github Lattymoy/daggerfall-js-source app-v0.1.11634
Update 0.0.410

latest releases: app-v0.1.11680, app-v0.1.11675, app-v0.1.11656...
3 hours ago

Patch Notes: Horse and Animal Volume

Audio

  • Horse Volume (Options > Audio > Volume): how loud horses are - their neighs, snorts and breathing, and their hooves - your own mount and other riders' included. Set it to 0% to silence them.
  • Animal Volume: how loud dogs, cats, pigs and cows are.
  • Moving Sound Volume now changes sounds that are already playing (rain, wind, torches, your horse) straight away, not at the next new sound.
  • Sailing: the Trireme's oar strokes now follow Sound Volume and the boat volume, and a boat's sounds follow a Sound Volume change mid-voyage.

Patch Notes: Wagon parking fix

Fixes

  • Getting off your wagon no longer parks it hundreds of metres back after a teleport, a fast travel, or turning off the trailing wagon display mid-drive. It now stops just behind you.

Patch Notes: Beast footwear and helmets

New

  • Beast Footwear (Settings > Combat > With Morrowind data) chooses how Khajiit and Argonians wear boots and shoes on the Morrowind models. As worn, the default, shows them as on anyone. Shafts only keeps a boot's shaft over the bare foot and hides shoes. Hidden hides all footwear, as in Morrowind.
  • Beast Helmets chooses how they wear helmets. As worn is the default. Open only hides closed helmets but keeps open ones such as the chain coif, as in Morrowind. Hidden hides all helmets.
  • Both apply to every Khajiit and Argonian you see: your own character, other players and NPCs. They change only how the figure is drawn; nothing is unequipped, and the armor still counts.

Changed

  • Khajiit and Argonian NPCs now show their boots and helmets by default, like players. They used to have them hidden. Set both options to Hidden for the old look.

Patch Notes: Crash reports

Changed

  • When the desktop app's game stops ("The game stopped"), the crash.log file beside your saves now also records the last ten minutes of graphics work before the stop: how many textures and buffers the game held, frame rate and frame times, memory use, and whether the graphics were lost. If you report a crash, attaching crash.log helps us find the cause.

Patch Notes: Players and monsters no longer sink into the ground

Fixes

  • Other players no longer appear under the ground near breach portals, the Oblivion Gate and fallen stars, and the monsters they spawn there can be hit again.
  • The same fix for the open land around spawned dungeons: everyone now stands on the same ground there, whether the dungeon is still around or has expired.

Changes

  • Near a portal, gate or fallen star, a World of Daggerfall camp or ruin that overlaps the clearing now leaves its level, empty footprint instead of being replaced by another site. It returns when the clearing goes.
  • An expired spawned dungeon leaves its level clearing and ground tiles until it comes back.

Patch Notes: Dungeon loot that said "a newer version of the game"

Dungeon loot

  • Fixed: some containers and bodies in dungeons could not be looted and said "Something in here is from a newer version of the game" when you were already on the newest version. You no longer need to leave the dungeon and come back to loot them.
  • This happened alone, after the game updated or your character reached level 3 between two visits to the same dungeon, and in a party with a character under level 3, on some fallen human enemies.
  • After a game update, a container you had already looted in the same dungeon a few minutes before may be full again once.

Patch Notes: Updates that are ready stay ready

Desktop app

When the game says an update is ready and runs the next time you start, that update now runs. Before, one kind of cancelled page change in the game window could switch the update in under the running game, and the next start then went back to the version before it.

Patch Notes: Buying from a player's trader

Fixes

  • Buying from another player's trader no longer sends you back to the title screen when the game is slow to answer. The purchase finishes and the piece comes to your pack.
  • If a purchase from a trader was interrupted before, the piece you paid for now arrives in your pack the next time you open a trader's stall, or a town Notice Board's Market tab.

Patch Notes: Back in together after a party wipe

Fixes

  • When your whole party dies in an instance and you all go back in through the door, you now go back into the same instance. Before, party members could end up in their own instance or in the public dungeon, unable to see each other, until everyone left and came back in.
  • At an instance's door, your party's instance is now listed before "Your instance", so the first instance you pick is the one your party is in.

Patch Notes: Big gold drops in shared chests

Fixed

  • Dropping more than 65,535 gold into a chest, body or cupboard you share with other players no longer makes it say "Something in here is from a newer version of the game" for everyone else. One pile of gold in a shared container now holds at most 65,535, and the box tells you how much more fits. The rest stays in your purse.
  • Your home's cupboards, the ground and your wagon still take any amount.

