Bethesda Details Skyrim's "Legendary" 1.9 Patch

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I think so long as you can continue to get perks from the new skill additions, any grousing about the way they raised the level caps is kind of "sour grapes". It's one of the most innately modable and widely modded games out there, and I'm cheered that they're still working to improve it.

Hmm, I wonder how many of these bugs have already been fixed in the unofficial patches. I can't believe they still haven't fixed the vampire hood bug officially yet. It can't be that hard when modern have done it with no issue whatsoever.

Personally I am happy with the idea of being able to level up skills some more. I hated having to level up skills I had no interest in simply to get perks in ones I actually use. Although to be honest, I much prefer Fallout's levelling system. The only thing that Skyrim does better is allowing you to choose when to. Assign perks rather than being forced to. The downside in Skyrim is the skill trees themselves. Like having to get the unarmed heavy armour bonus to get two completely unrelated perks. Or needing to get the sneak attack with one handed weapons bonus perk to get the one for archers.

The perfect levelling system is a blend between the two games.

Legion:
Personally I am happy with the idea of being able to level up skills some more. I hated having to level up skills I had no interest in simply to get perks in ones I actually use. Although to be honest, I much prefer Fallout's levelling system. The only thing that Skyrim does better is allowing you to choose when to. Assign perks rather than being forced to. The downside in Skyrim is the skill trees themselves. Like having to get the unarmed heavy armour bonus to get two completely unrelated perks. Or needing to get the sneak attack with one handed weapons bonus peek to get the one for archers.

That can get pretty annoying. In the smithing tree, I want one of the perks from the heavy side of the tree, and one from the light side, as well as (eventually) dragonbone smithing. This means I have to get very nearly every single smithing perk just to get the couple I want.

Well, if they're not going to release a GOTYE & they're still patching it, I'm just going to wait until for a complete collection release.

Most of those fixes are long overdue, and well appreciated.

Although the naked courier one was funny, I saw him rarely as I only did the main quest once, but I kind of just assumed that was his thing.

After the mailman in Zelda, I have a lax standard of them in games.

Depending on how low they adjust the random dragon attacks if you finish the main quest, I may actually finish it again. The only shout I really like was Unrelenting Force, so I never felt like I was missing anything by letting dragons interrupt my business every 10 minutes for a game of "keep away/attack every other lifeform but me" instead of actually fighting. Not that those rare occasions when they did acknowledge me instead of just preventing fast travel for 6 minutes were fun.

Damn sky trolls...

The releveling I don't really understand. You don't actually go up levels and get more HP etc. I assume. Enemies don't scale past 50 still. Do you get to reallocate the perks in the Legendary tree? Do you get more perk points to put into any of the trees?

Or is it merely that you get to level up the normal way, with all the normal limits, but instead of having to grind up light AND heavy armor to 100 to reach lv 81 you can now reset light to in theory reach 81 with ONLY training light armor and ABSOLUTELY nothing else?

Or Sneak, as that would be really easy to afk train like in Oblivion.

This could make for some HIGHLY specialized builds. What if you did that and you couldn't train up any of your other skills after that point? I know that is not the case but it would be funny.

Now, the real benefit that I gleaned from the article is that the passive bonus from ranking up in a skill will over level. Swords will get more swordy, your AC will raise up higher without needing to go nuts with smithing etc. to reach the cap. And hopefully, and most importantly to me, spells will take even less magicka. Assuming you can stack the reroll bonuses indefinitely you can eventually get zero cost casting without wasting all your enchainment slots. Or simply nudge the costs to a more friendly medium between chugging potions, and being Raiden's avatar.

To put it more simply, improving your sword fighting skills beyond that 100 point limit is now possible, but will only increase the amount of damage that particular skill is capable of generating and won't offer you new skills or any special attack animations.

This doesn't make sense to me...from what I've read on this Legendary skills thing, it simply resets a skill to 15, permitting it to be raised to 100 again and with those potential extra 85 skill ups per skill, increases the level cap. It doesn't mention going above 100 or even "increasing the amount of damage". One would assume that the same skill re-raised to 100 will be no more powerful than non-legendary 100.

Unless the Legendary status comes with a bonus of some sort. And though the level is significantly higher, there is still a cap present, though I have no idea what it could be. I believe raising every skill to 100 as standard results in partway between levels 81-82. Another 85 skill ups for all 18 "legendary" skills...I'd be interested to test this out of curiosity.

Still, it's largely pointless. On a normal playthru, one can realistically get as high as mid-40s by which point most things aren't threats. I made it to 60s on my last (sorta current) playthru with Dawnguard added in. Legendary Dragons (I think lvl 60+) are the only thing I've found that can kill me without genuine effort for my part. Most things simply stop scaling well before this point. I think the highest levelled, scaled enemy is about 50ish. The highest lvl summon I know is lvl 38 (perma storm atronach).

