github Lattymoy/daggerfall-js-source app-v0.1.5732

latest release: app-v0.1.5760
3 hours ago

Patch Notes: More champions, a quieter crosshair

Champions

  • Champions are a little more common. About 7% of foes of level 3 or more now stand as a champion (it was 5%) - roughly one in fourteen, up from one in twenty. Every champion that stood before still stands where it did; this only adds more.

The crosshair

  • Special foes are no longer named at the crosshair. A hostile champion, elite or revenant shows no tooltip when you look at it, the same as any other foe. Its name and its trait ("Mighty Orc", "Elite Orc") appear on its health bar once you strike it.
  • A special foe that isn't fighting you is still named at the crosshair as before: a sworn companion by its own name, and a beaten revenant still reads "- beaten" so you know to go and judge it.
  • The line that tells you a champion's trait on your first blow is unchanged.

For developers

  • CHAMP-RATE: CHAMPION_PER_MILLE 70, was 50 (systems/champions.js). The hash is unchanged, so every mark under 50 stands as before; the golden marks in test/loot7_champions.test.js gain the new ones.
  • HOVER-PLAIN: LOOT7-CHECK CHAMP-HOVER's exception is retired. mobileEntityName(name, { hostile }) drops champion; foeTitled is deleted (systems/foeTitle.js); the four live arms (exteriorFoes, worldModes, dungeonContext, cityGuards) pass hostility alone. liveEntityName keeps foeTitle, so a foe at peace keeps its title; the street's and the dungeon's arms pass !f.yielded (the street's !f._pupYield too), since a kneeling revenant's motor stays hostile.
  • Pins re-aimed in loot7check, loot7_champions, elitefloor_foetitle and worldhover; mutant records in loot7check.json, loot7.json and worldhover.json re-aimed (10, all dead). Line cites re-resolved.

Patch Notes: Elites as before

Elites (online)

  • Elites are back to their old numbers. The last change made them rarer; that's undone.
  • In the open world, 5% of foes stand as elites again (it had been cut to 2%). There's no longer a limit of one at a time or a wait after the last one, so a camp or a pack can bring more than one, and a summoned squad can too.
  • Ordinary dungeons hold an elite 20% of the time again (it had been cut to 10%). Elite Dungeons keep their 3 to 4.
  • Champions are unchanged (they were never made rarer): about one foe in twenty of level 3 or more.
  • Offline, nothing changed either time.

For developers

  • ELITE-RARITY (4b72f69) is reverted: ELITE_FOE_OVERWORLD_CHANCE 0.05, ELITE_FOE_NORMAL_DUNGEON_CHANCE 0.2 (systems/eliteFoes.js). overworldEliteAllowed and ELITE_FOE_OVERWORLD_GAP_MINUTES are deleted, and scenes/exteriorFoes.js no longer keeps _lastEliteAt or refuses a loose stand.
  • Pins: test/elitefloor_foetitle.test.js's three ELITE-RARITY tests are now ELITE-RATES (the old odds, no gate, the pool online stands every winner); test/revenant.test.js's spawn sweep reads the bare roll. tools/mutants/eliterarity.json is now tools/mutants/eliterates.json (6 mutants, 6 dead). Line cites into exteriorFoes.js re-resolved.

What's Changed

  • ELITE-RATES + CHAMP-RATE + HOVER-PLAIN - elites back to original, champions a little more common, no crosshair name on a fighting special foe by @Lattymoy in #546

Full Changelog: app-v0.1.5727...app-v0.1.5732

Don't miss a new daggerfall-js-source release

NewReleases is sending notifications on new releases.