Patch Notes: What a harvest says
Professions
- You can always see what you gathered. Some harvests used to show more messages than fit on screen, such as a gem, Resin, a body's part and meat, a new rank, or the specialisation reminder at rank 50 or 100. When that happened, the line saying what went to your Stores was the first one pushed off, so it looked as if you got nothing. Everything you gathered is now listed on one line, for example "+1 Bear Hide, a Big Tooth and 2 Raw Meat to your Stores", and that line stays on screen when other messages arrive.
- Your first harvest each session says where your goods went. Gathered goods go to your Stores, not your pack. You can find them on the Enhanced pause menu, on the Stores page.
- Every harvest that is waiting to be counted says so. Before, only the first slow harvest in a session showed a message. If you are signed out, it now tells you that the harvest is kept for ten minutes and counted once you sign in. If a harvest is never counted, the message says so plainly.
- A gathering that stops early tells you. If you let go, walk away, open a window or leave the dungeon before the end, you now see "The gathering stopped before its end - nothing was taken." Before, only the meter disappeared. Pressing Escape still ends it quietly.
- A harvest made while the server is under maintenance is kept, not lost. It is counted once maintenance is over.
Good to know
- XP and materials were always counted. Only the on-screen messages went missing. Your ranks and Stores already hold everything you gathered.
Patch Notes: Professions - Hunting, the Skinning Knife and Outfitting
Hunting (online)
- A body your own blow felled can now be skinned where it lies, on the street or in a dungeon, until the day turns at midnight UTC. Bodies someone else killed, bodies inside buildings, and yesterday's bodies are searched as before.
- Ten foes give a hide: the Rat (Rat Pelt), Giant Bat (Bat Leather), Grizzly Bear (Bear Hide), Sabretooth Tiger (Tiger Pelt), Spider (Spider Silk), Giant Scorpion (Scorpion Chitin), Slaughterfish (Slaughterfish Scales), Harpy (Harpy Feathers), Dreugh (Dreugh Shell) and Dragonling (Dragonling Scale). Bigger game needs more Hunting: the bat and the bear 10, the tiger and the spider 25, the scorpion and the slaughterfish 40, the harpy and the dreugh 55, the dragonling 70.
- You need a Skinning Knife in your pack. With one, look at a body and the prompt says what E will do. Press the act choice key (the Up arrow by default; the prompt names it) to switch to searching the body instead: its loot is exactly what it always was. If you're standing right over the body, the prompt asks you to step back.
- Hold E with your crosshair on the first point of the dotted line across the body, and draw it along the line to the last point (mouse, right stick or a finger). Bigger game has more points: 5 to 9.
- Follow the line closely, taking between 0.6 and 6 seconds from your first move along it, and it's a clean pelt: a one-in-two chance of a second hide.
- Stray far from it and the pelt is torn.
- Let go of E before the last point and the trace starts again. Press Escape to stop. Nothing is lost either way.
- Gentle acts: just hold E for a little over a second.
- A skinned body gives its hide to your Stores. One body in four also gives Daggerfall's own ingredient: a Big Tooth (bear, tiger), Spider's Venom, a Giant Scorpion Stinger or Dragon's Scales. A torn pelt loses it.
- The rat, bat, bear, tiger, spider and scorpion also give a Raw Meat, and the slaughterfish a Raw Fish, to your Stores. The harpy, the dreugh and the dragonling give none.
- Hunting XP depends on the foe's tier, half as much again for a clean pelt. The XP message says if the pelt was clean or torn, or if a true line was drawn too quickly or too slowly to be clean.
- You can skin at any hour. You can't skin in a settlement, out at sea, with enemies nearby (in a dungeon too), or when fully encumbered. In a settlement or at sea, E opens the body's loot. Each body can be skinned once.
- Your account can take 30 hides a day across all its characters, and only 3 of them from the harpy, the dreugh and the dragonling. A clean pelt's second hide counts, and the day's last skinning gives what's left. The Professions page shows how many you've taken today.
The Skinning Knife (online)
- General Stores and Pawn Shops sell the Skinning Knife (100 gold, 0.5 kg, 50 uses) when you're playing online. You hold it like a dagger while you skin.
- It can also be made at the anvil from 1 Iron Ingot and 1 Pine Plank.
- Each skinning wears it by 1. When it breaks, you're told "Your Skinning Knife broke."
Hunting's specialisations
- Tracker (50): outdoors, living foes you could skin within 100 m are marked on your compass.
- Tanner (50): hides cure one to one instead of two to one.
- Butcher (100): two Raw Meat a body instead of one, and the meat you withdraw spoils half as fast.
- Trophy Hunter (100) is listed but can't be chosen yet.
The loom and the tanning rack
- A Loom section is on the Stores page, beside the Anvil and the Workbench. Use it inside a Clothing Store (50 gold a craft, cure or weave), or in your own home with a Loom station (DECOR, 50,000 gold).
