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Patch Notes: The Seats of the Iliac Bay

The first part of guild town control is in. It is open to the developers first, so the seats can be played on the live servers before everyone sees them.

Every palace is a seat (online)

  • Seats. Every town with a palace is a seat: a town a guild will one day hold. Daggerfall, Wayrest and Sentinel are the three crown seats, the largest prizes.
  • Arriving. Walking into a seat town tells you whose it is: "Anticlere, held by the Silver Hand ." or "Anticlere. Its Charter is unheld." In a week with a siege called there, the line says when: "A siege is called for Wednesday at 20:00 UTC."
  • The map. Seats are marked on the online map:
    • a grey ring around the town;
    • a crown above the three capitals, in their kingdom's colour (Daggerfall blue, Wayrest crimson, Sentinel gold);
    • a thin second ring on the Marches (half in each claiming kingdom's colour) and a green one on the Free Lands.
    • Selecting a seat shows its Charter.
  • Banners. A seat town flies its kingdom's plain banner at its palace door, its city gates and above its notice boards. The Free Lands fly none.

Influence: how a guild earns a seat (online)

  • The pledge. Each week a guild chooses one seat in a region to work toward, in up to five regions. An Officer or the guildmaster sets it from the Seat tab of that town's Notice Board, until Friday 18:00 UTC. Influence earned in a region where your guild pledged nothing doesn't count.
  • What counts. Each of these counts for your guild at its pledged seat in that region:
    • The Watch. Walking the streets of the seat town: 1 every 2 minutes, up to 60 a day. Standing still doesn't count.
    • Gate kills. A gate you helped close in the seat's region: 300, up to 900 a week.
    • Renown. Renown XP you earn in the seat's region: 1 for every 20, up to 400 a week.
    • Homes. A member's home in the seat town: 25 a day, up to five homes a guild.
    • Tribute. The guildmaster can burn silver from the guild's treasury: 1 for every 10 silver, up to a fifth of the guild's week at that seat.
  • The limits. One account counts for at most 2,000 a seat a week. The first guild any of your characters contributes to in a week is your account's guild for that week's seats. A character counts after 7 days in its guild.
  • The Seat tab. A seat town's Notice Board has a new Seat tab: the week's standings, every pledged guild under its banner, your guild's pledge and your own week there. Officers pledge from it, and the guildmaster pays Tribute.

The Turning: taking a Charter (online)

  • Every Sunday at 18:00 UTC the week's influence is counted.
  • An unheld seat. The guild with the most influence takes the town's Charter if it has at least 6,000 (a crown seat: 30,000) and its treasury can pay the fee: 8,000 silver (a crown: 80,000), which is burnt. If it can't pay, the next guild past the line can.
  • Contested. If the second guild is within 10% of the first, nobody takes it this week. The two will meet in a Tourney.
  • A held seat. The holder's defence is its own week of influence, raised or lowered by the town's Standing, plus what it carried over. A guild past the line and the defence wins a Right of Siege. A guild wins at most one a week, at its strongest seat. A new Charter can't be challenged at its first Turning.
  • Holding a Charter. The town's banners fly your guild's heraldry, its ring on the map is filled in your colours, and the gate names your guild. Your guild counts at its seat without pledging, and can't pledge elsewhere in that region. A seat held without a challenge gains Standing.
  • Legacy. A tenth of each guild's influence at a seat carries into the next week.
  • Titles and glyphs. Every member of a guild holding a town's Charter wears a tower beside their name; a crown's members wear their kingdom's crown. The guildmaster can wear the title Warden of (a crown: Protector of ) from their account card.
  • The Seat tab now shows the holder, this week's siege or Tourney, what it takes to claim or challenge, and the town's Chronicle. The guildmaster can give the Charter up there. A guild holding a Charter can't disband until it does.

Holding a Charter: upkeep, the Tithe, Standing and Edicts (online)

  • Upkeep. Each Sunday's Turning takes a held seat's upkeep from the guild's silver treasury: 2,500 for a palace, 15,000 for a crown (scaled to how many players played that week, from 0.4x to 1.5x).

  • Holding more than one seat costs more. A crown counts as 3 and a palace as 1. Everything past your biggest seat is your Overreach: each point adds 25% to every seat's upkeep and takes 5% off every seat's defence. A crown plus a palace is 1 point; two crowns are 3.

  • Neglect. If the treasury can't pay, the seat falls into Neglect: Standing drops 10 and the week is owed. Next Sunday both weeks are due. Pay them and you're back (Standing -5 for paying late). Miss again and the Charter lapses.