Scars Unseen:
The real excitement(or whatever other positive emotion you want to use) comes from the knowledge that Bethesda is still willing to patch the game instead of simply abandoning it as is more often the case these days.

Very much this. It's a free patch over a year after the game was released. Why the hell would anyone be disappointed that it only adds a little bit to your character's capabilities? You should be happy they're even fixing bugs at this point, let alone actually adding to the game.

The7Sins:
Edit: Well crisis averted. Found out that leveling skills to legendary is thankfully optional. Good.

Found out? It says it right there in the article. Perhaps you should have tried reading it before going off on a pointless rant?

Those are some really great bug fixes. I can finally do the Totems of Hircine quest. But I wish they'd fixed the Nightingale Blade so I could improve it.

Skyrim ended up being a major disappointment for me. The complete lack of any defining characteristics, i.e. Intelligence, Endurance, Strength, etc., the crappy customization features, the lack of vibrancy in the world. This series has well and truly been streamlined and consolized to death, for me at least.

I know plenty of people love the game, and I will probably get a ton of responses saying how great it is, but I won't be buying the next one if it is more of the same as Skyrim.

Wait, does this mean I could, potentially, get every perk in every tree?

Or am I missing something here?

Earnest Cavalli:

This morning Bethesda Softworks debuted the beta version of the upcoming 1.9 patch for The Elder Scrolls V: Skyrim on Valve Software's ubiquitous Steam digital distribution platform.

That explains why I couldn't find release notes (or indeed, any notes) on 1.9. Somehow, my game got this patch almost a week ago, which of course broke SKSE and half my mods with it. Had to get a friend to send me the older 1.8 exe, and run in backup mode so Steam would stop trying to download the new update.
The best part? Skyrim was already set in "Do not update" mode in Steam, and I don't opt in for betas. Ever.
How the hell it got on my computer a week prior to this I have no idea.

Guess it's time to wave goodbye to that uncapper mod...

I don't see how else they could have raised the level cap, since all leveling in Skyrim happens by increasing skills, and the levelcap already existed only because all your skills max out.

You will be able to get a lot of extra perks this way, so your character will still get way more powerful than what it could be before.

The7Sins:

To find out that now through mortal means he can never ever make his skills be perfect and stop leveling up which is what drove him to Mora long before even Dragonborn got announced to be able to continue his search for power via forbidden knowledge.
His goals now sadly can no longer be possible @ least upon the next patch because of Bethesda's dumbass decision with the leveling.

If your roleplaying decisions are based on game mechanics you have already failed at roleplaying anyway, so I really wouldn't feel bad for you even if this wasn't optional. Your character doesn't know he is 'maxed' at a skill, because skills don't work that way. Do you really see any power thirsty person stopping at a certain fairly arbitrary point of skill and knowledge to go "Well, I'll just assume I know everything about that now, no need to continue learning or testing myself there." There is no such thing as perfect skill, yet he strives for it and will search for it for all eternity... and that one sentence now makes your character so much cooler than "He has 100 in this skill so he's perfect" ever could.

Bethesda actually doing their fucking job and patching a game...
Now that IS a rare occasion.

Atmos Duality:
Bethesda actually doing their fucking job and patching a game...
Now that IS a rare occasion.

Yeah!
Gods knows they never do that!
Besides the fact that in the 16 months it's been out now they've released about 9 patches already.

But you're right, they're just not doing their fucking job, at all, and just never try and solve anything.
Fallout 3 is also running on it's 1.7 version, but that doesn't mean they actually patch, right?

Oh, you mean the game still has a few bugs left?
Why just say that instead of sounding like you just sprout nonsense without looking into it.

Xarathox:

grigjd3:
Actually, this is the most dramatic patch I have ever seen from Bethesda. For the most part, their patches are pure bug fixes. Generally, Bethesda hasn't been interested in the idea of "power gaming" having unabashedly made their rules systems broken to begin with. In Oblivion, without cheating and without abusing any bugs what-so-ever, you could give your character equipment which give him or her 100% magic resistance and 100% damage reflection, meaning that the only way to hurt your character was to fall off a really tall mountain or get hit with an arrow. In Morrowind, a disease you got during the main quest could be combined with an exploit using shrines to raise your physical stats to any level you want, and in those rules extremely high stats had an effect. Even in Skyrim, if your magic resistance is high enough and you are equipped well, there isn't a real challenge offered in the game's combat. Given this, that Bethesda is giving a nod to power gaming in order to enable you to gather more feats is a major change for the company. I guess it came about with Fallout 3 and the increases to the level cap offered there. I'm not so sure I am a fan of this decision. At any rate, it's a clear departure from their previous rules philosophy.