- Curing: two hides make a leather. The rat, bat, bear and tiger make Cured Leather. The scorpion, slaughterfish, dreugh and dragonling make Hardened Leather.
- Weaving: three Spider Silk make a Silk Bolt. Harpy Feathers go into arrows (below).
- Curing and weaving give no XP; the skinning already did.
- At a Clothing Store, a recipe short of Linen or Wool offers Buy from the Weavers (Linen Bolt 2 Drakes, Wool Bolt 3 Drakes a bolt). If you don't hold enough Drakes, it says so.
Outfitting
- Leather armour: cuirass, greaves, helm, pauldrons, gauntlets and boots at Daggerfall's Leather. Use Cured Leather from Outfitting 10 or Hardened Leather from 55. A cuirass takes 6, greaves 4, the rest 2. Hardened Leather makes a better piece.
- Clothing: every one of Daggerfall's 76 garments, men's and women's, in Linen, Wool or Silk. Small garments take one bolt, middle ones two, large ones three, and boots a bolt and a Cured Leather. Your own character's clothing is listed first.
- Dye: choose one of Daggerfall's ten clothing colours before you sew, or leave it undyed. Every garment takes a dye. The colour is sewn in: the piece keeps it wherever it goes, including on the market.
- Rugs (3 Wool Bolts), tapestries (4 Wool Bolts), Large Skins (2 pelts) and Small Skins (1 pelt), from a rat, bat, bear or tiger. These go among your things, to set down in your home.
- A Fishing-Net (2 Linen Bolts), Foraging's own.
- A craft gives 20 Outfitting XP a tier of its cloth or leather, and 500 more the first time you make that recipe - except a piece made only of Linen and Wool Bolts. The Weavers sell those without end, so it gives the craft's XP but no first-time bonus. Boots, with their Cured Leather, and everything in Silk or leather still give it.
- The stitch: the needle keeps a beat. Press Space, Enter or Stitch in time with it, eight times. All eight on the beat is a clean craft: one quality step up. A tap on Stitch counts the moment your finger goes down, and a key held down counts once. Escape sets the needle down (nothing is spent). Quick craft and Gentle acts work as they do at the anvil.
- Specialisations: a Tailor (50) sews clothing a quality step better and a Leatherworker (50) leather armour. Couturier and Saddler (100) are listed but can't be chosen yet.
Arrows
- The workbench has a second arrow recipe: 1 Pine Plank, 1 Iron Ingot and 1 Harpy Feathers make twenty arrows, the same as the Twigs recipe.
The Stores and the market
- Every Stores material can be withdrawn to your pack now, including Cured Leather, the Bear Hide, and Linen and Wool. The hides and leathers withdraw as their own items. The ingredients come out as Daggerfall's own, Raw Meat as Climates & Calories' Raw Meat, and Raw Fish as Climates & Calories' Raw Fish (Foraging's Fish if Climates & Calories is off).
- The market trades the new hides, leathers, and Linen, Wool and Silk Bolts. Leather Armour, Clothing and Furnishings can be listed and commissioned.
Fixes
- The Professions page's Smithing unlocks were missing Silver, Elven and Dwarven, and Mithril. They're back.
- The anvil's Strike counts on your finger's press too, and a held key strikes once. Only one station's work runs at a time: with a forge and a loom at home, one Space no longer strikes and stitches at once.
- The Stores page keeps the field you're typing in, and the search keeps your cursor where you left it, when the page updates.
- In a dungeon, the Pick-Axe won't work with enemies nearby either.
- A harvest's second find (a Logging tree's Resin) now shows in the Stores straight away, not after the next refresh.
Patch Notes: What a vein needs
Professions
- Pressing E at a vein, tree or herb you can't work yet now tells you why. Before, E did nothing at all when your rank was too low, you had no tool, or you had reached the day's limit. Now, if nothing else is there to use, you get a message such as "Mine Silver: needs Mining 25 - your Mining is 0". A door, chest or enemy right beside the node still gets your E press first, as before.
Good to know
- Every dungeon vein needs Mining 25 or more. A dungeon nobody has confirmed yet holds only Silver, which needs Mining 25. Raise Mining at the ore veins in the wilderness rock fields first. They can be mined by day.
- Using the Pick-Axe from your inventory or hotbar is Foraging's mining, not a vein's. It only works in the wilderness, so in a dungeon it says "You cannot mine in here!". To mine a vein, carry a Pick-Axe, look at the vein and press E.
What's Changed
- PROF7 + AUDIT 32 + VEIN-NEED → main, and GATHER-SAID: Hunting and Outfitting, and what a harvest says by @Lattymoy in #473
Full Changelog: app-v0.1.5040...app-v0.1.5051