Patch Notes: The leveling choice
A new look for the leveling question
- The "How will you grow?" screen now uses the Enhanced Plus look. After you make a character, the choice between Daggerfall and Oblivion Remastered leveling opens in the same framed window as the rest of the Enhanced Plus interface, in your chosen Plus colour. The two systems sit side by side as tiles (stacked on a phone), each with a short explanation. The one you pick is highlighted in brass.
- Choose with a click, with the arrow keys and Enter, or by pressing 1 or 2, as before.
- The Classic interface keeps its original screen.
Online characters level the Oblivion way
- New online characters always use Oblivion Remastered leveling. Daggerfall leveling is now for offline characters only. Online, the choice screen still shows it, marked "Offline characters only", so you know what you're getting before you start.
- Existing online characters keep their leveling. If your online character already levels the Daggerfall way, nothing changes for them.
- Characters imported from a classic Daggerfall save on the online page also use Oblivion Remastered leveling.
- Bringing an offline character online switches the online copy to Oblivion Remastered leveling. The Bring online question tells you before you confirm. Your level, skills and any level-up you've already earned carry over; the skill bar starts empty. Your offline character keeps Daggerfall leveling offline.
- Offline, nothing changes: you still choose either system (when the Oblivion Remastered Like Leveling mod is on).
Master Skills, Tougher Dungeons and Mentoring
Master Skills: skills past 100
Skills no longer have to stop at 100. The new hard cap is 200. Everything up to 100 works exactly as before.
- 100 to 125: about 4x slower per point.
- 125 to 150: about 8x slower per point.
- 150 to 200: about 16x slower per point. This is the long-term grind.
Each point above 100 gives 25% of the benefit of a point below 100. Milestones at 125, 150, 175 and 200 add an extra boost and are announced with a fanfare. A skill at 200 fights like a 140.
Mastering skills (2 / 2 / 1)
Master Skills lifts Daggerfall's old lock that froze your other skills at 95 once you mastered a primary skill, so every skill can reach 100. But only skills you master can go past 100:
- 2 of your 3 primary skills
- 2 of your 3 major skills
- 1 of your 6 minor skills
When a skill reaches 100 and its group still has a free slot, the game asks whether you want to master it. It tells you how many skills of that group you can master and how many are left. This decision cannot be undone. If you say no, you can still master it later from your skill screen. Miscellaneous skills always stop at 100. Mastered skills are marked in gold on every skill screen.
Where to find it: on the Enhanced Plus Stats page, a Master Skills button sits next to Ascend (highlighted with a count when a skill is ready). Its page lists your primary, major and minor skills in three groups, each showing its free slots. Every skill shows its value and bar and, on the right, either a gold Mastered tag, a Master button (asks before it commits), or why not yet ("12 to 100", "No slot left"). On the Skills list, a mastered skill gets a gold name and a gold bar under it for its climb from 100 to 200. On the classic sheet, the primary, major and minor pages show "Mastered 1/2 (M)"; click it or press M to choose.
Online Master Skills is always on; the first mastery question also explains how it works. Offline you choose: the first time you master a primary skill you're asked whether to activate Master Skills, and you can switch it on or off at any time in your skill screen (not inside a dungeon). Switching off never deletes anything: skills above 100 show as 100 until you switch it back on.
No easy grinding (skills at 100 and above only)
Below 100, skills rise exactly as before. Past 100, a skill only learns from enemies that are tough for that skill; weak enemies and repeating the skill give little or nothing. The tougher the enemy, the better the gain.
Tougher dungeons, by where you are
Dungeons now answer a strong character. This starts as your three best combat or magic skills climb past 75, is fully felt at 100, and keeps growing as they climb toward 200. It needs Master Skills (always on online).
Against a strong enemy in the most dangerous dungeons:
| Your best combat skills | Enemy hit and dodge | Enemy health | Enemy damage |
|---|---|---|---|
| 80 | +2 | ×1.2 | ×1.05 |
| 90 | +6 | ×1.6 | ×1.15 |
| 100 | +10 | ×2.0 | ×1.25 |
| 150 | +21 | ×2.6 | ×1.4 |
| 200 | +36 | ×3.4 | ×1.6 |
How dangerous the dungeon is decides how much of that applies:
| Dungeon | Scaling | Enemy health at 100 | at 200 |
|---|---|---|---|
| Mine, Natural Cave | 11% | ×1.11 | ×1.26 |
| Human Stronghold, Ruined Castle, Spider Nest, Cemetery | 22% | ×1.22 | ×1.53 |
| Harpy Nest, Prison, Scorpion Nest | 44% | ×1.44 | ×2.06 |
| Crypt, Orc Stronghold, Giant Stronghold | 88% | ×1.88 | ×3.1 |
| Laboratory, Barbarian Stronghold, Coven, Vampire Haunt, Desecrated Temple, Dragon's Den, Volcanic Caves | 100% | ×2.0 | ×3.4 |
| Wilderness by day | 22% | ×1.22 | ×1.53 |
| Wilderness at night | 44% | ×1.44 | ×2.06 |
- Weak creatures stay weak, even in a dangerous dungeon (a rat is still a rat).
