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Releases: Lattymoy/daggerfall-js-source

app-v0.1.6084

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@github-actions github-actions released this 04 Oct 03:32
8761f60

Patch Notes: Gathering, the Materials Bag and Campfires

Gathering

  • Gathering without a Materials Bag puts everything you gather in your pack, even if that takes it over its weight. Before this fix, anything that didn't fit was lost.
  • When a harvest takes your pack over its weight, the message says so. To lighten it, put materials in your Stores in any town, or buy a Materials Bag at any General Store.

Shops

  • Every shelf in a General Store now sells the Materials Bag. Before, only one shelf per store had it, and it could vanish from that shelf for everyone in the store.
  • Materials Bags and Campfires never sell out: buy as many Campfires as you like.
  • Shops no longer buy Materials Bags or Campfires back.

Materials Bag

  • You can only carry one Materials Bag. Trying to buy or pick up a second says "You already have a Materials Bag."

What's Changed

  • PACK-OVER + BAG-SHELF + ENDLESS-STOCK + ONE-BAG, audited: gathered goods reach the pack; one bag, on every shelf, never sold out by @Lattymoy in #584

Full Changelog: app-v0.1.6076...app-v0.1.6084

app-v0.1.6076

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@github-actions github-actions released this 04 Oct 03:01
e278e13

Patch Notes: Bank ship cabins

Ships

  • A bank ship's cabin goes to the right ship. If you own a bank ship and more than one sailing ship of its size, the game asks which ship gets the bank ship's cabin (Link existing bank cabin on the ship's menu). Before this fix, a ship laid up in your Fleet didn't count. The cabin and everything in it could move into whichever ship was afloat.
  • When your linked ship isn't in the water, the message now tells you to summon her from Holdings > Fleet. It used to point to a deed that is no longer kept in your pack.

What's Changed

  • CABIN-TITLES: a bank ship's cabin links to the right ship (ships laid up in the Fleet count again) by @Lattymoy in #581

Full Changelog: app-v0.1.6068...app-v0.1.6076

app-v0.1.6068

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@github-actions github-actions released this 04 Oct 02:43
a3eed77

Patch Notes: Login fix, ports on the map and docked ships

Logging in

  • Fixed: logging in sent you straight back to the title screen. After two server restarts on October 4, everyone reconnected at once and the account service fell over under the load: sign-in failed and dropped you on the title screen. The service now does far less database work on every request, so a full server of players can log in together again.

Ports on the map

  • Ports show on the Enhanced world map. Every port you've discovered has an anchor at every zoom, including the whole-bay view the map opens on. Before, anchors appeared only zoomed in, and only with Travel Options' "Only From Ports" on.
  • Easier to spot. The anchor is drawn darker, with a light outline, so it stands out on a busy coast.
  • The Ports filter button and its P key still appear only with "Only From Ports" on.

Docked ships

  • No more ships inside your ship. A ship you leave made fast at a port's quay keeps her berth while she's out of sight. Before, sailing back into that port could find one of the port's own ships moored right inside her.
  • Summon and docking agree. Neither brings a ship to a berth where one of yours lies unseen.
  • Online: another player's ship lying at a berth keeps it even while its captain is invisible at her helm.

Patch Notes: City walls closed, gentler deaths, travel and rations online

Changed

  • Dying online now costs a tenth of the gold you carry, down from a quarter.
  • Online, every trip over land on the travel map is travelled rather than instant. Travel Options, its Cautiously and Inns options, and "ships only from ports" are always on online. Ships from a port and travelling to your party leader work as before.
  • With Climates & Calories on, rations in your pack are eaten automatically when you get Hungry, instead of waiting until you are Starving.

Fixed

  • City walls no longer have gaps next to their corner towers. With Beautiful Cities on, the walls of most cities (Alik'ra and Chesterwark among them) had a 3-metre opening on each side of every corner tower that you could see and walk through. These now hold a matching section of the wall.