  • The Tithe. Your guildmaster or an Officer sets it at the town's board, 0-10% (a crown 0-15%), once a week. It comes out of the seller's proceeds on every sale at the boards your seat covers: its own town and every town in the region nearer to it than to another seat. It also takes the same cut of courier fees paid there. It goes into your guild's silver treasury. Sales for gold pay no Tithe.

  • Members shop cheaper. Members of the holding guild pay 10% less at the seat town's shops (15% at a crown) for buying and repairs, and 5% more off while Standing is 80 or higher.

  • Standing, the town's favour, now moves each week:

    Change Standing
    A low Tithe (half the cap or less) +2
    A high Tithe (over three quarters of the cap) -3
    Held without a challenge +5
    Each gate felled in the region +2 (up to +6)
    Each of your writs filled there +1 (up to +5)
    No member of yours kept the Watch -5
    Neglect -10
    Paying late -5

    Below 20 the town is in Unrest: challengers earn a quarter more influence there, and visitors are told so when they arrive.

  • Edicts. Each week the guildmaster or an Officer proclaims an Edict for the next week at the board. It takes effect at the Turning. Only Market Day can be proclaimed two weeks running.

    Edict Effect Cost
    Market Day A tenth off at the town's shops, for everyone -
    Open Gates Every home in town is open to all Standing +3
    Curfew Guards are much tougher at night, and crimes there cost double reputation Standing -2
    Festival Everyone who comes to town gets +5 to every attribute for a game day (two real hours) Standing +10; 2,500 silver (a crown 10,000)
    Levy A tenth of what's gathered near the town goes to its stockpile Standing -2
    Bounty World of Daggerfall camps near the town drop double loot, and the treasury pays 20 silver for each camp you clear, up to 5 a day, from what you set aside the set-aside
  • The Seat tab shows everyone the Tithe and this week's Edict. Members also see next week's Edict, the upkeep due and any debt. The guildmaster and Officers set the Tithe and proclaim Edicts there.

Sieges: the week of a battle (online)

  • The window. A seat's guildmaster or an Officer sets when its battles are fought, at the town's board: a day from Wednesday to Saturday and a start from 16:00 to 02:00 UTC. A start after midnight is the night after the day you pick. If you never set one, it's Wednesday 20:00.
  • The schedule. At each Sunday Turning, every Right of Siege and every Tourney is placed in the coming week: a siege in the holder's window, a crown siege on Saturday (Daggerfall 20:00, Wayrest 21:00, Sentinel 22:00), a Tourney on Wednesday at 20:00. If a guild would have to fight two battles at once, the second moves two hours on, and the Seat tab says so.
  • Signing up. The Seat tab shows who has won the Right, who holds the Charter and when battle is joined, and how many have signed for each side. Members who were in the guild for 7 days at the Turning, and whose account counted for the guild that week, sign themselves: 10 a side at a palace, 20 at a crown. Signing closes 10 minutes before the battle, and you can give your place back until then.
  • Sellswords. A side's guildmaster can hire up to 2 Sellswords (4 at a crown) by username, for a fee of up to 5,000 silver held from the treasury. The Sellsword signs from the same Seat tab. A Sellsword can't be in either guild and can't fight for both sides within four weeks. A contract nobody has signed can be withdrawn, and the fee goes back.
  • The battlefield. A siege's room lets in only the fighters signed for each side, plus up to 60 spectators. You start at your side's camp and rise there after a fall, every 20 seconds (30 at a crown). You can't strike or harm your own side, and you can only heal your own side.
    • Banners. Stand at a banner point (the Gate, the Market, the Temple) with no living enemy within 8 m for 20 seconds to raise it. A contested banner freezes, and a half-raised one falls back if you leave it.
    • The Throne. It opens to the attackers once they hold 2 of the 3 banners (3 of 4 at a crown). Holding it uncontested for 2 minutes (3 at a crown) takes the seat.
    • The clock. A siege lasts 30 minutes (45 at a crown); at time the holder keeps the seat. A Tourney lasts 20 minutes and goes to the side holding more banners.
    • No-shows. If no attacker comes within 10 minutes, the attackers forfeit.
    • Your receipt. At the end every fighter gets a receipt signed by the server: the result, and whether you earned Honours (you stood for half the battle or felled a foe). Lost your connection at the end? Come back within the battle's window and it's waiting for you.
  • What a battle gives.
    • Attackers win: the Charter is theirs, at Standing 50, and it can't be challenged at the next Turning. The old holder's carried-over influence there is gone.
    • The holder holds: +15 Standing (+10 if the attackers ever reached the Throne) and a fifth more defence at the next Turning - but only if the attackers raised at least one banner. The attackers lose their influence there that week and can't challenge the seat at the next Turning.
    • A forfeit: +10 Standing (once a Season against the same challenger) and the same fifth more defence; the challenger is shut out the same way.
    • A Tourney: the side holding more banners takes the Charter and pays the claim fee. If it can't pay, the other side may; if neither can, the seat stays unheld. A dead heat goes to the guild with more influence there that week.
    • Sellswords are paid their fee when the battle ends; an unsigned contract's fee goes back to the guild.
  • Fighting it. From ten minutes before the battle until its window closes, the town's Notice Board offers Enter the battle (or Watch the battle if you didn't sign). You fight in the town's own streets. The bar across the top shows each banner (^ attackers, o defenders, ~ being raised), the Throne, the clock and each side's fighters; your vitality and your next wave sit at the lower right. When it ends, a result card shows who holds the seat, and your Honours once your receipt is claimed (the game claims it for you, and keeps it to try again if the server can't answer).
  • Honours. Fight on the winning side and earn 50 silver and 2,000 Renown XP; on the losing side 25 silver and 1,000. Every honoured fighter also rolls on the Spoils of War: a Warforged Steel Ingot, a Standard-bearer's Silk or a Siege-cracked Gem (a third each), into your Stores. The same two guilds earn Honours from each other once a Season (8 weeks).

