I'd say it's a big improvement overall, so much so that I'm definitely keeping it in my game. So many of the vanilla spell sounds are like nails on a blackboard..Fessels wrote:It certainly sounds a whole lot better, especially the summon spell sounded better, not loud any more.

Falskaar patch 1.1.0 is out fixing a ton of things and adding some stuff.

Very long changelog:
spoiler:
Version 1.1.0
1.1.0 (August 15th, 2013)
--New Features and Content--
World
- Added a few new random points of interest in the wilderness.
- Updated LOD to match new content.
Misc
- Added more load screens.
- Added two "Buy all" options for decorating the player home. (One with secret, one without)
- New modified Outro video with the credits removed. PLEASE view the credits online after playing the mod. A lot of people helped make this possible, and they deserve recognition and support!
--Balancing, Bug Fixing and Polish--
Dialogue
- Added a missing script that prevented one of the "services" responses from showing the barter menu.
- Fixed dialogue condition so the line, "Sovngarde can wait, I'm outta here!" can only be said by Nords.
- "Nice to see you again." can now only be said after the main quest is completed. Assuring you've met the involved actors before.
- Fixed scripting issues that resulted in some bard songs being randomly played at invalid times. ("Glory to the Five" was played before beating the main quest, etc.)
- Fixed rare instances of missing topic text.
- Fixed many typos and grammatical issues in dialogue and text.
- Tweaked some general dialogue scenes to run more smoothly.
Quests
- Return objective in "Kind Blood" now properly refers to the 'letter' as a journal instead.
- Made Wilhard essential during "Fort Urokk" to stop him from being killed if using certain mods.
- Fixed faulty conditions preventing the player from learning all of Varrina's recipes.
- Added missing scripts so that Varrina actually hands the player another list of ingredients when asked.
- Bailun Priory is now added to the map when Agnar first asks you to speak to Thorlogh.
- "The Wanderin' Bard" book is now removed at the end of "Songs of the Dead".
- Helena's rare fabrics are now removed properly from the player's inventory.
- Added journal entires to "Lost Knowledge".
- Dream crystals are now properly removed during "Dreams in Oblivion".
- "The Deadliest Catch" is now properly stopped after completion.
- Tweaked "The Forgotten Depths" to try and prevent sequencing issues.
- Altered many quest markers and journals to improve the experience.
- Fixed a dialogue option in "A Craftsman's Finest" to loopback properly instead of ending dialogue.
- Wounded guard now gives you map marker for Mammoth Keep during "The Crusher's End".
- Removed several debug notifications.
- Tweaked scene conditions to prevent issues during "Welcome to Falskaar".
- Elite Guards during the main quest are no longer called "Bandits".
- Fixed many aspects of Harold's AI and packages.
- Fixed condition issues with Svea's ring dialogue in "A Fortunate Find".
- Fixed idle marker issues that caused the wounded guard to be unactivatable.
- The bandits at the docks now talk/yell/etc. Also varied them to include ranged enemies, and tweaked difficulty.
- Fixed a bug that prevented everyone from being present for the last scene in the main quest.
- Fixed package issues at the end of Fort Urokk.
- Improved directions at start of Fort Urokk with map marker, and additional quest markers.
- Fixed issues in Fort Urokk where the captives reacted to combat/etc.
- Added updated quest journal when searching Bearclaw Cave for the key that provides better hints as to its location.
- Unblock the temple door after completion of the main quest, allowing players who wander in afterwards to leave.
- Agnar should now always be in his manor when the player returns from Borvald to prevent scene issues.
- Sitting in the wrong chair at the start of a meeting should no longer stop the scene from completing. It should also no longer cause the actor whose chair you are in to stand for the entire scene.
- Followers now properly leave the temple with you after the finale.
- Tweaked the section in Volkrund Keep to hopefully run a bit more smoothly.
- Ensured that all actors are present at the end of Lost Knowledge.
- The group should now run towards the temple during "The Heart of the Gods" instead of aimlessly meandering through the valley.
- Fixed a whole host of teleporting/popping in and out issues during the end of "An Army of Greed".
World and Levels
- Fixed navmeshing issues all over the place.
- Fixed shadow stripping issues in Hjalmar Armory.
- Removing the first torch in Sunken Skull Barrow now properly disables the light source, instead of the cave wall.
- Fixed z-planing scaffold in the Pinevale Mines, and added additional supports.
- Lowered the teleport marker in the Warthm's Edge Caverns so that there is no longer a 'landing' sound when loading in to the cell.
- Fixed various rock gap issues around the land.
- Fixed a floor gap in the Warmth's Edge Caverns.
- Greatly improved the appearance of the hot springs cliff edge, and fixed a section of river with improper water height.