What's Changed

  • CITY-WALL corners closed; a tenth of the purse on death; no instant travel online; rations eaten at Hungry by @Lattymoy in #575
  • Login fix, ports on the map and docked ships: ACCT-RATE-MEM, PORT-MAP, BERTH-HIDDEN by @Lattymoy in #580

Full Changelog: app-v0.1.6042...app-v0.1.6068

app-v0.1.6042

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@github-actions github-actions released this 04 Oct 02:25
dbd65fe

Patch Notes: Resting off tiredness

Resting

  • Resting again before the next night is allowed now clears lost sleep too. If a night was cut short (an ambush in its first hour), slept on rough ground, or started deep in sleep debt, you can rest again at the fire or bed straight away to shake off Tired, Drowsy or Exhausted. Before, you had to wait out the ten minutes. A rest between nights still moves no time.

What's Changed

  • REST-SLEEP1: a short rest pays the sleep need - Tired or Drowsy no longer waits out the night interval by @Lattymoy in #582

Full Changelog: app-v0.1.6039...app-v0.1.6042

app-v0.1.6039

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@github-actions github-actions released this 04 Oct 02:02
367639b

Patch Notes: Field fixes

Towns

  • Trees in Beautiful Villages towns no longer float. Some village and tavern blocks plant trees on hillsides, and those trees now stand on the hill or ground drawn beneath them.

Quests

  • Quest-givers are back. You can hand in a quest you took from a shopkeeper, innkeeper or librarian before the town update. The quest-giver now stands in the building your journal names, as the town is laid out now, and answers to their own name. This also works for party members you shared the quest with.
  • Shared quests pick the same monsters. Every party member's copy of a shared quest now picks the same random monsters, so The Exterminator's vermin no longer switch kind partway through. A party member's quest monsters also no longer fail to appear in a building or dungeon just because the player who shared the quest is nearby. The spiders keep coming in the guild.
  • The Totem rises with its cage. The Totem of Tiber Septim now rises with its cage in Castle Daggerfall's treasury, so you can finish "Who Gets the Totem" again. This works even if another player raised the cage long before you arrived.

Enchanting

  • The item maker no longer accepts Aetheric pieces: Ruhn's Regalia, the Sigil Broker's Regalia and the raid sets. These pieces carry their own powers, and the maker was laying its enchantments on top of them. Pieces enchanted before this change keep what they have.

Ships

  • Leaving your ship's cabin no longer strands you in a black void. Your ship stays outside while you are below deck, so her own decks no longer cut through the cabin floor and items no longer sink into the gaps. If a save already has you stuck, type /unstuck in chat to return to the deck.

What's Changed

  • FIELD BUGS 2026-10-03b: floating trees, questors moved by the town mods, shared Exterminator spiders, the Totem's cage, Aetheric enchanting, a ship's cabin void by @Lattymoy in #579

Full Changelog: app-v0.1.6020...app-v0.1.6039

app-v0.1.6020

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@github-actions github-actions released this 04 Oct 01:41
b378b8b

Patch Notes: The Materials Bag and the guild overhaul

The Materials Bag

  • Online, every General Store now sells a Materials Bag for about 500 gold. It holds 300 kg of crafting materials.
  • On the enhanced inventory the bag opens beside your pack, like the cart. If nothing else is open beside your pack, use the Materials Bag button at the bottom of your pack. On the classic inventory, reach your bag from the Stores page.
  • Anything you gather goes into your bag first, then your pack. With no bag, it all goes into your pack. Anything that doesn't fit is left where you gathered it, and the game tells you what was left.
  • Your Stores are now kept in town. In any town, open the Stores page (on the pause menu's Holdings tab) to put materials in (one material at a time, or Put everything in) or take them out into your bag or pack.
  • Empty your bag into your pack from the Stores page, anywhere.
  • Crafting stations use what you carry, including what's in your wagon. If your Stores are short, the rest is moved in from your bag and pack. Goods bought with gold on the market are never moved in.
  • You can't sell or drop the bag while it has anything in it, and it can't be traded.
  • Food in the bag spoils, just like food in your pack.