The crowns (online)

  • Kingdom reach. A guild holding a crown - Daggerfall, Wayrest or Sentinel - earns a quarter more influence from every source but Tribute at that kingdom's palace seats, its own included, so a crown defends its realm better.
  • The Marches. Betony, Anticlere and Lainlyn are each claimed by two crowns. Each claiming crown's holder earns an eighth more there; a guild holding both claiming crowns, a quarter.
  • The Free Lands. No crown reaches Balfiera, Orsinium or the Wrothgarian Mountains. Instead, every guild's Watch there counts a tenth more.
  • Conscription. A new Edict, for a crown alone. While it rules, the kingdom's palace seats held by other guilds pay the crown 2% of their Tithe for that week (a March's seats 1% to each claiming crown that proclaims it). It's paid at the Turning, after the guild's own upkeep, from whatever its treasury holds; each seat that pays loses 5 Standing, and both Chronicles say so. A guild's Tithe for the week is shared evenly across all its seats, and a guild that took no Tithe pays nothing. The Free Lands never pay.

The Royal Tourney (online)

  • A crown's Edict. A crown's guild can proclaim a Royal Tourney for the coming week. It costs 5,000 silver, set aside as the week's prize.
  • The ring. All that week a duel ring stands in the crown city's palace square, before the palace door. It moves to the castle's entrance in a later update. Open the town's Notice Board, go to its Seat tab and choose Enter the Royal Tourney (or Watch).
  • Bouts. To challenge a contender, open their card and press Challenge. To accept a challenge made to you, press Challenge on the challenger's card within 30 seconds. One bout fights at a time: both fighters start whole on their marks, and after a three-second countdown only the two of them can strike each other.
    • The server referees every blow, and you can't leave the ring during a bout.
    • A fall ends the bout. Five minutes with no fall is a draw, and a fighter who leaves the room loses.
  • The ladder. Each bout won counts on the ladder, which is shown on the Seat tab and on screen. The same two players count at most three bouts a day against each other.
  • The champion. When the week ends, the ladder's leader wins the 5,000 silver and the title "Champion of , Season N" for good. Ties go to fewer losses, then to whoever reached their wins first. If no bout was won, the prize goes back to the crown.

Fealty and Pacts (online)

  • Fealty. A guild holding a palace seat in a crown's kingdom, or in a March that crown claims, can swear fealty to the guild holding the crown. Either side's Guildmaster or an Officer offers it on the Seat tab, by the other guild's tag, and the other side accepts it there. The Free Lands swear to no one, and a guild holding a crown is no one's vassal.
    • The vassal pays its liege 5% of its Tithe each week, at the Turning, after its own upkeep.
    • The liege adds half its reach to the vassal's defence: an eighth of the vassal's own influence at a seat in the crown's kingdom, a sixteenth at a March.
    • Never against each other. A liege and its vassal can't pledge against each other's seats, and Conscription never takes from a vassal.
    • Breaking it. Either side can break it at any time. It ends at the next Turning, and the side that broke it loses 10 Standing at every seat it holds. If the two no longer fit (the liege loses its crown, say), the fealty simply ends at the Turning, at no cost.
  • Pacts. Any two guilds can sign a Pact of non-aggression. One side offers it on the Seat tab, and the other offers it back to sign it. It lasts to the end of the Season. Neither guild can pledge against a seat the other holds. A Pact can be broken early, but the whole server is told in red.
  • None of this can be sworn or signed while either guild is pledged against the other's seat that week.

