github Lattymoy/daggerfall-js-source app-v0.1.12612
Update 0.0.453

latest releases: app-v0.1.12617, app-v0.1.12615
4 hours ago

Patch Notes: Tamriel past the Iliac Bay

Fixes from your reports

The Imperial City

  • Travel through the Imperial City at x60 no longer stutters. The city's next districts are made ahead of you, on background workers.
  • Wagons, stables and joineries no longer stand at random places in the city. Each district has its stable, its wagon yard and its joinery outside its gate in the city wall.
  • The old Daggerfall town blocks are gone from the Imperial City. Each district is the city's own streets and buildings.
  • Every door you can open now shows its name when you look at it. A house with no name of its own shows "Residence", as in Daggerfall.
  • The city's stairs are now built stone stairs, with landings and rails. You walk up them. You do not jump.
  • The inside of a building in the Imperial City now matches its outside: its size, its storeys, its windows and the wall with its door. Each kind of building has its own furniture.

Towns everywhere

  • Stables, wagon yards and joineries now stand at the edge of a town, beside a road or a gate, in every town of the world.
  • Small towns no longer have loose wooden boards or stone slabs on the ground. No yard, fence or woodpile stands on a road.
  • A walled town's gates now stand where its roads come in.
  • Every gate of a walled city now has a road. The road comes from the road around the town, through the gate, to the streets of the town. Where a street of the town goes out of a gate, the road follows that street.
  • A road now goes through the middle of a gate, not beside it under the gate's tower.
  • Past the Iliac Bay, a city gate now opens onto a street of the town where one is near. It does not open onto a row of houses.
  • Trees and plants now stand on the ground, never above it, and they no longer shine.

Roads and travel

  • Road travel now keeps to the roads. You leave the road only near the start and the end of your journey, or where no road joins two places.
  • Your party now walks on the road as it is drawn, round each bend.
  • The edge of a road now blends into the ground beside it.
  • Rivers wider than a ford now have bridges: stone for roads and timber for tracks. You can walk and ride across them, and the map shows them. The Niben below Lake Rumare is a sea, so you cross it by ship.

Coasts

  • The coast is now blended. Water, sand, grass and stone meet on soft, uneven lines, not on the square edges of the tiles.
  • Where the deep sea is cut out of the coast, the shore now ends on an uneven line, not on square steps.
  • The Classic look keeps the tiles of Daggerfall.

Ports

  • Moored ships no longer stand inside a town's walls or on its piers. Solitude's ships now lie at its docks, outside the walls.
  • Every port past the Iliac Bay now has its moored ships, Lillandril among them.

Ships

  • After a party journey that cannot finish, you go back to the helm of your ship. Your sails now stay up, and your ship moves.
  • If your party leader goes to land that your game does not show, you now arrive at the nearest place that it shows. Before, you went back to the helm of your ship.
  • A ship that stays behind after a party journey now stays at her own place on the map. You no longer hear her from far away.

The land past the Iliac Bay

  • The provinces now have mountains, and Red Mountain stands as a volcano on Vvardenfell.
  • The strange canyons are gone.
  • The far view no longer shows trees or shapes above the horizon.
  • The great trees of Falinesti and Mournhold are finished. The Graht-Oak has its roots, its boughs and its crown. Mournhold's plaza has its rows of trees.

Bounties

  • Bounty boards past the Iliac Bay now post the week's named beast too.

The land past the Iliac Bay

  • The provinces past the Iliac Bay now have places: the cities, towns and lairs of Arena, with the name and the people of each province.
  • Coastal cities are ports, with countryside and dungeons between the cities.
  • The land rises and falls as a heightmap of Tamriel shows it. Red Mountain on Vvardenfell is the highest ground. The next highest ground is in Skyrim, at more than 3,100 m, and in the Jerall Mountains. Black Marsh is low.
  • Each region has its own small landforms, for example hills, ridges, mesas, dunes, karst or marsh hummocks. Terraces, gullies and outcrops break the slopes.
  • The coasts and the borders of the provinces past the Bay are now smooth curves, on the ground and on the maps. The ground rises gently from the shore.
  • Cyrodiil now has ten rivers, for example the Corbolo and the White Rose, and three lakes: Arrius, Poppad and Canulus.
  • The seas round the rest of Tamriel now have a real seabed, as the Iliac Bay has. It goes down from the sand at each beach into the deep water. You can see the bottom through the clear water. Lake Rumare and the Niben have the same type of bed.
  • Towns outside the Iliac Bay now stand level with the land around them. A town is not in a deep hole or on a high step.
  • In Skyrim and in all cold land outside the Iliac Bay, the snow is now deep in winter. You leave tracks in it, and roads have snow banks.
  • Caravans outside the Iliac Bay now meet the animals and monsters of their own province.
  • If you save the game outside the Iliac Bay, your character and your items now load at the correct height.