Guilds

  • The Guild tab is now split into pages: Overview, Members, Treasury, Vault, Arms and Settings, and Stores where professions are on.
  • Rename your guild: the guildmaster can change the guild's name or tag for 25,000 gold. The gold comes from the treasury, from gold your members' online characters put in. Renames are limited to one every two weeks. You can't rename in a week your guild is in a siege or a Tourney. Your guild's past entries in the Chronicle keep its arms.
  • The guild vault: 50 item slots, or 100 if your guild has bought a hall. Put items in and take them out in any town. By default, officers can take items out 10 times a day, and members and recruits can put items in. The guildmaster can grant or revoke each member's access and set their daily limit. The chest in your guild hall now opens the vault.
  • Richer arms: 16 new devices (40 in all), 7 ways to split the field into two colours, and a colour of its own for the device. Pick them from pictures on the Arms page. Guild banners, shields and tags all show them.
  • Players who haven't reloaded the game since this update see no arms for a guild that uses a new device, and see split fields as plain.
  • Guild names and tags now go through the name filter, and a refused name says which word was refused. Names with numbers in them, like "The 22 Blades", are allowed.

What's Changed

  • BAG1 + GUILD2: the Materials Bag, and the guild page's overhaul (rename, vault, arms, pages) by @Lattymoy in #558

Full Changelog: app-v0.1.6002...app-v0.1.6020

app-v0.1.6002

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@github-actions github-actions released this 04 Oct 00:58
6f10321

Patch Notes: Aegis of Oblivion

Titles

  • New title: Aegis of Oblivion, in violet that rises out of the void into a pale lilac light. It belongs to Sureme: press it on the account card to wear it.
  • A new glyph comes with it: three pillars standing through a ring, with the void's tendrils spreading beneath them. It shows beside Sureme's name.

Auras

  • New aura: Oblivion Ward, Sureme's own. A whole ring of violet light circles the ground where you stand, with two bright scribes running around it and a bezel of fine ticks outside it. Inside the ring, a circle of twelve runes turns slowly the other way and lights up one rune after another, as if it were being written. Four claws hang from the ring at the diagonals, a violet mist turns inside, and a low veil of light with rising motes stands up off the ring.
  • Floating symbols: runes lift off the ring and float up to chest height, swaying and drifting outward and always turned toward you, then blur, break into dust and fade away. Each one rises again somewhere else round the ring with a new rune.
  • When the ward is first put on, it draws itself round from behind you. Wear it or take it off from the account card. Every player near you sees it.
  • Dagon's Fire looks exactly as it did.

Behind the scenes

  • Everyone online is disconnected once when this update goes live, and reconnects.

What's Changed

  • AEGIS: Sureme's Aegis of Oblivion title, glyph and Oblivion Ward aura (world160, acct73) by @Lattymoy in #578

Full Changelog: app-v0.1.5995...app-v0.1.6002

app-v0.1.5995

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@github-actions github-actions released this 04 Oct 00:33
c4cc84c

Patch Notes: Tougher ships, a Holdings tab, a fleet of your own and real quays

Tougher ships

  • Every ship takes 60% more punishment. Hulls and sails are 1.6 times as strong, and cannon balls, fires and rams thin crews 1.6 times more slowly.
    • This goes for your boats and for every pirate, merchantman and navy ship.
    • Sea fights last longer and leave more time to manoeuvre, brace and board.
  • The odds of a fight haven't changed. A ship that outguns another still does, by the same margin. A fight costs about as many men as before; it just takes longer.
  • Floating casks last longer. Casks and wreckage now float about 4 minutes (it was 2½), so loot from the first ship you sink is still there after the second.
  • Pirates break off at the same point in a fight. A beaten pirate tries to run for about as long as before she has to strike, instead of 1.6 times as long.
  • Your saved boats are as you left them.
    • A ship saved whole loads whole, and one saved half-holed loads half-holed.
    • A part-used Carpenter's Store keeps its work.
    • A save made now loads in an older version with your boats as you left them, with one exception: the Fleet ledger (below) is new, so in an older version a laid-up ship is gone and a placed one can't be picked up.

