due to an additional top difficulty baseline? This is not for the casual player, at all.

It's probably not for the casual player, but then again, it'll likely do little for the hardcore crowd. I have two characters that will undoubtedly just massacre their way through legendary without any difficulties. It's only on the characters where I deliberately left them vulnerable that I'd expect any kind of challenge.

Even so, resetting skills seems a strange solution. The reason your character is so powerful is that his skills and perks are fully-leveled. Why reset yourself to bad skills when everything else remains the same? That's like playing an Iron-Only game.

Creston
 
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16. Re: Skyrim Beta Patch Mar 4, 2013, 14:59 Creston
 
Verno wrote on Mar 4, 2013, 14:56:
Creston wrote on Mar 4, 2013, 14:40:
However, it is kind of your own fault for being a walking deity within 10 hours. :)

I just play the game dude, their balance is all out of whack. I'm not doing anything special or reading FAQs

I don't disagree, to be honest. Your normal instinct is to level your skills as much and as often as you can, and that rapidly leads to you becoming immortal. The biggest problem is that non-combat skills add to your level.

However, merely by foregoing Heavy Armor, you can mitigate the demi-god aspect quite a bit. (or, if you do want to go Heavy Armor, don't smith and enchant it yourself. It's a lot of fun to finally just find some Daedric boots )

Creston
 
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15. Re: Skyrim Beta Patch Mar 4, 2013, 14:59 jacobvandy
 
There's no point to just removing the level cap, because the skills max out. If you remove the skill cap, you majorly screw up the balance by having all the power some modder wants to have, not how much power you should have. The official solution is to do a pseudo-new game +, which allows you to keep progressing with a character as long as you like. You will keep getting more powerful overall as you level up, in exchange for the added challenge of resetting skill(s). These new features are the direct result of people asking for HARDER Skyrim gameplay, above and beyond what they included at the start. Enemies keep leveling up while you're resetting skills in order to do so, while they may or may not already have major buffs due to an additional top difficulty baseline? This is not for the casual player, at all.

P.S. Verno, sounds like you need to up the difficulty. Guarantee you're not playing on Master if you think it's too easy within 10 hours of a fresh start.
 
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14. Re: Skyrim Beta Patch Mar 4, 2013, 14:56 Verno
 
Creston wrote on Mar 4, 2013, 14:40:
However, it is kind of your own fault for being a walking deity within 10 hours. :)

I just play the game dude, their balance is all out of whack. I'm not doing anything special or reading FAQs
 
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Watching: Continuum, Star Trek TNG, Haunt
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13. Re: Skyrim Beta Patch Mar 4, 2013, 14:51 descender
 
This legendary thing makes no sense to me.

There are mods that remove the skill caps and level caps (and I think a separate one that filters the cap removal down to NPC's).

I would look up which ones I had... but it's like they knew I uninstalled Skyrim last night. Bastards.
 
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12. Re: Skyrim Beta Patch Mar 4, 2013, 14:50 Silicon Avatar
 
Creston wrote on Mar 4, 2013, 14:39:
That is a pretty fucking massive patch. Awesome.

However, unless I'm being stupid, resetting a skill just seems weird? You go from having destruction 100 to destruction 15. Have fun killing that Legendary level Giant with your novice level flame spell...?

Creston

Yeah, I don't get it either. There must be more to it than what the notes say.
 
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11. Re: Skyrim Beta Patch Mar 4, 2013, 14:40 Creston
 
Verno wrote on Mar 4, 2013, 14:11:
Does the difficulty setting just give everything absurd health/damage mitigation? Bethesda cannot balance a game to save their life so I'm not sure I'd want to find out

I love their games but I'm always a walking deity within 10 hours and their solution is always just making me hit a mob for 5 minutes.

I'm pretty sure they just increase the damage and mitigation sliders, yeah. However, it is kind of your own fault for being a walking deity within 10 hours.

Creston
 
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10. Re: Skyrim Beta Patch Mar 4, 2013, 14:39 Creston
 
That is a pretty fucking massive patch. Awesome.

However, unless I'm being stupid, resetting a skill just seems weird? You go from having destruction 100 to destruction 15. Have fun killing that Legendary level Giant with your novice level flame spell...?

Creston
 
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9. Re: Skyrim Beta Patch Mar 4, 2013, 14:29 NegaDeath
 
jacobvandy wrote on Mar 4, 2013, 14:00:
Unfortunately, one does not simply opt-in to beta-testing a patch for Skyrim... You gotta wait for all of your mods to be updated.

Indeed. A modded install is like a fine glass vase. Beautiful to look at....just don't touch it. I spent more time last week getting my new install set up with the 50 or so mods I downloaded than I spent actually playing it. Yes even with BOSS and STEP helping out.
 
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8. Re: Skyrim Beta Patch Mar 4, 2013, 14:11 Verno
 
Does the difficulty setting just give everything absurd health/damage mitigation? Bethesda cannot balance a game to save their life so I'm not sure I'd want to find out

I love their games but I'm always a walking deity within 10 hours and their solution is always just making me hit a mob for 5 minutes.
 
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Playing: Divinity Original Sin, Destiny, Fire Emblem
Watching: Continuum, Star Trek TNG, Haunt
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7. Re: Skyrim Beta Patch Mar 4, 2013, 14:07 ItBurn
 
jacobvandy wrote on Mar 4, 2013, 14:04:
ItBurn wrote on Mar 4, 2013, 14:01:
I saw a naked courrier myself once in Dragonborn.

I don't understand the "legendary" skills. They go back down to 15 and you lose the perks. It sounds like the opposite of legendary.

But then you train them again, and continue leveling up forever (getting additional health/stamina/magicka each time).

Yeah, but perhaps it makes yourself legendary, but the skills just start sucking instead of becoming "legendary". It would be cool if you got something from it. Like, the ability for the skill to go to 101 or something. That would justify the "legendary" label.
 
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6. Re: Skyrim Beta Patch Mar 4, 2013, 14:04 jacobvandy
 
ItBurn wrote on Mar 4, 2013, 14:01:
I saw a naked courrier myself once in Dragonborn.

I don't understand the "legendary" skills. They go back down to 15 and you lose the perks. It sounds like the opposite of legendary.

But then you train them again, and continue leveling up forever (getting the perks back, and additional health/stamina/magicka each time).
 
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5. Re: Skyrim Beta Patch Mar 4, 2013, 14:01 ItBurn
 
I saw a naked courrier myself once in Dragonborn.

I don't understand the "legendary" skills. They go back down to 15 and you lose the perks. It sounds like the opposite of legendary.
 
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4. Re: Skyrim Beta Patch Mar 4, 2013, 14:00 nin
 

Wow, nice patch!

 
http://www.nin.com/pub/tension/
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3. Re: Skyrim Beta Patch Mar 4, 2013, 14:00 jacobvandy
 
Unfortunately, one does not simply opt-in to beta-testing a patch for Skyrim... You gotta wait for all of your mods to be updated.  
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2. Re: Skyrim Beta Patch Mar 4, 2013, 13:58 Straylight
 
"Fixed rare instance of couriers who would appear only dressed in a hat"

Ha, naked couriers? I never saw that, was this a common occurrence?
 
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1. Re: Skyrim Beta Patch Mar 4, 2013, 13:54 Fugazi
 
Fixed rare instance of couriers who would appear only dressed in a hat

Awesome
 
The CRTC needs to be destroyed.
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