Regions, weather and creatures past the Bay

  • Each province past the Bay now has the regions that its lore names, 44 in all. Each region has its own ground, plants, weather, countryside and creatures. The borders between regions blend, as the climates of the Bay blend.
    • Skyrim: the Frozen Coast, the Tundra Plains, the Pinewoods, the Reach and the High Peaks.
    • High Rock: the Wrothgarian Mountains, Bangkorai, the Rivenspire Moors and the Northpoint Coast.
    • Hammerfell: the Alik'r Desert, Craglorn, the Abecean Coast and the Dragontail Mountains.
    • Sumurset Isle: the Vine Coast, Auridon and Eton Nir.
    • Valenwood: Grahtwood, Malabal Tor, Greenshade and Reaper's March.
    • Elsweyr: the Anequina Badlands, the Anequina Plains, the Pellitine Coast and the Tenmar Forest.
    • Black Marsh: the Hist Swamps, the Shadowfen, Murkmire and Blackwood.
    • Morrowind: the Ashlands, the Grazelands, Red Mountain, the Ascadian Isles, the Bitter Coast, Stonefalls, Deshaan, the Telvanni Peninsula, the Velothi Foothills and the Velothi Mountains.
    • Cyrodiil: the Nibenay Valley, the Nibenay Jungle, Blackwood, the Colovian Jungle, the Gold Coast and the Jerall Highlands.
  • Each city is in its own region.
  • Cyrodiil is jungle, as the Pocket Guide to the Empire tells. The Imperial City is in the grassland of the Nibenay Valley. The jungle from Bantha is around it, with its storeys of trees, its floor and its haze.
  • The Colovian uplands and Blackwood are also jungle. Blackwood is one region on the two sides of the border with Black Marsh. The Gold Coast is deciduous forest.
  • High ranges have their own regions of snowy peaks. These are the Jerall, the Throat of the World, the Velothi, the Wrothgarians, the Dragontail and Eton Nir.
  • Red Mountain is a region of ash and fire, with no snow. Morrowind has grey volcanic ground and warm air, and snow falls only on the Velothi Mountains.
  • The creatures past the Bay are the creatures of the lore, by day and by night. The towns of each province have their own dangers at night:
    • Skyrim has wolves, snow wolves, bears, sabre cats and trolls. Wrothgar has orcs, goblins, ogres and dragonlings.
    • The Alik'r has giant scorpions and dragonlings. A rare Dwemer sphere guards the ruins of Craglorn, the Reach and Vvardenfell.
    • Cyrodiil has imps, minotaurs, mountain lions, goblins and boars.
    • Black Marsh has Lizard Men. The Ashlands and Red Mountain have scamps, daedroth and fire atronachs. The coasts have mudcrabs.
  • Water creatures (dreugh and lamia) do not come onto dry land, where they cannot move.
  • At each level, you meet a fair mix of creatures. A new character does not meet only strong monsters in the peaks.
  • Black Marsh and Morrowind do not have the orcs, centaurs and wereboars of High Rock. Vvardenfell has no bears, big cats, wolves or giant bats. No dragons appear, because in this era they are gone.
  • With Daggerfall Enemy Expansion, its creatures appear. Without it, a classic creature replaces one only where it fits: a sabretooth tiger for a mountain lion, an imp for a scamp. Other creatures do not appear.
  • Online, all players in a game meet the same creatures, on the Bay and past it.

The land of each region past the Bay

  • 33 regions in Skyrim, High Rock, Hammerfell, Summerset, Elsweyr, Black Marsh and Morrowind have their own ground colors, plants and landmarks. Cyrodiil, Valenwood and the Blackwood area of Black Marsh do not change.
  • The ground keeps the grain and shapes of your texture pack, and gets the colors of the region. For example, the Ashlands have gray ash and the Tundra has yellow-brown grass.
  • Each region has its own trees and plants from the art of the game, and its own quantity of forest. For example, the Pinewoods have many pine trees, and the Ashlands have only a few dead trees.
  • Dead trees in the Ashlands and other dry lands stay bare with Low Poly Trees.
  • Grass blades grow on the grassland of each region. This includes the meadows of Summerset and Elsweyr. Grass does not grow on ash, snow fields, small stones, bare rock or sand dunes.
  • Large emperor parasol mushrooms grow in the Ascadian Isles. Deshaan has violet mushrooms and orange glowstalks that glow. Telvanni lands have purple mushroom pods.
  • The Ashlands have black stone obelisks and dark xylaria spikes. The badlands of Elsweyr and the Alik'r have sandstone hoodoos and pillars.
  • Black Marsh has large Hist trees. The Shadowfen has large areas of reeds.
  • The Vine Coast of Summerset has vineyards. It also has groups of pink cherry, gold ginkgo and red maple trees.
  • The pine forests of Skyrim have groups of white aspen trees with gold leaves.
  • You cannot walk through mushroom stems, rock spires, crags or tree trunks. You can walk through reeds and between the rows of a vineyard.
  • Forests and ground at a distance past the Bay show the trees and colors of each region.
  • Features > Lands of Tamriel turns this feature on or off. It is on by default. Online, it is always on.