Quicker repairs

  • Your crew gets to work sooner and works faster. The free patch-up starts 15 seconds after the last hit (it was 30) and runs twice as fast. Carpenter's Stores repairs run twice as fast too.
  • No orders needed. Once a fight is over, your crew uses the Carpenter's Stores in your hold to repair her to full on their own.
    • Your First Mate says when she's sound or when the stores run out.
    • Damage below half strength is left to the free patch-up, so no store is wasted on work the crew does for free.
    • A wrecked Small Ship is whole in about three minutes this way, on 7 stores.
    • To turn this off, go to Features > Naval Combat > Crew repairs on their own.
  • A crewed ship repairs even when you're not aboard. A boat with no crew (a Large Boat you sail alone) is only repaired with stores while you're on her.
  • Make repairs is the fast option. Your crew uses stores from the first plank: a wrecked Small Ship's hull is whole in about a minute and her canvas half a minute later, on 12 stores.
  • Damage control. With an enemy close by, Make repairs keeps your crew working at an eighth of the usual pace.
    • That makes good about a third of the damage a ship your size deals you, at the cost of a store every minute or so.
    • Fires keep burning while they patch, and a wreck stays crippled until the fight is over.
    • With no enemy near, the order waits for any fire aboard to burn out, as before.
  • The shipwright charges about the same. He charges less per point because hulls have more points.
    • A wrecked Small Ship costs 5,728 gold to make whole (it was 6,000).
    • Carpenter's Stores cost 314 gold (they were 336) and each one repairs more, so a wreck still takes thirteen (a Carrack now takes eighteen, up from seventeen).

Salvage from sunk ships

  • A sunk ship leaves her wreckage afloat beside her floating casks. It's larger and paler than a cask.
  • Sail through it to haul it aboard. It gives Carpenter's Stores for your hold (2 from a sloop, 4 from a brigantine or a cutter, up to 6 from a pirate flagship) and powder that fills your stern's fire barrels.
  • Sink what you meet and you can keep sailing. Salvage lets you repair to full and refill your fire barrels without making port.
  • If you're swimming, the stores go into your pack one at a time (or straight aboard, if you're alongside your own boat). Whatever is too heavy to carry is lost, and you're told.
  • If you fast travel or go through a door first, your crew stows wreckage from ships you sank, just as it does the casks.
  • Online: everyone in the room sees the wreckage, and whoever reaches it first hauls it in. A ship sunk in a sea run by a player on an older version leaves no wreckage, and players on an older version don't see it.

A new Holdings tab in the pause menu

  • The pause menu has a fourth tab: Holdings, between Stats and System. It holds everything you own and everyone who follows you.
  • Stats is just your character sheet again (and your Professions, online). The Companions, Revenants and Stores pages moved to Holdings.
  • On a narrow window (a phone), the tabs shrink to fit instead of being cut off.
  • Two new pages: the Stable and the Fleet.

The Stable

  • See your horse and wagon at a glance: whether you're riding, whether they're following you, or how far away they're parked or waiting.
  • Summon brings them to your side, as the summon key does.
  • Send away takes them back to the stable, out of the world. Mount them from the Transport window any time, or summon them again.
  • Rename your horse right on the page. Renaming with an empty name tells you he keeps no name, not that you don't own a horse.

The Fleet: your ships, without deeds

  • Ship deeds no longer sit in your pack. A ship's title goes into your Fleet ledger.
    • A deed you buy at a shop goes there the moment you buy it, and she waits for you at that port.
    • A ship you take as a prize goes there when you claim her.
    • Deeds already in your pack move into the ledger the first time you open the Fleet page.
  • Picking a ship up puts her parts in your pack, and her title goes with them. Her parts are her: sell them and you've sold her; drop them or chest them and that's where she is. Placing her parts puts her title back in the ledger. Parts can't be placed while that ship is already afloat.
  • Each ship gets a card showing:
    • her name, class and value;
    • whether she's at your helm, close by, afloat elsewhere (how far and which way), laid up at a port, or packed in your pack;
    • her hull, canvas and crew, and whether she's crippled or burning;
    • the Carpenter's Stores in her hold.
  • Summon: at any port (within Come Sail Away's port search range), she's brought round to a free berth at the quay. If the harbour has no free berth, click the water to place her, as a deed did. A Large Galley is too long for a quay, so she's always placed by clicking.
  • Send away: she sails for the port nearest you and is laid up there, cargo and all. A boat with no crew has to be sent from close by. A Large Boat keeps the rig you gave her.
  • Repair, even when you're away. If she has crew aboard, they mend her where she lies, at no cost up to half strength. Past that they use the Carpenter's Stores in her hold.
  • Shipwright: at a port, open the shipwright's window for a ship that's laid up or lying there.