Seasons (online)

  • The Seasons. The war runs in Seasons of 8 weeks, after a four-week Season 0 (the open beta). They are named for the months: the Season of Morning Star, of Sun's Dawn, and on through the year. The Seat tab shows the week of the Season you're in.
  • At a Season's end, at its last Turning:
    • every guild holding a crown earns "Crowned in Season N", and every guild that held a seat for the whole Season earns "Keeper of , Season N". The titles go to the Guildmaster and are kept for good.
    • every member of a Keeper's guild wears the Season's banner ribbon through the next Season: a thin band in the guild's colours under their name, which everyone online sees. A member who joins after that Turning doesn't wear it.
    • Legacy is cleared, and every seat's Standing moves halfway back toward 50.
    • The Charters stand, and every seat's Chronicle records who held it at the Season's end.
  • Season 0's end wipes the seats, influence, Chronicles, fealty and Pacts. Your silver, Stores, profession tracks, titles and Honours are kept.
  • The Hall of Records. Every seat's palace keeps its whole Chronicle as a book: press a shelf in the palace to read it, one chapter a Season. The Chronicle now dates each line by its Season - "In the third week of the Season of Morning Star..." - on the Seat tab too. The three castles keep theirs on their shelves, and every seat's board has a "Read the Hall of Records" button.
  • Once a Season now means the Season itself. A Pact lasts to the Season's end, and the same two guilds earn Honours from each other once a Season.

Tides (online)

  • The world moves under the war. Each week, each kingdom, the Marches and the Free Lands have a Tide. The Seat tab shows this week's and next week's for the seat's land, so you can plan for the next Turning. Tides run only while a Season is counted.

  • The Tides that touch the seats:

    • Plague: the Watch counts half, and Festivals cost double.
    • Daedric Incursion: gate kills give double influence and double silver.
    • Royal Wedding: Festivals cost half, and every held seat gains 3 Standing.
    • Tax Revolt: a Tithe above 5% costs 3 more Standing.
  • The Tides that touch the economy:

    • Harvest: gathering yields a quarter more (herbs, foraging, wood, ore and stone).
    • Blight: herbs and wood yield a quarter less.
    • Storm Season: fishing yields half again.
    • Bandit Summer: couriers into the land take twice as long.

    These count where the witnesses have confirmed the ground, as the Marches' bonus does.

  • Orc Raids: World of Daggerfall camps in the land hold twice the foes. Each camp you clear gives your guild 50 influence at its seat in the region, up to 5 camps a day and 250 influence a week.

  • Storm Season also slows the sea: a voyage into the land takes half again as long on the water.

Fortifications (online)

  • The works. A held seat can raise ten works, each in tiers: the Walls, the Gatehouse (at a crown, or once a palace's Walls reach tier 3), the Watchtowers, the Barracks, the Market Hall, the Shrine, the Forge, the Workshop, the Apothecary and, in a port town, the Harbour.
  • Beginning a work. The holder's guildmaster or an Officer begins the next tier of a work from the Seat tab at the town's board, for example "Raise the Walls to tier 2 (3,000 silver)". The silver is spent from the guild treasury. One tier of each work can be building at a time.
  • The stockpile. A work also needs materials (Cut Stone, planks, ingots and more). They come from the seat's stockpile: the Levy's tenth, and seat writs. Each delivery moves straight into the works being built, in the table's order. When the last need is met, the tier stands 2, 4 or 7 days later. The Seat tab shows each work, what it still needs, the day it stands, and the stockpile.
  • Seat writs. On the Work tab, a writ's new For choice sends its units to a seat your guild holds (its stockpile), or to a seat it's pledged to this week (its Siege Camp). A seat writ only asks for a material a work needs. The card says where the units go and shows the guild's banner. A guild member of 7 days who delivers their own units also raises the guild's influence at the seat by the units' value.
  • The Siege Camp. At the Turning, a camp whose guild won the Right of Siege sends its Ram Kits to the coming battle if the seat has a Gatehouse. Everything else in every camp is burnt.
  • Losing them. A captured seat's works each drop a tier, and anything being built is lost (its materials go back to the stockpile). A Fortifier on the defending side keeps the Walls from dropping, once a Season at each seat. At a Season's end every work drops a tier. A relinquished Charter keeps its works.
  • The Market Hall works at once: the holder's Tithe can go a point higher for each tier, and anyone listing at a board in its town may hold a quarter more listings for each tier.

