github Lattymoy/daggerfall-js-source app-v0.1.5393

latest releases: app-v0.1.5433, app-v0.1.5420, app-v0.1.5409...
3 hours ago

Patch Notes: Gear Lasts Longer, Potions Are Easier to Find

Weapons and armour wear like Daggerfall again

  • Gear wears at about Daggerfall's own rate. Two of the combat mods made weapons wear several times faster than the original game, and armour many times faster. Their wear options are now off by default, online and offline.
  • Only the damage that gets through wears your gear. Under the combat overhaul, armour soaks up part of a blow instead of turning it aside, so a blow wears your weapon and the piece it hits by what got past the armour. Good armour wears slower.
  • Claws and bites no longer wear your armour. Only blows from weapons do, as in the original game.
  • Broken enchanted gear is no longer destroyed. It breaks and stays in your pack, and a smith can repair it.
  • Upkeep costs far less. Gear wears much more slowly, and repairs cost half what they did (below).

Repairs

  • Repairs cost half as much. Every smith and guild now charges a third of Daggerfall's repair price, down from two thirds. With the slower wear, keeping a Daedric longsword in shape costs between a seventh and a tenth of what it did, and Daedric armour far less.
  • Repair kits mend up to three quarters. Field Repair Kits and smith-made Repair Kits now restore a piece to about three quarters of its condition at most. That keeps your gear working in the field; a smith restores it fully, and a freshly sharpened blade hits harder than a worn one.
  • A kit isn't wasted. If everything it could mend is already at three quarters or more, it tells you so and isn't used up, from your pack or from the hotbar. It won't spend itself on a piece that's only a sliver below three quarters.
  • A kit asks before it goes on the wrong piece. If your worn gear is past three quarters and the only piece the kit can mend is something else you're carrying, it asks first, and you can keep the kit.

Selling (online)

  • Shops pay for worn loot as you found it. A weapon or piece of armour you loot, or buy worn from a shop, sells for no more than the condition it was in when you got it, even after a repair. Repairs are for using your gear, not for selling it. Gear that came to you whole sells at its own condition, as before. Offline, nothing changes.

Healing potions

  • Alchemists always stock Potions of Healing. Every alchemist has a few each day (more in a better shop), and general stores keep one to three. Online they're half price, like every potion.
  • You'll find more of them. Enemies that carry loot sometimes have one, and the treasure piles in most dungeons hold one more often than before.

Companions' packs

  • Your crew companions carry what a person of their strength can. A companion's pack now has a weight limit based on their strength: from about 67 kg to about 97 kg, depending on their class. A strength spell you cast on them raises it. The pack window shows how much they're carrying.
  • When a pack is full, the companion says they can't carry any more. If you store gold, they take only what they can carry.
  • Packs that were already over the limit keep everything. You can always take things out; you just can't add more until there's room.

Good to know

  • Offline, you can turn the combat overhaul's own wear back on, on Physical Combat And Armor Overhaul's tile on the Features page. It wears gear the way that mod does, a little faster than the old default. If you had changed these options before, they've been reset once.
  • Online, everyone plays with them off.

What's Changed

  • ECON-PLAN + WEAR-VANILLA + AUDIT ECON: gear wears like Daggerfall, repairs at a third, kits to three quarters, sales as found online, healing potions, companions' packs by @Lattymoy in #512

Full Changelog: app-v0.1.5386...app-v0.1.5393

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