New weather: Ashfall

  • Ash falls on the volcanic lands of Morrowind. It falls for approximately half of the time on Red Mountain and one third of the time in the Ashlands. It falls less often in Stonefalls.
  • Gray ash falls slowly under a dark brown sky. Small embers fall with the ash. They glow red and orange, and then they go out.
  • From a distance, you can see a dark column of ash below an ash cloud.
  • The travel forecast tells you when ashfall will occur. The survival temperature also shows ashfall.
  • Ashfall is part of Features > Weather as places, as the sandstorm is. It is on by default.

Valenwood's graht-oaks

  • Giant graht-oaks, 134 m to 215 m tall, now stand over the forests of Grahtwood, Malabal Tor and Greenshade. From the forest floor, their crowns close most of the sky, and light comes through the gaps.
  • Under the leaves, the light of the sun and the moons is dimmer and greener, and the air is darker. Water shows the leaves. Above the crowns, you get the full light of the sky.
  • You cannot walk through the trunk or the buttresses of a graht-oak.

Mountains, fog and the far view

  • With Landforms on, high mountains now have snow all year, on the Bay too. Each region has its own snowline, and in winter the snow comes lower. Steep faces near the snow show bare rock.
  • With Dynamic Skies, fog at night is never darker than the night air around it.
  • With the enhanced graphics, you see much farther. Mountain ranges show up to 300 km away, and far land shows woods in the colours of their trees.
  • Hills and trees do not appear suddenly now when the land loads. The Imperial City shows on the horizon from far away.
  • Trees at a distance do not disappear after a long journey now.

Red Mountain and the Ghostfence

  • Red Mountain is now a very large volcano at the center of Vvardenfell. Its top is approximately 7,300 m above the sea.
  • You can see it from far away. On a clear day, it is on the horizon at more than 300 km.
  • Its crater is 5 km wide, and a lake of lava is in the crater. Lava flows in three deep channels down from the crater.
  • A large column of ash comes up from the crater. The fire in the crater lights the bottom of the ash.
  • Snow does not stay on the volcano at any time of the year. The heat of the volcano keeps its ash warm.
  • The volcano is part of Features > Landforms. Online, it is always on.
  • The Ghostfence is now around Red Mountain. It is a ring of tall stone pylons, 14 km from the center of the volcano.
  • Each pylon holds a light. A wall of ghost light is between the pylons. At night, you can see the lights from far away.
  • You cannot go through the Ghostfence. Ghostgate is the only gate. It is on the south side, between two tall towers.
  • No farm, inn, temple or village is inside the Ghostfence, and no road goes through it. A route on the travel map goes through Ghostgate.
  • Trees, rocks and stone spires do not stand in the lava or in the line of the Ghostfence.

Towns and city walls

  • Towns do not stand on a square of flat ground now. The ground of a town follows its shape and blends into the land. A coastal town meets the sea at the shore.
  • Each town past the Bay now has its own shape, with some blocks of open land. It keeps one of each kind of building. The towns of the Bay keep all their buildings.
  • Walled cities, on the Bay and past it, now have walls that follow their shape. The 410 walled cities of the Bay, Daggerfall too, keep all their buildings.
  • The boards and the Immersive Travel carriages stand at the new gates. People in the streets do not walk through walls, and the town map shows the wall.
  • The towns past the Bay now use the stone, brick and half-timber of their province, with its own cobbles, pavements and walls.
  • A town past the Bay now has main streets with pavements, cobbled side streets, alleys and dead ends. The yards behind the houses have fences or walls, gates and woodpiles.
  • Every walled city with the new town layout now has towers that stand square on the wall. This includes Daggerfall's own city on the Iliac Bay and the cities past it. Before, thin open stubs of wall went into the town or out past the wall at the towers where the wall turns.
  • With Enhanced climbing, you can now climb over a city wall. You go up the face, over the top onto the wall walk, across it, and over the far side into a hang. Before, the climb stopped under the top edge of the wall until your grip failed. If you got to the wall walk, you could not leave it.
  • The road that rings a town now goes all the way round. Before, only a few parts of it showed where other roads crossed it.
  • Where that road turns at an angle, its edges now blend into the ground, as Daggerfall's own diagonal roads do. Before, the edges had a step at each tile.
  • Stables, Wagon Yards, joineries and port buildings no longer stand on a road or track that goes through a town.