The works at peace (online)

  • The Shrine. Each tier of a seat's Shrine gives its holder +1 Standing every week. It also gives the holder 50 influence a tier for every gate felled in the seat's region that week, which counts toward its defence. The Seat tab shows the Shrine's share of the holder's influence.
  • The Watchtowers. The holder's members are told when a challenger reaches half of their defence (tier 1) or a quarter of it (tier 2), for example "The Watchtowers of Anticlere see the Iron Circle past half of our defence." Each warning comes once in chat, and the Seat tab lists them under the standings.
  • The crafting halls. The holder's members crafting in the seat's town get a better quality roll: a step for each tier of the Forge (Smithing) and of the Workshop (Carpentry, Outfitting and Masonry). The Apothecary's step waits for the professions it serves.
  • The Harbour. A Harbour can be raised at any seat on the coast, where the sea touches the town. Once it stands, the town is a port for the holder's members: the travel map's ports, ship travel's port rules, and the boat deed all count it.
  • The Siegewright. Carpentry's master choice is open now. A work begun by a Siegewright stands a day sooner. Its +50% to a Ram's health comes with the battle update.
  • The Ram Kit. Carpenters can make the Ram Kit at Carpentry 60 from 40 Oak Planks, 20 Iron Ingots and 4 Bear Hides. It goes to your Stores and never to your pack. A guild pledged to a seat posts a writ for Ram Kits to fill its Siege Camp; each kit counts as 108 silver's worth of materials. A seat's own stockpile and the guild Stores don't take them.

Fortifications in battle (online)

  • The Gatehouse. A crown always has a Gatehouse, and a palace gains one once its holder raises it. It stands at the Throne, the palace door, with 20,000 health, half again for each tier. While it stands, the attackers cannot take the Throne, however many banners they hold. Attackers break it with their weapons, each blow dealing a tenth of its damage, and with Rams. When it falls, it is breached and the Throne is open. At a crown, the Gatehouse and the Throne move to the castle's entrance in a later update.
  • The Rams. The Ram Kits a guild's Siege Camp sent become Rams at the gate, one at a time. A Ram has 3,000 health (4,500 if a Siegewright fights for the attackers). While two attackers stand within 3 m of it, it strikes the Gatehouse for 500 every ten seconds. Defenders can hack it apart with their weapons. When one is destroyed, the next arrives with the attackers' next wave.
  • The Walls. Each tier of the Walls brings the defenders back 3 seconds sooner after they fall.
  • On your screen. The siege bar shows the Gatehouse's and the Ram's health, the Ram's next stroke, the Rams still in the camp and the Walls' tier. A swing near the gate strikes the Gatehouse (attackers) or the Ram (defenders) when no enemy is in reach.
  • The Barracks' guards. A seat's Barracks sends 2, 4 or 6 town guards (City Watch) to fight for the holder. Each stands at a post: the Throne first, then the banners. A guard attacks the nearest attacker within 12 m and chases no further than 24 m from its post. Its blow lands a second after it starts, for 20, so stepping away dodges it. A guard counts as a defender where it stands, so attackers can't raise a banner or hold the Throne past it. A felled guard returns with the defenders' next wave at their camp and walks back to its post. Only attackers can strike guards, and felling one counts toward your Honours.

Revolts (online)

  • When a town revolts. A seat whose Standing falls to 0 at the Turning revolts in its holder's siege window the next week (a crown's at its Saturday slot). If a Right of Siege is won there that week, the siege takes the window instead.
  • The rising. A Rebel Captain (400 health) and 12 rebels hold the palace door. They attack the holder's fighters who come near. A felled rebel stays down.
  • Putting it down. The holder's members sign to defend, as for a siege, and have two hours to fell the Captain. If they do, the seat's Standing returns to 20. If he still stands at the end, or nobody comes, the Charter lapses and the seat is unheld.
  • Honours. A revolt earns no Honours. Putting it down is its own reward.
  • The siege bar shows the Captain's health and the rebels still standing, and the Chronicle records how it ended.