I think it's a good thing. The way it's being described by the PC testers is the level cap is completely removed. You can continue to re-roll skills to Legendary indefinitely. This can allow those who prefer "pure" classes (like me) without having to level undesired skills to actually get all the perks in skills we do want. **I 'unno, there are always those who will abuse systems to the breaking point just to be "OP, but there are a lot of us who like to play by the rules. And we should get to have the same benefits that the rule breakers do, and this kinda sounds like BethSoft is throwing us a bone.**

Anyways, I'm happy about it. At least I can get back into the game when the patch hits the 360. I got bored with having to metagame all my playthroughs just to mitigate all the glitches I encountered (almost all of them listed).

-----------

** I know TES is all about player freedom when designing their own class, but BethSoft could've avoided all this if they had just stuck with classic arch-type classes. Or at the very least, took a page out of Guild Wars' playbook and combine any two classes. But, that's just me.

To be fair, this is something I can ignore without issue. In this game itself, this doesn't bother me. It's the trend that bothers me. One thing that attracted me to the Elder Scrolls games in the first place was that they weren't like playing a more "standard" rpg. One did not simply earn levels and distribute points. One increased abilities by their usage. Now, as a gameplay mechanic, this has always had issues, as no doubt one can learn by looking at the talk pages at uesp. On the other hand, it added a dramatic sense of realism to character development. I couldn't just pick a bunch of locks and somehow use that to raise my long blade skill. More over though, it was a fundamentally different take on the idea of an rpg, and the character development was just the beginning. Bethesda basically defined what it meant to have a truly open world. I mean, I can spend hours just experimenting with what I can get away with in an Elder Scrolls game.

To be honest, I wasn't terribly excited by the feats as they were handled in Skyrim. What they created was an absolute need to focus feats within a few skills to remain competitive with the monsters. I can have a 100 skill in one-handed but if I haven't been spending feats in that skill, I might as well not use it except against the easier monsters. Effectively that makes the 100 skill level worthless. However, I get it: they are trying to make players specialize. Well, now they've decided they don't want that. It doesn't bother me so much on this particular issue, but as a trend, this bothers me. Bethesda seems to be trying to make their primary games series more like all the others. The problem I have with it is that I don't really like playing Dragon Age. The rules of Dragon Age are 95% the same as DnD and that really poses very little flavor.

I know Bethesda wants their games to sell to the widest audience possible and that's perfectly reasonable. I just wish they'd stop trying to be so conventional. It's not like Skyrim as it is has been anything but a spectacular success with everything that makes it unique. Honestly, I think this sort of genericism will do more harm than good both for their games and their sales.

Fighting a legendary dragon with 15 one-handed, sounds fun.

Ranorak:
Wait, does this mean I could, potentially, get every perk in every tree?

Or am I missing something here?

It resets your perks when you legendary-ise.
Barney Stinson themed patch, it's legen...

...dary

This seems extremely superficial (besides the bug fixes). I'd question anyone playing Skryim for the difficulty or level. It's free though, so thanks Bethesda.

-edit
It almost seems like.... they're leading in to the MMORPG mindset.

hentropy:
Making a leveling system that didn't rely entirely on grinding in the first place would have been nice...

You're missing the point of the system, I'm afraid. The system is actually in place, in part, because it discourages grinding. Sure, you can do still do it, but it's hardly enjoyable.

The idea with TES leveling is that it's supposed to happen as you do things. The focus should not be on leveling, but on actually doing things in the world. The system is designed that however you decided to play your character, they get better at that style. You don't go into it thinking "I want to level my One-handed first, then my destruction, etc." If you do, you're going to be really bored, because the skills level slowly and large chunks of the game don't give you a chance to use them.

In these games, leveling should never be a priority, it's just something that happens in the background. The problem is +90% of other RPGs don't handle it that way, so a lot of people have a hard time adjusting to the different mindset the game relies upon.

I'll say it now: If you go into ANY TES game with the intention to level up quickly or grind levels, w/e you are going to hate it. If you just go out, play your character the way you want to, and that feels natural to you, it tends to be much more rewarding. However, the more you try to game the system, and break the mechanics, the more frustrated and bored you're going to get, because the game is not designed for metagaming.

Personally, I think this legendary system sounds interesting. However, I'm going to have to test drive it a bit before coming to a decision on it. What I like most, is it means you can continue leveling once you max out the skills you actually care about. You no longer have to be a master at everything to start unlocking the higher level enemies.