The capitals

  • The game builds seven capitals by hand: the Imperial City, Solitude, Mournhold, Alinor, Falinesti, Torval and Helstrom.
  • Each capital now follows the lore and the games more closely:
    • Solitude: Castle Dour is just inside the main gate, with the Temple of the Divines before its north gate. The Bards College and the Hall of the Dead are in the Avenues.
    • Mournhold: the plan is the plan of Tribunal. The High Fane is to the north, the Royal Palace at the centre, Godsreach to the west and the Great Bazaar to the east. Plaza Brindisi Dorom, to the south, is a garden around the statue of Almalexia in her fight with Mehrunes Dagon.
    • Alinor: the Crystal Tower is not in the harbour now. The Royal Palace stands on a terraced height at the top of a grand stair. A river goes through the south of the city to the sea, under two white bridges.
    • Falinesti: the city is in the boughs of the Great Graht-Oak. A walkway goes up the trunk, and hide houses are on its platforms and in its branches.
    • Torval: the palace of the Mane is in a walled estate of sugarcane in mirrored beds, with the palanquin of the Mane. Crescent moons are on top of the domes.
    • Helstrom: the city stands in dark heart-mud. Its Hist is much larger now, in a ring of tall stones.
  • The stone, wood, slate and gilt of the capitals have new textures that match the textures of Daggerfall in resolution and sharpness. The landmarks also use cut stone, brick and half-timber.
  • Each capital now has a door into the halls of its castle. In the Imperial City, the door is on the White-Gold Tower.
  • No road crosses the walls, the lake or the harbour of a capital. The roads of a capital stop at its gates, and each capital has a road to it.

Solitude on its rock

  • Solitude now stands high on a headland above the Sea of Ghosts. Cliffs fall to the water on the west, the north and the east.
  • The city has two levels. The Well District, inside the main gate, is the lower level.
  • The upper city is 6 metres above the Well District. It holds the Avenues, the Bards College, the Hall of the Dead, the Temple and Castle Dour.
  • A stone wall holds up the upper city. Three stairs go up this wall from the streets of the Well District.
  • The great arch now crosses the mouth of the Karth, 42 metres above the water. It goes from the Blue Palace to a terrace above the west wall. A stair goes down from the terrace to the upper city.
  • The Blue Palace stands on top of its tall sea stack. This is the highest point of the city. Its court has a fountain in front of the doors.
  • The docks are at the water, below the north cliff. The Docks Way goes down to them from the north gate.
  • The Docks Way is a road along the cliff face, a sharp turn, and a causeway down to the quay.
  • The shipyard and the lighthouse now stand on the quay, at the water.
  • The Gate Road starts where the country road comes to the city. It goes up the slope below the south wall in a zigzag. Then it goes straight into the main gate.
  • A stair goes up from the lane of the main gate to the north court of Castle Dour. A ramp goes up inside its west gate.

The Imperial City

  • The Imperial City is now 25 map pixels wide, about 20 km. It stands on City Isle, in the middle of Lake Rumare.
  • The White-Gold Tower is round and 1,360 m tall. It rises from the round palace of the Emperor, with 24 large pillar towers.
  • The city wall is 38 m high, with six large watch towers and nine gates. Green Emperor Way and three ring roads go around the tower, and 18 straight roads go out to the city wall.
  • The Palace District has gardens, fountains, statues and the tombs of the emperors along Green Emperor Way.
  • Each district has a different style: the Market, the Arena District, the Arboretum, the Temple District, Talos Plaza, the Elven Gardens and the Waterfront. The districts have main streets, side streets, alleys, dead ends, courtyards and backyards.
  • You can go across the city on its rooftops. Most roofs are a short jump or a short climb apart.
  • The arena of Daggerfall now stands in the Arena District. Daggerfall keeps its own arena.
  • The Imperial Prison is on the north-east shore of the isle. The Arboretum has the statues of the Nine Divines, with Talos at the centre.
  • Most buildings on the streets now have doors and the interiors of Daggerfall: shops, taverns, guild halls and homes. They have names, they show on the town map, and quests can send you into them.
  • Lamp-posts light the streets, and the windows glow at night.
  • The town map shows the whole Imperial City: its lake, walls, gates, roads, districts and landmarks. Zoom in to see the streets and buildings near you.
  • In the streets of the Imperial City, travel now goes up to 60 times the speed of a walk. Other towns still go up to 5 times.
  • The Niben now flows from Lake Rumare to the Topal Bay, on the map and in the world. The sea now reaches the Imperial City.
  • Lake Rumare round the Imperial City is now part of the sea. Before, it was flat water on the raised ground of the city. Now it is the same water as the Niben, at sea level and deep. You can see down to its bed through the clear water. A gap in the south shore of the lake connects it to the Niben through a short canal.
  • You can sail your own ship up the Niben, through the canal and across the lake to the Waterfront of the Imperial City.
  • The harbour of the Imperial City is now the Waterfront. It has the name "Imperial City" in each list of ports. You can book a passage there, and merchant ships sail to it from Senchal and Torval.
  • The land round the Imperial City now slopes down to the shore of the lake.
  • Alinor and Torval now stand a step above the water of their harbours. Before, they were level with it.
  • The open PvP zone of Cyrodiil still includes Lake Rumare and the Niben inside the province. On the map, its border now crosses the river where the river leaves Cyrodiil.