Ship upgrades

  • Four refits, each with three tiers, done by a port's shipwright:
    • Hold: carries 20% more cargo per tier before she rides low.
    • Rigging: 4% faster under sail per tier.
    • Hull: 10% more hull and canvas per tier.
    • Guns: her cannon balls do 8% more damage per tier.
  • Refits cost gold and materials from the world, taken from your pack or her hold:
    • Timber: Wood Bundles from the Wood-Axe, or planks and logs from your Stores.
    • Iron: Iron from an alchemist, or iron and steel ingots.
    • Pitch: Pine Branches, or Resin.
  • A ship bought on the bank's credit can't be refitted while that region's bank is owed anything (borrowing more, or the Empire calling the debt in, doesn't free her). Once it's repaid, she's free for good. This includes a Rowboat bought as parts.
  • Bigger ships cost more: half the price for a Rowboat, two and a half times for a Carrack.

Name your ship

  • Give any ship a name (up to 24 printable characters). It shows on her hover plaque, for you and for every other player who sees her.
  • Names go through the same filter as player names.
  • Players on older versions still see her hull's name.

Crew roles

  • Give each named hand a post from his ship's card: First Mate, Bosun, Gunner, Carpenter, Lookout, Cook or Deckhand. A Bard can keep or return to his calling.
  • Each post has a place on deck:
    • the First Mate aft by the helm;
    • the Bosun amidships;
    • the Carpenter by the hatch;
    • the Cook forward;
    • the Gunners at the rails, three a side, and at their guns in a fight;
    • the Lookout at the bow.
  • Hands keep to their posts most of the time, and still wander, work and talk now and then.
  • With no Lookout named, a hand with no post keeps the bow, or else a Gunner. A Bard never keeps the lookout.
  • Other players see your hands walk where they will; posts are only on your screen.
  • One First Mate per ship. Making a new one makes the old one a Deckhand. Your First Mate is the one who answers you.

Quays and docking

  • Port towns have quays. Every berth of a port's harbour now has a timber quay on piles, with:
    • a jetty to the shore, or a ramp down to a beach;
    • bollards along its edge;
    • crates and barrels of the port's cargo;
    • lantern posts, lit from dusk to dawn.
  • They appear as you sail in. A port's quays stand from about 1.6 km out, so you see them before you reach the berth.
  • The port's own ships lie alongside them, small and large, instead of out in open water.
  • Dock your ship. Strike your sails and come in slowly beside a free quay, roughly along it. Your crew warps her in and makes her fast.
  • A gangway runs out while she's made fast, square to her side: up to a ship's entry port, or down from the quay's edge onto a boat's gunwale. Use it from the quay to go aboard, or from her rail beside it to step ashore. Looking at her helm, hold or door, Activate uses those instead.
  • The Fleet page knows where she's docked: "Made fast at Wayrest's quay", even from far away.
  • Summoned ships arrive at a quay, made fast and ready to board.
  • Set sail or take the oars to cast off.
  • Galleys don't dock. A Large Galley is too long for a qu...
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app-v0.1.5976

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@github-actions github-actions released this 04 Oct 00:01
03e169d

