Patch Notes: Questlines
Every quest, told in objectives
Every quest in the game now shows its objectives, one at a time. Your journal and the quest tracker name the step you're on, and a herald line tells you when you finish one. Many quests, the guilds' and the great houses' best-known jobs among them, now ask you to choose how they end: spare the wounded spriggan or finish the job, sell a lich's books to the Mages Guild or burn them as the temple asks. Each ending pays and is remembered in its own way.
Questlines
Thirteen questlines now run alongside the quests you take at guild halls and taverns. Each opens with a letter or a courier when you're ready for it.
- The Dagon Cycle: The Burning Doors, The Covens' Hoard and The Weir Road. Someone is opening Dagon's Breaches on purpose. Follow the trail through the Breaches, the Elite Dungeons and the Elite Breaches to the Valkynaz who guard them.
- The Hour That Was Not: the priests of Akatosh feel a wound in time under the Bay. It leads you into the Abyss Dungeons.
- The Old Coil: Sentinel's sailors say what the World-Skin shed still swims.
- Eight introductions: The Court Crafter, The Smith's Secrets, The Harbormaster's Word, The Merchant's Road, A Seat at the Table, The Herald's Call, The Bay's Troubles and Written in the Stars. Each shows you one of the game's newer pursuits: crafting, gear, sailing, trade, the tavern tables, the Arena, the Bay's troubles and the Firmament.
A failed step comes back the next day, so a questline never closes on you. If a step needs something switched on (Loot rarity, Naval Combat, The King's Gambit) or a registered account, the questline's page says so.
Rewards worth the road
Quests that pay gear now let you choose one of three pieces made for your class: a weapon in one of your best skills, a piece of armor and a jewel, better the harder the quest. Each card shows the piece's damage or armor, its hands and its weight, and Take asks you to press it twice. A questline's ending pays a named piece of its own, 22 in all. Endings with guilds, temples and houses move your standing with them; online, a quest that ends unfinished still costs you no standing. Online, the Dagon Cycle, the Hour and the Old Coil also pay titles, held by your account: Doorwarden, Covenbane, Weirwalker, Witness of the Hour and Satakal's Witness. The Covens' Hoard can pay a Weir Key, once an account. These are only paid for what the service saw you do: a breach closed, a Redoubt taken, an Hour broken, the Serpent slain.
One place for it all
The Quests window has a new Questlines section. It shows every questline (running, waiting, locked or done), the step you're on and what opens the next one. Each guild you've joined appears there too, as a ladder of its quests by rank. A reward waiting can be reached from the pause menu on either skin.
On, online
The questlines are always on in the online world. Offline, they're a Features switch, on by default. The classic logbook is unchanged.
What's Changed
- QUESTLINES (QL1-QL16): objectives and branches for every quest, thirteen questlines, rewards worth the road, one window by @Lattymoy in #1047
Full Changelog: app-v0.1.10080...app-v0.1.10101