Roads and travel past the Bay

  • Roads and tracks now go to the hamlets, villages, inns, temples, manors, shrines and covens past the Bay, as on the Bay. Farms, homes and dungeons are beside the roads, not on them.
  • Roads do not stop in the open or go into the sea.
  • The roads past the Bay now follow the land. They go around hills and lakes, along shores and through passes. They cross a river at a narrow ford, and they curve at turns and junctions.
  • The roads of the Bay now go into the land past it at 14 places on its edge.
  • Cyrodiil has eight named roads. The Red Ring Road goes around the Imperial City and Lake Rumare. The others are the Gold, Black, Silver, Orange, Blue, Yellow and Green Roads.
  • The game lays the roads past the Bay in the background, near you first, and keeps them for the next time. It lays them again the first time you play this version.
  • In the Overworld view, a journey past the Bay now goes on the roads. If no way on land goes to a place, the view tells you at once. The game does not stop while it plans a long journey.
  • You cannot fast travel to a place past the Bay. Walk, sail or use a portal.
  • On the teleport map of a guild, only the cities past the Bay are destinations. A Portal Stone can open a portal to any land past the Bay, but online not into Cyrodiil. Recall works past the Bay too.
  • A ship passage to a port outside the Iliac Bay continues after you load a save.
  • Ports outside the Iliac Bay that you found before stay on the list of the ship captains.
  • The Overworld view shows the towns outside the Iliac Bay that are far away, at the edge of the screen.
  • When you click a quest mark outside the Iliac Bay in the Overworld view, your journey starts.
  • A walled city outside the Iliac Bay shows its carriage mark in the Overworld view.
  • On a road outside the Iliac Bay, Follow Paths of Travel Options works, and the map of junctions shows the roads. Travel on these roads is faster.
  • The ship position map shows your position when you are outside the Iliac Bay. It uses a map of all of Tamriel.
  • Each town outside the Iliac Bay keeps its own list of the buildings that you found. Two towns with the same name do not share their building names.

The world map

  • The world map now shows the roads and tracks past the Bay at each zoom. Tracks show as thin lines when you zoom out.
  • When you zoom in, the map shows the countryside and the dungeons past the Bay. These are hamlets, villages, farms, inns, temples, shrines, labyrinths, keeps, ruins and graveyards. Put the pointer on a mark to see its name.
  • The filters of the map (Dungeons, Temples, Homes, Towns, roads and tracks) work past the Bay as on the Bay.
  • The map past the Bay shows all its roads and marks soon after it opens. It stays smooth, and zoom is faster.
  • Each province past the Bay has a clear solid border on the map, with its name.
  • On the whole continent, the map shows the three capitals of the Bay: Daggerfall, Wayrest and Sentinel. Each kind of place has the same mark across all of Tamriel.
  • The map now shows the rivers of Cyrodiil and the smooth shores of its lakes.
  • The world map shows your party, other players, the mark of your trader, the sea serpent and Motherlodes in all of Tamriel.
  • You can put a waypoint in all of Tamriel. Your party and your guild see it.
  • The Find box on the world map finds the towns and the cities of all of Tamriel, for example Solitude and the Imperial City.
  • On the world map, a port outside the Iliac Bay shows an anchor. The Ports filter shows only ports there too.
  • When you select a location outside the Iliac Bay, the teleport card shows its province.