Patch Notes: Resting at rest points

Online, a rest is something you do at a fire, a tent or a bed

  • Rest at a rest point. Online you rest at a lit fire (your Campfire, a friend's, a tent's, a brazier or a
    dungeon's campfire), at a bed (a rented room, your house, a ship's cabin) or in a guild hall that lets you rest. Out
    in the open with none of these, the rest window says "Find a fire or a bed to rest." In town, resting outside is
    still illegal: the window says so, and no guard is called.
  • Hold still for six seconds. The rest window shows a short bar instead of the hours. Press Esc (or Stop in the
    enhanced window) and nothing happens. The rest is broken the moment an enemy comes, you are hurt, or the fire you
    rest by goes out.
  • Monsters can still find you in the night. If one turns up while you sleep, you wake at once to fight it, with
    only the hours you slept behind you - even in the night's last minutes.
  • A night passes at once. When the bar fills you sleep a whole night: eight hours on your character's own clock,
    in one step. Spells wear off, hunger and sleep work as they did for eight hours of rest, and a rented room's night
    is used.
  • One night every ten minutes of play. Resting again sooner is a short rest: it heals you, and no time passes.
    The enhanced HUD's status bar shows a Rested tile with the minutes left until the next night.
  • A night at a fire, a tent or a bed heals you fully. A guild hall's floor is a rough night with Climates &
    Calories: in Hard it heals less and you wake stiff.
  • Rooms count nights. A room rented for three days gives three nights, and playing between them no longer uses
    them up. It still ends once three days have passed for your character, and if it runs out partway through a night
    you only get the hours you slept.
  • A Campfire you leave in a dungeon, lit or cold, comes out with you with the fuel it has left - when you walk out,
    are teleported out, or log off down there (offline too).
  • The loiter option is gone online. The sky runs on real time, so waiting for it does nothing.
  • Offline you still rest as in Daggerfall, for as many hours as you choose. The Campfire and tent changes below
    apply offline too with Climates & Calories, and a ship cabin's bed now rests as a bed there.

The Campfire is a tool you keep

  • Online, every new character starts with a Campfire, and General Stores sell two to four, whether or not
    Climates & Calories is on. Pawn Shops have up to two. A Campfire costs 40 gold, half that online, as a potion does.
    (Offline the Campfire is part of Climates & Calories: a new character with it starts with a full one, and a General
    Store has two to four on its counter, where it had one to three Campfire Kits on every shelf.)
  • It has eight nights of fuel. Placing it costs nothing. A night you sleep at your own Campfire uses one night of
    fuel; a friend sleeping at your fire costs you nothing. Firewood refuels it - a smith won't. (Online, until Firewood
    arrives, a Campfire that has burned its last night is replaced by buying another.)
  • Field Cook (Cooking's choice at rank 50): a night you sleep at your own Campfire uses none of its fuel. (It used
    to light a Campfire Kit without using a charge; placing a Campfire is free for everyone now.)
  • It doesn't burn away. When it burns down it goes cold and stays where it is. Relight it while it has fuel, or
    pick it up: it goes back in your pack with the fuel it has left.
  • Tents work the same way. Pitching one is free; a night you sleep at your own tent uses one of its uses.
  • Use the loot window's list on a fire. Look at a fire or a tent and the item list shows what you can do: Rest
    here, Cook food, Relight the fire (Stoke the fire for a tent), Pick up the Campfire (Pack up the camp for a tent).
    The highlighted row is what a click does. Online a cold fire offers no rest - relight it first. A brazier's or a
    hearth's list is Rest here and Cook food, indoors too.

Campfires in dungeons

  • Dungeons have campfires of their own: one near the entrance, one deep inside, and more in between, at least
    80 metres apart. A small dungeon has one or two, a large one up to seven. An elite dungeon has half as many. A
    palace, the Burning Court and the Arena's sand have none. A brazier already by the entrance counts as its fire.
  • They are the same in every player's game, never go out and can't be picked up. They stand clear of loot piles and
    the way in, light the room around them, you can cook at them, and online you can rest at them.
  • Online, no wandering monster appears within 15 metres of one - for everyone resting there, not only the
    dungeon's host. A monster that was already in the dungeon can still walk up. (Offline, resting is as in Daggerfall,
    so monsters can still find you there.)
  • They show on the compass in yellow, and on the held dungeon map (the enhanced map) once you've seen the spot.
  • They appear offline too, as places to cook and warm up with Climates & Calories.