Patch Notes: House signs

Towns

  • Houses no longer wear a shop's sign. A few town blocks hung a tavern's, an armourer's or another shop's sign at the door of a building that is a house inside (Knightscester's "tavern" house among them). Those signs are gone; every shop keeps its own.

Patch Notes: House storage

Fixed

  • A chest in your home that you shared and then made private again could come back empty. Its things go back into the chest now.
  • A shared chest in your home could open empty just after you walked in. It now stays shut until the game knows it is shared, and opens on the next try.

Patch Notes: Copied characters say they play offline

Online pane

  • A character made with Copy to offline now shows "Copied from online: offline only" on its tile, instead of a Bring online button that did nothing. A copy can't come back online; play the original from your online characters.

Patch Notes: Your horse comes with you after a dungeon login

If you close the game inside a dungeon, logging back in wakes you at the nearest temple, town or graveyard. Your horse, and a wagon hitched to it, now come with you instead of staying at the dungeon door, where they could not be mounted.

Patch Notes: Character creation tutorial fix

Fixes

  • The "Hunger and Cold" tutorial no longer pops up over character creation, where clicking it or pressing a key did nothing. It now appears once your character is made, after the welcome tour, and only when you actually feel a need.

Patch Notes: No escaping a death in the Wrothgarian Mountains

Fixes

  • Closing the game on the death screen no longer skips the two-minute wait. Come back while you are still down and you lie down again for the time that is left, then rise as usual.
  • A player who closes the game after being killed can be looted again. Their gear lands where they fell, and their killer gets it at once instead of waiting.
  • Coming back early no longer leaves you walking around the zone unhittable.
  • If you come back before your killer has taken your gear, the game may send you to the title screen once. Log back in to finish your wait.

Patch Notes: Abandoned escort quests

Fixes

  • Abandoning an escort quest no longer leaves the escort's portrait stuck on screen. Reclaim the quest from the Quests tab and the portrait comes back with it. A save that already shows a stuck portrait is fixed when it loads.

Patch Notes: No more falling through house floors

Fixes

  • Seven Beautiful Cities houses had a ground-floor corner with no floor, and walking into it dropped you through the world. The corner is back.
  • Some interior doors (Beautiful Cities' House2 design) opened onto nothing past a thin lip of floor. Those doors now stay shut and say "This door will not open."

Patch Notes: Party fast travel

Following the party

  • A party member following the leader's fast travel is no longer dropped from the journey when an enemy reaches them while they wait. They are told why, and they set out as soon as they can travel.
  • Followers wait for room beside the leader instead of landing at the edge of town when the leader is jumping, knocked back or on a ledge. If there is no room, the game says so.
  • A follower now waits for a leader whose journey is slow to load, and no longer reads "did not set out" for a leader who landed just outside the destination. They join the leader where the leader stands.
  • After a journey to the leader is sent back ("No safe landing found"), the leader's place is offered again.

Patch Notes: Firmament stars

Fixes

  • If the server didn't answer when the game first loaded your Firmament stars, they could stay off for the whole session on the classic HUD. The game now keeps trying until your stars load.

Improvements

  • The Firmament page's summary panel now says whether your stars are active right now, and why not: still loading, no birthsign accepted, mentoring a lower-level party, in a duel or Arena fight (combat stars only), or another tab or device playing online.

Patch Notes: Identify spell

Fixes

  • Casting Identify no longer leaves you unable to identify anything. When a spell-cost discount (such as the Wardwright's Attuned Wards) made Identify cheaper to cast, the identify window still asked for the full price, so a caster with a smaller magicka pool got "You do not have enough spell points left." on every click. The window now asks for what the cast actually spent.

Patch Notes: Online progress is no longer lost without a word

Saving

  • When you go online in another tab, window or device, a game you left open keeps saving your online character instead of stopping. If that character was opened somewhere else, the open game is sent back to the character list at its next save.
  • If your saves have not reached the realm for five minutes, the game now says so, and says again when they reach it.

Unsaved progress is kept

  • If a device held a save that never reached the realm and you played that character somewhere else since, the device no longer deletes that save. It keeps it aside, and the game tells you once when you next play there.

Patch Notes: Yard decorations stay put in big cities

Housing

Decorations placed in a house yard in Daggerfall City's eastern and northern blocks now stay after a restart. The game saved them, but a busy city's yards were only partly loaded back. A town's yards now hold up to 6,500 pieces between them. When a town is full, the decorator says so and asks you to remove one of your own pieces first.