I don't understand this level cap removal thing. My character is at level 50 and my main skills of Archery, Light Armour, Sneak and Speech are all at 100. Plus I leveled Smithing and Enchanting to 100 as well just to get certain perks.

From a role playing perspective, my character does not NEED to level any more.

-Fixed rare instance in "Fetch me that Book" where books found before getting the quest would not be properly recognized

Finally! I've got three copies of Souls: Black and White and Urag gro-Shub just won't accept them!

Mr.Tea:

Ghonzor:
It's been over a year past release...and Blood on the Ice still hasn't been fixed.

I've finished that quest multiple times over different patches and there is always a way to make it advance properly.

Not when your playing on a console and the quest doesn't even trigger. You can't advance a quest that won't start.

Krantos:

hentropy:
Making a leveling system that didn't rely entirely on grinding in the first place would have been nice...

You're missing the point of the system, I'm afraid. The system is actually in place, in part, because it discourages grinding. Sure, you can do still do it, but it's hardly enjoyable.

I understand the point, but when most quests have the same basic formula and even the more interesting ones feel same-y. You can't really deny, however, that in order to improve a lot of skills, you have to grind. Smithing and enchanting are just the most obvious. For many other skills, like Persuade for example, basically have to be improved via training, which costs money. So, you go through very similar crypts, kill very similar and level-scaled draugr, and get to the end and then get the mediocre item that you might be able to pawn off for something at the end, so you can afford to level-up and get more abilities that will make the game a bit easier for you (even if it doesn't because of the level-scaling). I would say the opposite, if you're playing it just for "experiences", you'll get bored quickly, because there are only a few notable quests that are actually half-way interesting to complete, and the rest of it is just... repetitive grinding. It has good qualities of course, the qualities of the landscape and atmosphere, but it's hard for me to think that it's a game that prides itself on the variety and originality of its quests.

I see no problem with something like the way New Vegas, which not only had more interesting quests, but also had a leveling up system that didn't make you grind even a little. You could go out, enjoy the game, the quests, and play the game you want to, with no cheap level-scaling in most cases and quests that actually tie into the main overall path you take in the game, rather than just random crap on the side that's really hard to care about when DRAGONS THREATEN TO DESTROY THE WORLD.

Kahani:

Scars Unseen:
The real excitement(or whatever other positive emotion you want to use) comes from the knowledge that Bethesda is still willing to patch the game instead of simply abandoning it as is more often the case these days.

Found out? It says it right there in the article. Perhaps you should have tried reading it before going off on a pointless rant?

It dies not anywhere in the article say it is optional. You need to look it over more carefully.

Ranorak:
*condescension*

I put up with their "fan-patch only" bullshit for over a decade, so yes, I *am* surprised that they are finally supporting their fucking game.

Consider that before you start preaching again.

I like that they keep on releasing these patches and fixes but still no mention of the Hearthfire mannequins. Shame.

Still - I can use the console to manually fix them I suppose...

TizzytheTormentor:
-Placing an unread Oghma Infinium on a bookshelf in the player's house no longer allows the book to be reused again

Aww, that was fun -_-

Otherwise, this level cap thingy is strange, but I can't say its a bad idea.

Means I can stop using light armour and 2 handed weapons on my main character to level up!

As a result of that it's GENIUS!

Gee, they really should've just looked to the mods for the solution to the level cap... their "solution" is a load of crap.

My crossbow already does over 400 damage per shot. Increasing the level cap doesn't seem necessary to me.

Magikarp:
So does a skill being legendary actually do anything, or is this just the most pointless thing ever?

Raising the level of a skill increases the skills' effectiveness even without taking any perks. For example, raising Destruction decreases the magicka cost of spells even if you take no more perks in it, and One-handed increases weapon damage just by raising the skill; this allows for more of that progression.

The patch is officially out now on PC. By the way:

Tom_green_day:
Fighting a legendary dragon with 15 one-handed, sounds fun.

Ranorak:
Wait, does this mean I could, potentially, get every perk in every tree?

Or am I missing something here?

It resets your perks when you legendary-ise.

It also gives you an amount of "perks available" points equal to the number of perks you had put into that skill. So yes, you can get all the perks.

Varrdy:
I like that they keep on releasing these patches and fixes but still no mention of the Hearthfire mannequins. Shame.

Still - I can use the console to manually fix them I suppose...

You can also try this, it works pretty well for me.

And technically, this isn't the simplest method they could have come up with. That would have been just allowing skills to increase past 100.

-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

Update - This patch is available as of today (8th April) for Xbox 360 and PS3 users.

What ... my word isn't good enough for you? :D

Have they fixed the mannequin glitch yet Im sick of trying to display bad ass Armour but I am not allowed to change it, and when the fuck are they putting spell crafting back in

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