- Tougher enemies also teach your skills above 100 more.
- The wilderness counts too: 22% by day and 44% at night, the same rules as dungeons (so strong wilderness enemies also teach your skills past 100).
- Towns, cities and the grounds of other locations never change. Offline with Master Skills off, everything stays classic.
Mentoring (automatic)
Party up with players well below your level (3 levels or more) and you automatically become their mentor:
- Your level, skills, attributes, health and gear are brought down to about your group's level while you play together.
- Enemies, loot and your spells match the group's level, so the fight stays fair and your friends' contributions matter.
- Weak enemies still teach your skills above 100 nothing, so there's no farming or power-levelling.
- Your real progress is never touched. It returns the moment you leave the group.
Type /mentor to see whether you're mentoring right now.
All UIs
Every skill screen shows values up to 200 (classic sheet, Enhanced Plus stats page, level-up screens, notices). Enhanced Plus draws a gold second bar for 100–200 with milestone marks. While mentoring, skills show like "85 (150)". The Master Skills messages use Daggerfall's own message box on the classic skin (and so in any UI pack such as GrimoireUI) and the Yes/No/OK card on Enhanced Plus.
Heads up
This project is in active development. Skill caps, progression speed and enemy strength may change between updates, and this can affect existing characters.
For developers
src/systems/skillSoftcap.js(SOFTCAP1/2): caps, cost ladder,effectiveSkill, milestones, the real-use weight (foe tier5·level+30against the REAL skill),combatEdge(mean effective gain of the three best combat/magic skills, 0..40; 0 while mentoring or while Master Skills is off),dungeonShare(the designedDUNGEON_SHAREtable, one share per dungeon kind by DungeonTypes index; unknown = 0),foeShare(class 1; monsters clamp((level−4)/8, 0, 1)) andveteranProgress(three best combat/magic skills from 75 to 100, 0..1) andprogressionScaling(two layers from the oneENEMY_SCALINGtuning table - veteran at 100: skills +10, health +1.0, damage +0.25; overcap added at 200: skills +26, health +1.4, damage +0.35 - all times dungeonShare · foeShare; challenge level + skill bonus / 2).- SOFTCAP5: the wilderness is an area too (
WILDERNESS_SHAREday 0.22 / night 0.44), applied inexteriorFoes.jsto the player's own non-allied foes when the host'sinLocation()says the player is off every location's ground (world.js passes its location-rect test; other hosts default to no scaling). src/characters/enemyEntity.js applyProgressionScaling: skills, health,damageScale, andchallengeLevel(what the foe teaches). The foe's reallevelis untouched, so spells, loot and gear are not scaled twice. Dungeon spawns only; puppets never.src/systems/masterSkills.js(SOFTCAP3): always in force online (entity._online, stamped each frame by world.js fromisOnlinePage()); offline the player's switch (entity.masterSkills) with a dungeon gate. Off means skills read as 100 (masterCappedSkill), no tally weighting, no climb, the classic 95 lock and no enemy scaling. One-time boxes viaraisePlayerSkills's newaskpresenter on a quiet pass:info(online, OK box) oroffer(offline, Yes/No).src/ui/yesNoBox.js:okOnlymode, a single OK button (BUTTONS.RCI record 5) on the classic parchment and the enhanced card, answered by Return or O.src/systems/mentorMode.js: automatic (no switch, no save field); the mentored level now also drives which monsters spawn, rest/camp encounters, enemy attack speed, loot/gear/treasure piles and the mentor's own spell level; incoming spells are scaled like blows.- SOFTCAP4 masteries (
masterSkills.js):MASTERY_SLOTS{primary 2, major 2, minor 1};entity.masteredSkillsis permanent; only a mastered skill reads, tallies, raises or counts for the combat edge past 100 (skillCanPassCap,masterCappedSkill(entity, raw, id)). The choice is asked once per skill on a quiet pass (nextMasteryChoice,entity.masteryPrompted) and offered any time on the skill screens (classic: M / the row on a career page; Enhanced Plus: a button per candidate). - Save:
skillUseFrac,skillProgress,masterSkills,masterSkillsAsked,masterSkillsInfoSeen,masteredSkills,masteryPrompted(all optional). - Wire: party pose
cl, RELAY_VERSION world133 (the relay must be redeployed for mentoring online; an old relay stripscland nobody mentors). - Pinned-source tests updated for the changed lines; the relay-version law has the world133 hash.
Bounty Farms and Graveyards
Merges the graveyard bounty fix with a farm bounty fix.
Graveyard hunts (from graveyard-bounty-fix)
- A board's hunt at a graveyard stands in the open air outside it, never in the crypt; graveyard notices get their own stories and show "graveyard" on the board.
