github Lattymoy/daggerfall-js-source app-v0.1.5381

latest release: app-v0.1.5384
one hour ago

Patch Notes: Enhanced Climbing

Getting down

You can no longer get stuck on a roof.

  • Over a parapet: press Jump at a parapet or rail with a long drop behind it, and you climb over it and hang from its far side. Then climb down with Back, or let go.
  • Off an edge: crouch and walk to the edge of a roof or a wall top, and you lower yourself over it and hang from the edge. Pitched eaves count, up to 45°. Walking off without crouching still just walks off.
  • Holding Forward as you lower yourself doesn't climb you straight back up. Press it again when you want to climb.
  • Low parapets over a short drop can be climbed over too.
  • With Roleplay & Realism stopping you from climbing, you stay crouched at the edge instead of walking off it.

Leaps

Leaps have their own longer, flatter arc, set by your Jumping skill. The ordinary jump hasn't changed.

  • From a hang or a climb, press Jump:
    • with Left or Right to leap sideways to the next handhold along the wall (1.5 m to 2.5 m);
    • with nothing else held, where there's nothing to climb onto, to leap up to a ledge above you (1 m to 1.8 m);
    • with Back to push off the wall and jump away from it. You can catch a ledge on the way.
      A leap uses a tenth of your grip.
  • Running leap: run at an edge and press Jump to leap 4 m to 7 m. It always carries you at least as far as an ordinary jump would. Pressing a moment after you run off the edge still works, and you leap the way you were running. In the air you reach a little further for ledges.
  • A running leap needs a real drop: running down stairs or off a low step, Jump is an ordinary jump. There's no leap while crouched, under Slowfall, or wading.
  • Wall run: run at a wall at full pace and press Jump to run 1 m to 2 m up it and grab the ledge at the top, or keep climbing the wall.
  • Past a window sill: from a hang on a sill with more wall above it, Forward climbs on up past it.
  • A leap trains Jumping; a wall run trains Climbing.

How it feels

  • The view moves with you. A catch jolts the view down, harder after a long fall. Hanging sways a little. Shimmying and climbing rock from one hand to the other. Pulling up, you look up at the edge and then over it. A vault dips over the top, lowering yourself looks down over the edge, and corners turn the view with the wall. Leaps kick the view outward. A failing grip shakes. The jolts, sways and tilts are first person only; the turns (a corner's, a leap's) turn your view in third person too.
  • You can hear it. Hands slap onto stone, boots scrape for footholds, you haul yourself over edges, and grit crumbles away when your grip starts to go. Every hand and foot hold is heard, never the same sound twice in a row. Hard pulls, leaps and long catches can make your character grunt (with combat voices on). These are part of Enhanced sounds.
  • Your weapon goes down while your hands are on the wall, and comes back up when you let go. You can't swing while climbing, as in Daggerfall. With the Morrowind-style arms, your weapon is put away and you see your own hands on the stone instead.

Your body climbs

With a Morrowind body (first-person arms or third person), your character really climbs:

  • Hanging: both hands grip the ledge, palms down, elbows out, with the feet against the wall below.
  • Shimmying: hand over hand. The leading hand reaches out first and the other closes up behind it, one hand off the ledge at a time. Stop part-way through a reach and the hand settles on the nearer handhold.
  • Climbing a wall: hands reach up in turn, with the opposite foot following each hand.
  • Moves: you reach for the ledge you leap at, push up and over when you pull yourself onto a ledge, tuck your knees when you vault, squat and lower yourself over an edge, and run your feet up a wall.
  • A failing grip makes the hands tremble and the feet scrabble. A hard catch swings the body under the hands.
  • In first person the hands reach the ledge you see.
  • Other players see your body climb the same way, including the moves.

Other players, and third person

  • In third person your character turns to face the wall while climbing and turns back after, even if you are still turning the view.
  • Online, other players see you facing the wall you're climbing, posed off the ground rather than walking in the air, and hear you climb. (This needs the updated server.)

Performance

Climbing over very detailed walls is faster, and so is every collision check in the game that finds nothing to push against.

What's Changed

  • Enhanced Climbing, the rest of the arc: the way down, leaps, the feel, online, and a faster collider by @Lattymoy in #504
  • SEA-EASE + SHIP-CREDIT + SHIP-CLAIM + SHIP-PACK + FIELD BUGS 2026-10-01b: a safer sea; boats on credit, taken as prizes, or picked up whole; other players' boats solid; vampires strong indoors by @Lattymoy in #508

Full Changelog: app-v0.1.5333...app-v0.1.5381

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