The palace hall (online)

  • Your guild's palace. A guild holding a palace seat now has that palace as a guild hall. Its members can open the guild's Stores from any cupboard there and rest in its beds. The court stays where it always stood.
  • The Charter Room. The holder's Officers and guildmaster can decorate the palace's largest room from the decorator's catalogue, up to 100 pieces. Each piece costs what it costs in a home, paid by the Officer placing it. Half of a piece's cost goes back to the guild's treasury when it is taken down.
  • The board. A board placed in the Charter Room is the guild's own board, as in a guild hall.
  • Keep clear of the court. No piece can stand within 2 m of anyone in the palace or of a quest's spot.
  • Lost with the Charter. When the seat changes hands or its Charter lapses, everything in the Charter Room goes. Nothing is refunded.
  • The crown's castle. A guild holding a crown seat has its castle's throne room as its hall. The guild's two banners hang on the wall behind the throne. A roster board and a Stores chest stand a few paces into the room: members open the guild's notes and Stores there. The throne room takes no decorations.

Fixes (online)

  • Leaving a battle. You can now leave a siege or a Royal Tourney: the bar's Leave button, the result card's Close, /leave in chat, walking out of the seat's town, or dying.
  • Battle announcements. Each battle at a seat is announced in red at the Turning, a day before, an hour before and five minutes before.
  • Arrows and spells in a siege now count: an arrow or a harmful spell on a foe goes to the referee, and a heal on your own side. Teleport, Recall and Levitate don't work in a siege.
  • Spectators get a free camera while they watch, and no longer stand on the field.
  • A dropped fighter's place is held for five minutes. Back in time, you return at your side's camp.
  • Declining an offer. An offer of fealty or a Pact made to your guild can now be declined from the Seat tab.
  • The Chronicle now says how long a captured seat's siege lasted, and what Conscription and fealty actually paid.
  • The Hall of Records can be read from every seat's board, and from the shelves in the three crown castles.
  • A battle nobody finished is void at the Turning: the Sellswords' fees go home, and the challenger keeps its Right for next week.
  • A seat struck from the registry returns its holder's claim fee, if the Charter was won this Season and the guild's treasury has room for it.
  • Season 1's Keepers. A Charter won at Season 1's first Turning now counts as held for the whole Season.
  • The Tithe on a split sale is now taken on the whole sale, as the market tax is.
  • The Seat tab reloads after every act, and the Relinquish button resets itself after four seconds.
  • The Market Hall's Tithe. The extra Tithe points a Market Hall gives can now be set at the board.
  • Revolts. A revolt's defenders no longer need to have contributed to the guild the week before.
  • A crown's Gatehouse stands from the start, and the Seat tab now shows it.
  • The Bounty Edict's words now say "near the town".
  • The Apothecary can't be raised until the professions it serves are in.
  • The Daedric Incursion's words now say gate kills give double silver too.
  • A captured seat's works. A project whose day had come now counts when its seat is captured, as it did in the battle. The works drop from that tier, and its materials stay with the seat.
  • A crown's Tithe can now be set above 15% with a Market Hall, instead of failing.
  • A Season's end now lowers a project under way with its work. Its materials go back to the stockpile.
  • A Charter lost (given up, Neglect, a revolt, a strike) now stops its works' projects. Their materials go back to the stockpile.
  • Seat writs can only be delivered while the guild still holds the seat, or is still pledged there for a Siege Camp.
  • Guards, rebels and the Rebel Captain can't be shot from beyond their reach any more. One struck comes for whoever struck it.
  • Loading into a palace or a crown castle now finds its guild hall, a moment after the seats are read.
  • A fallen guard or rebel no longer replays its fall every second.
  • The siege bar is hidden when you die or another window takes your seat.
  • A Charter Room chest pressed by a visitor now says whose it is.
  • Siege and Royal Tourney results now reach the server. Your client had been checking receipts against the wrong account id, so no result was ever claimed.
  • Edicts at the Turning. An Edict changed while the Turning was being settled could pay out more than was set aside. The Turning now settles it again.
  • Flying and sinking in battle. A fighter can no longer climb above the field or sink under it. Blows and spells from high up don't count, and a Tourney bout won't start unless both contenders are level.
  • Back from a drop. A fighter who reconnects returns to their side's camp straight away.
  • The Tourney's 48 now counts a returning contender too.
  • Your receipt can be collected as soon as a battle ends, even if your place was taken while you were away.
  • Honours go to the character who signed for the battle.
  • A crown's upkeep shown in the Seat tab now uses the same week the Turning uses.
  • A Market Hall's extra listings can now be used from the market tab, and listing hints include the seat's Tithe.
  • A Tithe above its cap after a Season's wear lowers the Market Hall comes down with it.
  • Five regions now counts the regions your guild holds as well as those it pledged.
  • A crown's Seat tab shows its Saturday siege slot instead of the holder's window.
  • A palace hall lost while you're inside no longer leaves its furniture in your save.
  • The seats are read again a minute after a failed read, instead of waiting until you travel.
  • Titles. Changing your aura, buying an insignia or unlinking Patreon no longer hides a Charter's title.
  • The Curfew's night watch comes out at the sky's night.
  • Pact breaks are limited per guild, and the day's red announcements are capped at 20.