Resting as a party

  • No more votes. Online, when a party member sleeps a night at a rest point, everyone in the party within 15
    metres (indoors, in the same building) who has "Rest with my party" on sleeps that night too, each with their own
    healing. Only the player who rested can be ambushed, and a rester with "Rest with my party" off carries nobody.
  • You sleep by their fire. Standing near the party member who rested is enough: you sleep as well as they do,
    not as if you were on the bare ground.
  • If you're fighting, swimming, in a menu or already resting, you're skipped, and told so - and so are you if you
    stand in town, where camping is illegal. If you're in the same place but further than 15 metres away, you're told
    that you missed the night. A night cut short says so.
  • A party member's night carries you once, however their connection behaves; it can't be repeated to keep you
    asleep.
  • In taverns, temples and guild halls everyone rests for themselves, as before - nobody is pulled into another
    member's night there.
  • /ready now just says how a party rests online.
  • Other players never stop you resting at a fire or a bed.

Seven new supplies, offline first

  • Bedroll (10 nights): online, once the supplies arrive, a rough rest point wherever you could place a camp,
    dungeons included - you lay it down and the rest starts after ten seconds; other players nearby still stop you.
    (Offline every rest is already possible anywhere, so it isn't sold offline.)
  • Ember Jar: lights a fire for one night (about three hours of the world's time). You can rest and cook at it. It
    can't be picked up.
  • Firewood: adds three nights of fuel to your Campfire, up to eight. It feeds the emptiest of your own Campfires
    you're standing by, relighting it if it has gone cold; otherwise the emptiest one in your pack that has room.
  • Restorative Tonic: restores 40% of your fatigue at once. With Climates & Calories it also takes four hours off
    your need for sleep.
  • Meditation Candle (3 uses): light it from your pack, then rest. You kneel for six seconds and get half your
    magicka back.
  • Waking Salts (3 uses): for an hour, being tired, drowsy or exhausted has no effect. You still get more tired,
    and two more hours of tiredness hit you when it wears off. You can't take another dose until the first wears off.
  • Sleeping Draught: your next night sleeps as well as a bed, even on the ground.
  • Offline (with Climates & Calories) General Stores and Alchemists sell them (all but the Bedroll), dungeon piles
    sometimes hold an Ember Jar or a Tonic, and enemies an Ember Jar. Online they arrive in a later update. This
    update teaches every game what they are first, so nobody on an older version loses one in a trade or a shared
    chest. A character you bring online keeps these supplies on the offline copy for now, and the realm says so.

Quest waits

  • Online, a quest that only makes you wait moves on after a couple of minutes of play: a letter, a meeting, a
    "come back in three days". Deadlines still run on the world's clock while you play, as the quest timer notes say.
  • These timers are deadlines after all and keep their full time:
    • a knightly order's artifact hunt (it no longer ends a couple of minutes after the knight's reward);
    • the scholar's errand ("Please be prompt") and the banker's lead to the guard;
    • a noble's daedra heart: you have the chemist's days to come back for your reward (the quest had failed a couple
      of minutes after you delivered the heart);
    • the main quest's chapter in Orsinium: it stays there for its six days of play before the Necromancers steal it
      (it was stolen a couple of minutes after you took the quest);
    • a thief's delivery "as soon as possible": the contact waits its time for you.

Patch Notes: Quest timers on the world's clock

Online quests have their time limits again

  • Quest time limits are back online. "You have 14 days", travel-time limits and the rest work as they do in
    Daggerfall again: a deadline can run out. This undoes the update that made online quests time-free.
  • A quest that only makes you wait moves on after a couple of minutes of play. A letter, a meeting, a "come back in
    three days" arrives about two real minutes later online, and its text says "a few days". Only a quest's deadlines
    keep their days.
  • Quest timers run while you play. A quest day is about two real hours of play (the sky's day is one).
  • Resting, waiting and travelling don't use up a quest's timers online. An eight-hour rest, a long wait or a
    fast-travel journey takes nothing off a quest's clock. Only time you spend playing counts.
  • Time logged off never counts, and a tab left in the background counts only its first couple of minutes.
  • Countdowns are back for a quest's deadline...
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app-v0.1.5913

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@github-actions github-actions released this 03 Oct 23:37
14cd193

Fixes and improvements.

What's Changed

  • GUILD-GRANT: an operator workflow that awards gold to a guild's treasury by @Lattymoy in #576

Full Changelog: app-v0.1.5910...app-v0.1.5913