Where your story begins

  • The last page of character creation now asks "Where does your story begin?". You can start in the Iliac Bay or in a province past it. These are Skyrim, Morrowind, the Imperial Province, Black Marsh, Elsweyr, Valenwood and Sumurset Isle.
  • The game first selects the homeland of your race. Bretons and Redguards start in the Iliac Bay. The Imperial Province is the homeland of no race.
  • Each province has its own start in a dungeon near its capital. Each start tells how the sealed orders of the Emperor got into that dungeon:
    • Skyrim: a haunted hall near Solitude.
    • Morrowind: a dig near Mournhold.
    • The Imperial Province: an old prison near the Imperial City, where the Blades test you.
    • Black Marsh: a ruin of smugglers near Helstrom.
    • Elsweyr: a hold of bandits near Torval.
    • Valenwood: a cave under the roots near Falinesti.
    • Sumurset Isle: the hall of a sorcerer near Alinor.
  • The story of each province has its own link to the main quest. The items beside the orders point to the Underking, the Walking God's brass, the Mantella or the Emperor's letter to the Queen of Daggerfall.
  • Online, the game does not offer the start in the Imperial Province. It is in the open PvP zone, where the dungeons are sealed.
  • On a phone, tap a start to see its story. Tap it again, or tap Begin here, to select it.

The main story starts when you decide

  • New characters in the Iliac Bay still wake up in Privateer's Hold after the shipwreck, but the main story does not start by itself now. Before, its timer started with the game, and Lady Brisienna called you a traitor after about two months.
  • Wherever you start, the sealed commission of the Emperor is the key. Open it from your pack when you are ready.
  • The orders send you to the city of Daggerfall. The main story starts when you arrive there, and the agent of the Emperor sends for you. Until then, the main story has no time limit.
  • A character that starts in a different way, for example a family heir, gets the commission directly in the pack.
  • The Quests page shows each step, and it now shows the wait for the letter of Lady Brisienna. Her letter and the journal do not tell of a shipwreck that you were not in.
  • Online, if you reload in your start dungeon, you wake up inside it, not at its door.
  • The commission of a province is also the writ of passage of the Emperor. After you open it, a friendly ship's master in a harbour sails you to Daggerfall free of charge. The free passage stops when you get to Daggerfall.
  • Ships can now sail from Daggerfall to each port past the Bay and back, around the provinces between them. The game does not skip the voyage.
  • Your own boat now plans its route past the Bay much faster.

Quests, talk and houses outside the Iliac Bay

  • The world map shows a quest place past the Bay, for example a start dungeon, with its quest diamond. The compass points to it when you follow the quest.
  • "Find it on the map" in the journal and on the Quests page now works for places past the Bay. The map moves to the place and selects it.
  • In your start dungeon, the quest tells you that you are there, on each type of map.
  • This needs the Enhanced map with the land past the Bay on it. The classic map shows only the Iliac Bay, so it cannot show these places.
  • People past the Bay now know the places and the people of the quests there.
  • Quest givers past the Bay now give work in the other towns and dungeons of their province. Quests can also send you to the countryside past the Bay and to each district of the Imperial City.
  • A Project Legacy heir whose family seat is outside the Iliac Bay is now born at that seat. Before, the game did not start.
  • An heir of a family with no seat is now born in the nearest town to the place where the family member died.
  • Quest text now gives the direction to places outside the Iliac Bay.
  • When you ask people where a building is in the region, people outside the Iliac Bay now tell you a town.
  • A map now shows a new place when you read it outside the Iliac Bay. A map that you read in the wilderness now shows a place too.
  • The Thieves Guild and the Dark Brotherhood now show new places outside the Iliac Bay.
  • The Scry page of the Mages Guild now finds places outside the Iliac Bay.
  • Quest text now gives the correct province name outside the Iliac Bay.
  • You can now buy a house in the towns, villages and capitals outside the Iliac Bay. A knightly order can now give you a house there.

Cyrodiil, the open PvP zone

  • Cyrodiil is now the open PvP zone, and the Wrothgarian Mountains are a usual region again. The rings, the halls and the giants of the zone are on the ground of Cyrodiil.
  • The zone is now exactly the province of Cyrodiil, with the lakes and the rivers inside it. The red line, the fog and the edge of the zone map follow the border of the province.
  • The world map shows the zone offline too: its fog, its red line and its rings. Put the pointer on its border, and the border burns.
  • The zone map shows the names of the cities and towns of Cyrodiil. Its fog does not cover the names of the cities past the Bay.
  • In the zone, the streets of each city, town and village are a safe zone. No player can hit you or cast a spell at you there, and you cannot attack from there.
  • The open land, the roads, the dungeons, the halls, farms, manors, inns and temples are not safe. A message tells you when you go into or out of the safe streets.
  • If a monster kills you in Cyrodiil, you come back at a town of Cyrodiil in the same ring. If a player kills you, you come back at the nearest town outside the zone.
  • You can now insure a magic or crafted item outside the zone with Insure on its card in your pack. The price is a fifth of its value, and the insurance starts after two minutes.
  • If a player kills you, the killer cannot take an insured item. The insurance ends only when it saves the item. A death never takes the cargo of your cart or the packs of your companions.
  • For one minute after a hit between you and a player, you cannot put items into storage.
  • If the same player kills you again within 30 minutes, that kill takes nothing.
  • For 60 seconds after you come into the zone or come back to life, no player can hurt you. When you attack a player or take items from remains, the protection stops. When you come into the zone, you get it only after 30 seconds away from the zone and 60 seconds out of a fight.