Behind the scenes

  • The registry. Each client works out the seats from its own game files. When you stand in a seat town, your game reports it to the server once a day. The server trusts a seat once three players whose accounts are at least a week old agree on it exactly.
  • Fair sieges. In a siege the server keeps every fighter's health and checks every blow, spell and step: a blow lands only if the weapon you carry can reach and deal it, nobody heals or strikes faster than the game allows, and nobody runs faster than the fastest legal runner. A siege's health is its own (300, more with your Renown) and never touches your character's health, items or gold. A siege room lets in only the fighters each side signed, and spectators.

For the team

  • Apply migrations 0048_town_seats.sql, 0049_seat_influence.sql, 0050_seat_turning.sql, 0051_seat_holding.sql, 0052_seat_battles.sql, 0053_seat_siege_results.sql, 0054_crown_edicts.sql, 0055_royal_tourney.sql, 0056_fealty_pacts.sql, 0057_orc_raids.sql, 0058_season_ribbons.sql, 0059_audit_seats.sql, 0060_masonry.sql, 0061_seat_forts.sql, 0062_seat_works_peace.sql, 0063_seat_works_battle.sql, 0064_seat_revolts.sql and 0065_seat_hall.sql (with the guild halls' 0046 and 0047, after main's 0044 and 0045) to production D1 and deploy the account service (acct61).
  • The siege blackout. The relay's deploy now waits while a siege is live or starts within 30 minutes (it asks the account service's public /v1/seats/sieges/live). Dispatch it with force to deploy at once - a forced deploy during a siege voids it. The account deploy now waits up to five and a half hours for the relay.
  • The economy model: node tools/seatEconomy.mjs re-runs the guild-week table from the live law files (--runs, --seed, --json).
  • Deploy the relay (world150). It sends the Watch's ticks (world144), carries the seats' titles (world145), referees a siege's room (world146), fights its battle by the service's pass (world147), keeps a Royal Tourney's room (world148), carries a Season's banner ribbon, with a wider token bound (world149), and fights a siege behind its works - the Gatehouse, the Rams and the Walls - with the Barracks' guards and a revolt's rising (world150). Deploy it before the account service: an older relay refuses a token with a seat title in it.
  • Seats are behind SEATS_OPEN = "dev" in server-account/wrangler.toml. Change it to "on" to open them to everyone.
  • Seasons count from SEASON_ZERO_WEEK in server-account/wrangler.toml, the seat week Season 0 begins. It ships empty, so no Season is counted. Set it to a week not yet past when the seats open, and never move it once a Season has begun. Season 0's last Turning wipes the seats.
  • SEAT-COUNT: run ARENA2_PATH=/path/to/arena2 node tools/seatCount.mjs to list every seat and the totals.
  • A developer can strike a false seat from the registry in chat: /seat strike <map id>.

Patch Notes: Guild Halls, Heraldry and the Guild Board

Guild halls (online realm characters)

  • Buy a hall for your guild. A guildmaster whose guild has no hall can buy any house as the guild's hall. At the house's door, choose Buy it for . Press it twice to buy it. On a touch screen, or where the door shows no list, the house's buy box offers the same choice.
    • The guild treasury pays the house's price plus half again. Only gold that realm characters put into the treasury counts.
    • A guild has one hall. The hall belongs to the guild, not to any character.
  • Who may walk in: the guild's members, or anyone. The guildmaster and Officers choose, at the hall's door or on the Guild tab.
  • In the hall:
    • Every cupboard is the guild's chest. For members it opens the guild Stores on the Guild tab.
    • Members may rest in its beds, use its crafting stations (forge, workbench and loom included) and cast spells in it.
    • The guildmaster and Officers can decorate the hall with pieces from the catalogue. Each piece is paid for from the gold of whoever places it. When a piece is removed or shrunk, half of what it cost goes into the guild treasury.
    • Your own items can't be placed in a hall, and nothing dropped in a hall stays there. Its yard and outside can't be customised yet.
  • Selling the hall: on the Guild tab, the guildmaster presses Sell the hall twice. 85% of what the hall cost, plus half of what its pieces cost, goes back into the treasury.
  • A guild with a hall can't be disbanded, and its last member can't leave or delete their character, until the hall is sold.
  • The treasury ledger now shows what the hall's gold was for: bought, sold, or a piece's half back.