- Added a dropdown navmesh to the trapdoor in the Falskaar Lighthouse so followers drop down after you.
- Flipped the chests in the secret area of Brittlerun Cave so that they are no longer backwards.
- Added north markers to all interiors in Amber Creek that were missing them.
- Removed a floating road segment just outside of the Northern Pass.
- Fixed Ruins of Holmr exit trapdoor exploit.
- Fixed Stoneridge Watch exit enchanting table exploit.
- Fixed border region cutting into playable area south of hot springs.
- Concealed floor gaps in the Ruins of Vizemundsted.
- Fixed floor gaps in Watervine Chasm.
- Fixed several visual issues in Hjorgunnar Manor.
- Refinalized all exterior navmesh to hopefully fix a lot of issues.
- Hid the local map for the passage in Kalrun Monastery until entered.
- Fixed roombound issues in the Reinaldur's Farmstead.
- Reduced the shader count in the Reinaldur's Farmstead to reduce flickering/black lighting.
- Fixed roombound/culling issues in Horndew Lodge.
- Tweaked how the boss fight in the Halls of the Dead is trigger to prevent issues.
- Balanced the boss fight in the Halls of the Dead, making it a touch easier in some stages.
- Fixed a gap under the load door at the start of the Ruins of Vizemundsted.
- The gates around Mountain Mist Temple should now be properly open/closed after completing the main quest.
Misc
- Added an ownership faction to the priory and it's horses. Completing "Dreams in Oblivion" now adds the player to this faction, giving access to the owned items.
- Fixed a large amount of spelling and grammer issues in text and dialogue.
- Removed specific times from the bandit journal in Echo Deep.
- Tweaked journal/book prices to make more sense.
- Added 'test' to test copy actor names to make console work easier.
- Wrote new shorter description for Champion's Spirit so it no longer clips, and fixed effect description issues.
- Balanced Champion's Spirit - now lasts 15/20/25 seconds for 1/2/3 words, respectively.
- Included custom nif for the Pinevale sign to eliminate conflict issues, and the need for a texture set.
- Jarrik's Crusher can no longer be disenchanted.
- Tweaked Wulf's boat travel script to reduce issues some had with it.
- Normalized music to better match vanilla music volume.
- Fixed issues that prevented proper investment with Svea's store.
- Set Jalamar's persistent location.
- Fixed several script errors.
- All owned beds are now properly marked as owned.
- Fixed the infamous 'night insects' sound loop bug.
- The Dark Brotherhood should no longer be able to kidnap the player until "Passage Home" is completed.
1.1.0 (August 15th, 2013)
--New Features and Content--
World
- Added a few new random points of interest in the wilderness.
- Updated LOD to match new content.
Misc
- Added more load screens.
- Added two "Buy all" options for decorating the player home. (One with secret, one without)
- New modified Outro video with the credits removed. PLEASE view the credits online after playing the mod. A lot of people helped make this possible, and they deserve recognition and support!
--Balancing, Bug Fixing and Polish--
Dialogue
- Added a missing script that prevented one of the "services" responses from showing the barter menu.
- Fixed dialogue condition so the line, "Sovngarde can wait, I'm outta here!" can only be said by Nords.
- "Nice to see you again." can now only be said after the main quest is completed. Assuring you've met the involved actors before.
- Fixed scripting issues that resulted in some bard songs being randomly played at invalid times. ("Glory to the Five" was played before beating the main quest, etc.)
- Fixed rare instances of missing topic text.
- Fixed many typos and grammatical issues in dialogue and text.
- Tweaked some general dialogue scenes to run more smoothly.
Quests
- Return objective in "Kind Blood" now properly refers to the 'letter' as a journal instead.
- Made Wilhard essential during "Fort Urokk" to stop him from being killed if using certain mods.
- Fixed faulty conditions preventing the player from learning all of Varrina's recipes.
- Added missing scripts so that Varrina actually hands the player another list of ingredients when asked.
- Bailun Priory is now added to the map when Agnar first asks you to speak to Thorlogh.
- "The Wanderin' Bard" book is now removed at the end of "Songs of the Dead".
- Helena's rare fabrics are now removed properly from the player's inventory.
- Added journal entires to "Lost Knowledge".
- Dream crystals are now properly removed during "Dreams in Oblivion".
- "The Deadliest Catch" is now properly stopped after completion.
- Tweaked "The Forgotten Depths" to try and prevent sequencing issues.
- Altered many quest markers and journals to improve the experience.
- Fixed a dialogue option in "A Craftsman's Finest" to loopback properly instead of ending dialogue.
- Wounded guard now gives you map marker for Mammoth Keep during "The Crusher's End".
- Removed several debug notifications.