Life in every province

  • Each province past the Bay is a region of its own. The regions of Daggerfall do not change.
  • Each province has many of its own resources to gather, and Cyrodiil has all of them. You can now gather resources past the Bay.
  • Travellers, caravans, patrols, nobles, minstrels, hunters and outlaw bands now travel in all of Tamriel, on the roads and by sea. They also cross the edge of the Bay.
  • Packet ships now sail between the ports of the Bay and the ports past it.
  • The sea serpent can now appear on each sea lane of Tamriel.
  • Oblivion Gates now open in all eight provinces past the Iliac Bay. No gate opens in Cyrodiil, because it is the open area for player fights.
  • When you close a gate in a province, your kill gives influence to the seats of that province.
  • The game now finds the gate sites of the provinces in small steps. Thus the game does not stop while it finds them.
  • The Sky-Ketch now comes to the crown capital of each province: Daggerfall, Sentinel, Solitude, Mournhold, Alinor, Falinesti, Torval and Helstrom.
  • Each city has its own voyage on the same ten-hour cycle. The voyages come one hour and 15 minutes apart.
  • The Timers window and the map show the Ketch of your province together with the Ketch of Daggerfall.
  • The Starfall now comes to each province outside the Iliac Bay, except Cyrodiil. Each night of the Witches' Festival, three stars fall in each province.
  • Each province has a new coven of its own, with its own leader. When a star falls there, the leader of that coven comes for it.
  • Each province, except Cyrodiil, now has its own Abyss Dungeon. The players in a province call the Abyss Dungeon of that province.
  • The world map shows each Abyss Dungeon that a player finds. The Timers window shows the stars of your province.
  • A message tells you the province of an Abyss Dungeon that is outside the Iliac Bay.
  • Raiders now attack towns in each province outside the Iliac Bay, except Cyrodiil.
  • Each province has its own raids each day. The raiders are the people and the monsters that live in that province.
  • You get a message about a raid when you are in the same district as the town.
  • The world map shows a town that raiders attack, in each province.
  • Staff can now put a town event in a town outside the Iliac Bay.
  • Staff: an area event can now take place past the Iliac Bay. The list of places shows the provinces.

Dungeons and bounties past the Iliac Bay

  • Online, spawned dungeons are now in all of Tamriel, not only in the Iliac Bay. Some of them are Elite dungeons, as in the Iliac Bay.
  • Ocean holes now open in the seas past the Iliac Bay and in the Eltheric Ocean. Online, no ocean hole opens in the open PvP zone of Cyrodiil.
  • The Overworld now shows the dungeons near you past the Iliac Bay. You can find them, see their models and travel to them.
  • A bounty board now gives hunts for the monsters that live near its town. This is true in the Iliac Bay and in all of Tamriel.
  • The names of the monsters on a bounty board are now in all of the languages of the game.
  • We repaired holes in the ground past the Iliac Bay. These holes occurred where a spawned dungeon stood on the land.
  • A hall in the open PvP zone no longer shows the Ocean Holes tutorial.
  • Revenants now have lairs past the Iliac Bay. A bounty board past the Bay now gives hunts in its dungeons, and the map shows their circles.
  • You can now open an Elite Breach past the Iliac Bay.

Seats, guilds and courts

  • Seven provinces past the Bay now have a crown seat at their capital, and each city-state of Arena has a palace seat. The world map shows these seats with their rings and cards.
  • These seven provinces are now kingdoms, each with its own crown, colours and banner. Their crown sieges are on Friday, one hour apart.
  • From the first week of Season 1, a guild holds a full region. Each region has one Charter and one siege, at its chief town. The other towns of the region are its holdings.
  • Members can give fortification materials from their Stores or their bag to the stockpile or the Siege Camp of the guild. Use a Notice Board of the region.
  • The Guildmaster of the guild that holds a crown region can buy its castle for 120,000 silver, as an instance of the guild alone. The guild gets half back if it loses the region, or 85% if it gives the castle up.
  • The castles are the three crown castles of the Bay and the castles of six capitals past the Bay. The halls of the Imperial City are open to all.
  • Each province outside the Iliac Bay now has its own ruler, court and people.
  • Nobles in palaces now give noble work. This is also true in the Iliac Bay when a noble has no faction.
  • A crime in a province now changes your reputation with the people of that province.
  • Prices in a province now change with the power of its ruler.
  • A person who becomes a vampire in a province now gets the bloodline of that province.
  • If you become a vampire past the Bay, you wake up in a cemetery of that province.
  • The Standing page now shows the nine provinces in its Kingdoms list.
  • Staff: /tp now works to a player past the Iliac Bay. A POI can now stand past the Bay.