Your guild's board

  • Notes for your guild only. Every Notice Board has a new Guilds tab. It shows your guild's own board, which only its members can read.
    • Any member can pin a note for the guild. You can have 3 up at a time, apart from your notes on town boards.
    • You can take down your own notes. The guildmaster and Officers can take down anyone's.
  • Recruitment posters. The Guilds tab also shows the guilds recruiting in that town, each under its banner.
  • A board in your hall. Officers can place a Notice Board in the guild's hall from the decorator. For members it opens the guild's board.

Your home, open to your guild

  • Homes have a new setting under Who may enter: My guild. Members of your character's guild can then walk in.

Heraldry

  • Every guild can raise a banner: a field colour, a border colour and a device. There are 16 colours and 24 devices (wolf, bear, stag, dragon, tower, crown, sword, sun, rose and more).
    • Ash can only be used as the border.
    • The guildmaster chooses on the Guild tab, which shows the banner as you choose it.
    • The first choice is free. Each change after that costs 500 silver from the guild's silver treasury, and the silver ledger shows it as a heraldry change.
  • Banners at the hall: once your guild has heraldry, two banners hang either side of its hall's door, swaying in the wind.

Fixes

  • Rented rooms: a tenant can now sleep in the home they rent. They were told "You have not rented a room here."

For the team: deploy order

  1. Apply migrations 0046_guild_halls.sql and 0047_guild_board.sql to production D1 and deploy the account service (acct61, with the seats' migrations - PATCH-NOTES-Seats.md).
  2. Then ship the client.

An older service refuses every hall and heraldry act, so the Guild tab reports those refusals. This PR doesn't change the relay.

Patch Notes: Silver

The currency has a new name

  • Drakes are now called silver, everywhere you see them: your account card, the Bank ("Sell silver", "8 gold for
    each silver"), the Market and Work tabs, writs, the professions' prices, the Seat tab and your guild's silver
    treasury
    .
  • The metal is unchanged: Silver ore and the Silver Ingot are still materials, as before.
  • Nothing else changed. Your balance is exactly what it was, just under the new name.

Patch Notes: Masonry

Masonry (online)

  • The mason's bench. Work stone at a General Store's bench (50 gold a work), or at a mason's bench in your own home (a new home station, 50,000 gold).
    • Cut Stone: 2 Rough Stone make 1 Cut Stone. From rank 0.
    • Mortar: 1 Sulphur, 1 Lead and 5 Rough Stone make 10 Mortar. From rank 10.
  • The chisel. Each work is a few strikes. Five lines are scored on the stone and one is marked: strike the marked line before it moves (the arrow keys, a number key, Space, or a tap on the line). Four strikes make a work, seven a carving. Strike every one true for a clean work and half again the XP.
  • XP follows your rank. Each unit gives XP at your rank's own tier, and +500 the first time you make it.
  • Mortar is a new Stores material: withdraw it as an item, or sell it on the market.
  • Specialisations:
    • Quarryman (50): Rough Stone cuts 1:1, not 2:1.
    • Builder (50): a seat's fortification projects you begin need 10% less stone.
    • Fortifier (100): standing on a seat's defending side in a siege, you keep its Walls from dropping when it's captured, once a Season at each seat.
    • Sculptor (100): carve stone furniture for your home - a column, a bench, a font and a statue plinth, from Cut Stone and Mortar. They arrive among your home's things, and can be sold on the market.
  • The Professions page lists Masonry as practised, and the Stores page has the Mason's Bench.

Fixes

  • A stone work's XP is now said as Masonry's, not Smithing's.

For the team

  • Apply migration 0060_masonry.sql to production D1 and deploy the account service (acct61), with the Seats' migrations (PATCH-NOTES-Seats.md). Then ship the client.

What's Changed

  • The Seats arc: guild halls, the seats, sieges, the crowns and Seasons - audited - with Masonry and the works by @Lattymoy in #482

Full Changelog: app-v0.1.5476...app-v0.1.5580

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