Changelog

0.5.2

Changes since v0.5.1:

  • Separate dungeons and camps: Location → Dungeon matches enclosed sites, including caves built from exterior cells; outdoor sites are under Camp. Reviewed corrections cover misclassified locations such as the Ratway, Midden, and Guardian Stones. Existing Bandit camp, Forsworn camp, Giant camp, Riekling camp, and Spriggan grove rules now match outdoors only; use their Dungeon counterparts for interiors.
  • Staff action: the player and followers can cast a carried staff, borrowing a hand and restoring its previous equipment afterward. Staff casts spend the staff’s charge and use the same sustain duration as spells.
  • Brightness conditions: Self → Brightness → Dark or Bright is available in idle tactics, for rules such as casting Candlelight when it is dark. It uses the game’s light readings and live torch thresholds.
  • Weather stays outside: weather conditions no longer trigger in enclosed cave worldspaces such as Darkwater Pass, where the game’s exterior cells can otherwise report snow.
  • More reliable cast completion: a cast that fires before tactics releases the hand counts as successful instead of being reported as an interrupted charge.

0.5.1

Changes since v0.5.0:

  • Equip rules release when they stop applying: a follower’s equip action now pins only while its rule’s condition holds. Afterward the item stays on until something replaces it, and anything you pinned in that hand or slot is restored. Combat start equips last the whole fight; Combat end equips stay, like your own pins. An item an idle rule pinned in an earlier version is saved as your own pin: unpin it once on the Inventory tab.
  • Boss condition: Enemy → Rank → Boss selects dragons, dragon priests, named bosses, and enemies the game marks as a location’s boss.
  • Ash storms: Solstheim ash storms are their own Weather choice, Ash.

0.5.0

Major changes since v0.4.0:

  • Editable follower combat styles: tune weapon and spell preferences, aggression, defense, bashing, and movement on the Combat Style tab. Toggle flanking and dual-wielding, reset individual values or the whole style, and keep adjustments with your save.
  • More expressive conditions: use time of day and outdoor weather in idle tactics, and detect Rallied, Calmed, Feared, and Frenzied targets. The Effect condition now offers effects available across the whole party.
  • Smarter spell and item use: tactics check whether an action can affect its target, including immunities, effect requirements, and which corpses can be raised. Buffs and area spells wait while already active on the targets they can reach, avoiding repeated casts of abilities such as Dragon Aspect and Dragonhide.
  • More precise equipment rules: unequip one hand or a selected armor part, such as a helmet, cloak, or backpack. Long weapon and armor menus are grouped by weapon type and body part.
  • Easier rule editing: temporarily unavailable rules stay editable, and menus open above their cells when there is no room below. Powers no longer wait for shout recovery, and automatic player casts more reliably wait for equipment to finish changing.

0.4.0

Major changes since v0.3.0:

  • More varied follower combat AI: attack spells are chosen with weighted randomness, with recent casts less likely to repeat. Scores account for perks, enemy resistances and immunities, cast time, and remaining magicka; weapons also benefit from perk-aware scoring. Varied AI choices is on by default under Settings → Combat AI.
  • Self-targeting damage spells: followers can choose area attacks such as Fire Storm when enemies are in reach, with crowds making them more attractive. Use self-targeting damage spells is a separate option, also on by default.
  • More tactic conditions: check named effects, location (including homes, interiors, holds, and dungeon types), bound weapons, carried arrows or bolts, and bleeding. Burning, frostbitten, and shocked now detect damage affecting the character, rather than a cloak they wear.
  • Custom skill trees: browse Custom Skills Framework trees on the Skills tab and spend follower training perk points in them. Perk changes update follower armour rating and carry weight immediately.
  • More reliable actions: follower power attacks match their weapons, bashes start when the block is ready, and tactic casts take priority over the follower’s own spells. Player casts wait for equip animations and allow any known spell regardless of skill. Unequip removes worn equipment whether pinned or not.
  • Fewer wasted casts and items: named consumables and self-cast abilities wait while all their lasting effects are already active at equal or greater strength. For every NPC, mutually dispelling cloaks stop replacing each other, and staves remain usable while they have enough charge for a cast.
  • Weapon charging: a Charge button on an enchanted weapon’s page uses the weakest filled soul gem carried. Charge needed triggers with three or fewer uses left.
  • Easier panel controls: drag rules by their number to reorder them; ban or unban all filtered equipment or spells at once; hover a skill level for its breakdown or a shortened condition for its full text. Lists and menus use consistent name ordering. Spell details identify the effect whose skill requirement blocks use, and the Effects tab switches between Active effects and All, including inactive effects and those that make no change.

0.3.0

Major changes since v0.2.0:

  • Follower training: unique followers gain skill experience through use. Skill-ups add character experience on the same curve used by the player, and training levels grant attribute and perk points.
  • Reassigning points: move Health, Magicka, and Stamina points; move skill levels using their experience value; learn, return, or reset perks from a skill’s tree, including perks a follower started with.
  • Spell learning: teach a follower a spell from a tome in their inventory, or forget a spell from its Magic page. A forgotten original spell can be restored later.
  • Reversible changes: training keeps its own record without permanently changing the follower’s original skills, attributes, perks, or spells. Turn off Settings → Progression → Manage follower progression to return to their normal state; turn it back on to restore training. Removing the mod also returns followers to their normal state.
  • Localized panel: interface text now follows the game’s language, with English and Simplified Chinese catalogs and English fallback for untranslated text.

0.2.0

Major changes since v0.1.0:

  • Player tactics: automate consumables, spells, powers, shouts, and equipment with the same rule editor used for followers, while keeping control of aiming and movement.
  • Idle tactics: separate out-of-combat rules for the player and followers, with independent enable switches. Maintain buffs, heal after fights, cure diseases, or change equipment.
  • Navigation: keyboard control of tabs, category chips, and filters; long spell and scroll menus grouped by magic school.
  • Equipment and consumables: idle equipment pins survive combat, automatic player casts restore dual-wielded weapons, and Weakest consumable rules preserve stronger items while the weaker effect is active.
  • Performance: roughly 20× faster tactics evaluation by computing spell costs only for spells referenced by rules.
  • Versioned documentation: browse guides for individual releases, with an in-site changelog and collapsible table of contents.