- Tweaked scene conditions to prevent issues during "Welcome to Falskaar".
- Elite Guards during the main quest are no longer called "Bandits".
- Fixed many aspects of Harold's AI and packages.
- Fixed condition issues with Svea's ring dialogue in "A Fortunate Find".
- Fixed idle marker issues that caused the wounded guard to be unactivatable.
- The bandits at the docks now talk/yell/etc. Also varied them to include ranged enemies, and tweaked difficulty.
- Fixed a bug that prevented everyone from being present for the last scene in the main quest.
- Fixed package issues at the end of Fort Urokk.
- Improved directions at start of Fort Urokk with map marker, and additional quest markers.
- Fixed issues in Fort Urokk where the captives reacted to combat/etc.
- Added updated quest journal when searching Bearclaw Cave for the key that provides better hints as to its location.
- Unblock the temple door after completion of the main quest, allowing players who wander in afterwards to leave.
- Agnar should now always be in his manor when the player returns from Borvald to prevent scene issues.
- Sitting in the wrong chair at the start of a meeting should no longer stop the scene from completing. It should also no longer cause the actor whose chair you are in to stand for the entire scene.
- Followers now properly leave the temple with you after the finale.
- Tweaked the section in Volkrund Keep to hopefully run a bit more smoothly.
- Ensured that all actors are present at the end of Lost Knowledge.
- The group should now run towards the temple during "The Heart of the Gods" instead of aimlessly meandering through the valley.
- Fixed a whole host of teleporting/popping in and out issues during the end of "An Army of Greed".
World and Levels
- Fixed navmeshing issues all over the place.
- Fixed shadow stripping issues in Hjalmar Armory.
- Removing the first torch in Sunken Skull Barrow now properly disables the light source, instead of the cave wall.
- Fixed z-planing scaffold in the Pinevale Mines, and added additional supports.
- Lowered the teleport marker in the Warthm's Edge Caverns so that there is no longer a 'landing' sound when loading in to the cell.
- Fixed various rock gap issues around the land.
- Fixed a floor gap in the Warmth's Edge Caverns.
- Greatly improved the appearance of the hot springs cliff edge, and fixed a section of river with improper water height.
- Added a dropdown navmesh to the trapdoor in the Falskaar Lighthouse so followers drop down after you.
- Flipped the chests in the secret area of Brittlerun Cave so that they are no longer backwards.
- Added north markers to all interiors in Amber Creek that were missing them.
- Removed a floating road segment just outside of the Northern Pass.
- Fixed Ruins of Holmr exit trapdoor exploit.
- Fixed Stoneridge Watch exit enchanting table exploit.
- Fixed border region cutting into playable area south of hot springs.
- Concealed floor gaps in the Ruins of Vizemundsted.
- Fixed floor gaps in Watervine Chasm.
- Fixed several visual issues in Hjorgunnar Manor.
- Refinalized all exterior navmesh to hopefully fix a lot of issues.
- Hid the local map for the passage in Kalrun Monastery until entered.
- Fixed roombound issues in the Reinaldur's Farmstead.
- Reduced the shader count in the Reinaldur's Farmstead to reduce flickering/black lighting.
- Fixed roombound/culling issues in Horndew Lodge.
- Tweaked how the boss fight in the Halls of the Dead is trigger to prevent issues.
- Balanced the boss fight in the Halls of the Dead, making it a touch easier in some stages.
- Fixed a gap under the load door at the start of the Ruins of Vizemundsted.
- The gates around Mountain Mist Temple should now be properly open/closed after completing the main quest.
Misc
- Added an ownership faction to the priory and it's horses. Completing "Dreams in Oblivion" now adds the player to this faction, giving access to the owned items.
- Fixed a large amount of spelling and grammer issues in text and dialogue.
- Removed specific times from the bandit journal in Echo Deep.
- Tweaked journal/book prices to make more sense.
- Added 'test' to test copy actor names to make console work easier.
- Wrote new shorter description for Champion's Spirit so it no longer clips, and fixed effect description issues.
- Balanced Champion's Spirit - now lasts 15/20/25 seconds for 1/2/3 words, respectively.
- Included custom nif for the Pinevale sign to eliminate conflict issues, and the need for a texture set.
- Jarrik's Crusher can no longer be disenchanted.
- Tweaked Wulf's boat travel script to reduce issues some had with it.
- Normalized music to better match vanilla music volume.
- Fixed issues that prevented proper investment with Svea's store.
- Set Jalamar's persistent location.
- Fixed several script errors.
- All owned beds are now properly marked as owned.
- Fixed the infamous 'night insects' sound loop bug.
- The Dark Brotherhood should no longer be able to kidnap the player until "Passage Home" is completed.