Performance

Arriving in a city full of decorated yards no longer stalls the game for a moment. Other players' yards now appear a few at a time.

Patch Notes: Online servers

Online

  • The servers restart once with this update: everyone online is disconnected for a moment and reconnects on their own.
  • Region chat is one channel per region again, as it was before region chat was split. Nothing changes in how you use it.
  • The open country's servers can now group nearby players into larger areas, and split an area when it gets crowded, so a busy town stays one place instead of overflowing into copies. This is switched on separately after the update.
  • When an area is regrouped, the players in it reconnect within a couple of seconds, on their own.
  • Once it is on, a copy of the game from before this update is asked to update before it can play in the open country.
  • At the moment it is switched on, a raid, a fallen star, a serpent fight or a staff event already under way in the open country is cut off from its players and lapses, once. It will be switched on at a quiet hour to avoid most of that.

Behind the scenes

  • New readings for the team on what the servers cost to run. Nothing changes in the game.

What's Changed

  • THE FOLD: travddm's 31 pull requests in one (relay world260, account acct191) by @Lattymoy in #1280
  • HORSE-VOL, ANIMAL-VOL, SOUND-LIVE: Horse and Animal Volume, and every sound on its slider by @travddm in #1165
  • STALE-PARK: a dismount never parks the wagon where it used to trail (#1147) by @travddm in #1189
  • GPU-TRAIL: crash.log keeps the GPU's last ten minutes before a crash by @travddm in #1210
  • COST-0: measure which Durable Objects stay awake and D1 row traffic (no behaviour change) by @travddm in #1220
  • GATE-AGREE, GROUND-AGREE: players and monsters no longer sink into the ground near gates and spawned dungeons by @travddm in #1227
  • COST-2 part one: cell tree groundwork, fixed at one level (relay world259) by @travddm in #1228
  • CHAMP-BASE: dungeon loot no longer says "a newer version of the game" when there is none by @travddm in #1230
  • VENDOR-LOST: a lost answer to a trader buy no longer drops the buyer; the piece arrives by @travddm in #1232
  • WIPE-RETURN: the instance door keeps the party's room after a wipe by @travddm in #1233
  • COST-2 part two: cells split and merge by player count (relay world260) by @travddm in #1234
  • GOLD-WIRE: a gold drop into a shared container stops at the wire's stack bound by @travddm in #1239
  • HIDDEN-UNCOUNTED: the World tab's pin waits for every list, not the count alone by @travddm in #1240
  • HOME-POUR, HOME-SHARE-WAIT: a home's chest keeps what was stored in it by @travddm in #1242
  • Realm copy: Bring online is a dead button that says why by @travddm in #1243
  • HORSE-WAKE: a load that lands away from its save calls the horse and team to the player by @travddm in #1244
  • Survival tutorial: not over the character-creation wizard by @travddm in #1245
  • WILD-REJOIN: a zone death survives closing the game; the killer loots at once by @travddm in #1246
  • Soundscape host test: the anvil's blows on a seeded rand by @travddm in #1247
  • QUEST-SHELF-FACES: an abandoned quest's escort portrait is hidden until it is reclaimed by @travddm in #1248
  • BAD-CELL, DOOR-VOID: no more falling through house floors by @travddm in #1249
  • PARTY-FOLLOW: party members follow the leader's fast travel through a fight and land beside them by @travddm in #1250
  • FIRM-RETRY + FIRM-STATUS: Firmament stars load again after a failed read; the panel says whether they act by @travddm in #1253
  • Identify refund: priced as the cast was, so a cost discount cannot strand the window by @travddm in #1255
  • SEAT-SAVES, SAVES-SAID, STRANDED: online progress is never lost without a word by @travddm in #1272
  • YARD-TOWN: Daggerfall's yard decorations kept past the town's 2,000-piece cut by @travddm in #1276
  • sd25_arena S7: read the watch's bytes in up to three fresh children by @travddm in #1277
  • BEAST-BOOTS: Beast Footwear and Beast Helmets options for Khajiit and Argonians by @travddm in #1206
  • COST-1: regions hibernate and drained rooms leave nothing armed (relay world258) by @travddm in #1224
  • DA13: a ready update switches only on navigation to the game's own pages by @travddm in #1231
  • HOUSE-SIGN: a shop's sign at a house's door does not stand by @travddm in #1241

Full Changelog: app-v0.1.11370...app-v0.1.11634

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