- world.js: the graveyard wiring (
_bountyGraveyardPixels,graveyardAt) re-applied onto the CURRENT world.js (the fix zip carried an older world.js that would have reverted Loan Amnesty, Deed-Port, Strike-Shared etc.).
Farm bounties (new)
- BOUNTY-FARM-CLEAR: foes could stand inside the farmhouse (or barn) and could not be reached. The farm pool now records every building's footprint;
_standCampEncountertakes an optionalspotOkand the farm pack's anchor and every member are refused inside (or within 1.5 m of) any farm building. The farmyard ring widened 18 -> 24 m to leave room. - BOUNTY-FARM-GROUND: farms no longer stand on mountainsides. A spot whose ground rises more than 8 m across the block is refused; with no flat spot the farm fails and the pack stands as an ordinary hunt.
Files: src/scenes/bountyFarms.js, src/scenes/bountyHost.js, src/scenes/world.js, src/systems/bountyBoard.js, src/ui/bountyWindow.js
Bounties on the Overworld (new)
- BOUNTY-OVERWORLD: every bounty you hold now shows on the Overworld at its hunt's pixel: a BLACK ring (the maps' own circle) with a pale rim so it reads on dark ground, labelled "Bounty: " (and the place, for a dungeon/graveyard hunt) and its distance. Off screen it is held at the edge with an arrow pointing the way, like the journey's end. It is never hidden by the Show filters, and it goes when the bounty is paid, dropped or lapses.
- Files: src/scenes/world.js (travelViewMarks), src/ui/travelViewHud.js (the bounty look and colour).
Click a bounty to walk to it (new)
- BOUNTY-SNAP: clicking a bounty's ring (or its edge arrow) on the Overworld walks you to the hunt: a dungeon's or graveyard's entrance, a farm bounty's yard about 20 m short of the farmhouse, otherwise the middle of the hunt's pixel.
- The click area is small on purpose: 10 px around the ring or arrow, never the label. A click just beside it is an ordinary ground click, so walking near a hunt never snaps by accident (BOUNTY_SNAP_PX in ui/travelViewHud.js).
- Files: src/scenes/world.js, src/ui/travelViewHud.js, src/scenes/bountyHost.js (mapMarks carries what the click walks to).
No field hunts in the mountains (new)
- BOUNTY-GROUND: a board no longer sends an open-ground (or farm) hunt to a mountain pixel - the same mountains the Overworld refuses to walk into. Dungeon and graveyard hunts are unchanged (they go to the place's door). File: src/scenes/world.js (the board's siteOk).
Patch Notes: The Beast and the Watch
Werewolves and wereboars
- A beast can't surrender. When the city watch stops you while you're transformed into a werewolf or wereboar, you're no longer asked to surrender. You get two choices instead: F - frighten or N - fight on.
- Frighten: you roar at the watch. If it works, the guards run from you and leave, and your crime is forgotten. If it doesn't, they stand their ground and the guard's blow lands.
- Your chances depend on your level against the level of the guard who stopped you: an even match is 50%, and each level of difference moves it by 5%, never below 10% or above 90%. The city watch is always a few levels above you, so expect roughly 20% to 35%.
- A frightened guard runs from you for a few seconds and then leaves; no body is left behind. Guards already on their way are called off too. Guards who came to defend the town from monsters stay.
- A blow that would kill you no longer forces you to surrender while you're transformed. It lands.
- In human form nothing changes: you're asked to surrender as before.
- If you turn into the beast while the surrender question is on screen, you can't surrender any more: answering fights on.
- If you turn back into your human form while the frighten question is on screen, you can't roar any more: answering fights on.
- Hitting a guard who is running from you is an ordinary hit. It doesn't turn calmed creatures nearby against you.
- The watch never stops a beast on sight. If you change while a guard is stopping you, "come quietly" does nothing: a beast can't be taken to court.
Known issues
- Not yet tried with other players watching. They should see the frightened guards run off and disappear.
Patch Notes: The Steel Brigandine
Morrowind models
- It sits on your torso. It used to be drawn too low on the Morrowind body, and because it takes the chest's place, your character's chest and shoulders were missing above it. It is now fitted to your own body's chest when it is put on, its collar at the base of your neck, whatever your race or sex.
What's Changed
- FB0930-FOE-RAYS: dungeon stutter - foe rays skip what they cannot reach; a caster's size stops growing by @Lattymoy in #463
- MW-BRIG3 + WERE-FRIGHT + AUDIT: the brigandine fitted onto the wearer; a beast cannot surrender, it roars at the watch by @Lattymoy in #459
- Master Skills + Mentor, bounty fixes, the leveling choice in Enhanced Plus, and Daggerfall leveling offline-only by @Lattymoy in #466
Full Changelog: app-v0.1.4970...app-v0.1.4991