Ports and markets past the Bay

  • Each port past the Iliac Bay has a harbormaster now. The harbormaster works for the nearest crown of the Bay. You can get contracts, a letter of marque and the Admiralty carrack there.
  • Solitude, Alinor, Torval and the Waterfront of the Imperial City have a shipyard, a crew hall, a lighthouse and docks now. Their banks sell ships.
  • You can buy and sell on the market between each province and the Iliac Bay now. Couriers carry goods to and from each province.
  • A Bounty at a seat past the Bay pays now. It pays when you clear an outlaw hideout or a lair near the town.
  • Storms that start at sea past the Bay have the weather of the sea now. Less snow falls at sea in winter.
  • The market, the writ boards, the guild writs, the contracts and the Watch now work in the towns past the Bay.
  • Staff: /town audit shows the capitals of a province first. It shows 400 towns on each page. Type /town audit 2 for the next page.

Houses

  • You can now own up to three houses in each region. Before, you could own one house in each region offline, and three homes in total online.
  • Online, you can buy up to three homes in each region at their front doors.
  • The bank and the Knightly Orders now refuse a house only when you own three houses in that region.
  • When you sell a house at a bank, the bank shows each of your houses in that town, one at a time. Select Yes to sell the house that the bank shows. Select No to see the next house.
  • The list of houses for sale does not show a house that you own.

A letter for you

  • Each player with an account gets a letter from the DFO Team in the mailbox. The letter has 10 Portal Stones.
  • Open the mailbox beside the hourglass in the pause menu. Claim the stones, and they go into the pack of your online character.

The Shop

  • There is a new Shop on the pause screen. Push the gem to the right of the laurel to open it.
  • All proceeds go to the costs of the development of DFO Online. Every item is cosmetic. It gives no power in the game.
  • The shop shows its items in three tabs: Titles, Glyphs and Auras. Each item shows its look, its price and its status.

The first items in the shop

These items are sold only during the pre-alpha. If you buy an item, you keep it after the sale stops.

  • Genesis is a title for $5. It shows on a plate of blue and violet fire that moves behind the letters.
  • Origin is a glyph for $2. It is a dragon that bites its tail, with a spark at its center. The light moves on its scales.
  • Eternal is an aura for $20. It is a cape of blue and violet fire on the back of your character. The cape moves when you walk.

How to buy

  • To buy an item, you must sign in with an account that has a username. Push Buy, then pay in your browser.
  • Stripe takes the payment in US dollars. The game does not get your card details.
  • When the payment is complete, the item goes to your account. A receipt goes to your mailbox. Wear the item from your profile or from the Collections page.

Existing characters

  • Games that started before this update continue as before.

What's Changed

  • START1-3: choose where your story begins - a start in every province, the main quest on the player's watch, quests past the Bay on the map by @Lattymoy in #1216
  • TESA field fixes and AUDIT BAY-LEFT: wall towers, the town ring, the IC on the sea - and every system past the Bay by @Lattymoy in #1321
  • TESA-LANDS: each zone past the Bay wears its own ground, flora and landmarks by @Lattymoy in #1344
  • RED-MOUNTAIN: the volcano at Vvardenfell's heart - 7.3 km, its crater, foyada, lava and ash plume, on the horizon - the Ghostfence round it, and its audit by @Lattymoy in #1346
  • TAMRIEL-POST: the Tamriel update's letter, ten Portal Stones in it, to every registered account by @Lattymoy in #1355
  • SOLITUDE-RELIEF: Solitude on its rock - two tiers, cliffs to the sea, the docks far below, the road square into the gate by @Lattymoy in #1350
  • STONE-HEAPS and AUDIT TAMRIEL-NODES: boulders stand past the Bay, and the Overworld's Mining groups count them (into #1184) by @Lattymoy in #1356
  • TESA: Arena's places on the map of Tamriel, past the Bay (with WORLD-WIDE folded in) by @Lattymoy in #1184

Full Changelog: app-v0.1.12024...app-v0.1.12612

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