github Lattymoy/daggerfall-js-source app-v0.1.5760

2 hours ago

Patch Notes: Alchemy and Enchanting

Alchemy (online)

  • The alchemy station. Brew potions at any Alchemist's shop (50 gold a brew), or at the alchemy station in your own home. Open your Stores page: The Alchemy Station lists Daggerfall's own twenty potions and what each needs. Your potions go to your pack, and they are Daggerfall's own potions - they stack, drink and sell as any other.
  • Your ingredients come from your Stores: herbs you picked, metals and gems from the veins, the Pearl from the sea, a body's parts from Hunting. The rest - Werewolf's Blood, Fairy Dragon's Scales, Unicorn Horn, Ectoplasm, Troll's Blood, Snake Venom, Mummy Wrappings, Saint's Hair, Small Tooth, Pure Water, Rain Water, Orc's Blood, Elixir Vitae, Nectar, Ichor and Ivory - are sold at the new Apothecaries' counter on the Notice Board's Market tab, beside the Weavers', and at the station whenever a recipe is short of one (1 to 40 silver a measure).
  • Ranks by price: the cheapest potions (Orc Strength, Stamina, Healing, Water Walking) from rank 0, the resistances and Restore Power from 10, up to Invisibility at 70 and Purification at 90.
  • More potions as you rise: one a brew, two from Journeyman, three as a Master. A potion made only of the Apothecaries' goods (Water Breathing, Levitation) brews one at any rank, and the station says so.
  • Potent potions. A brew may come out Potent, and named so ("Potent Potion of Healing"). A healing, stamina, strength or power potion gets +25% to its magnitude; every other potion - the resistances, Slow Falling, Water Breathing, Chameleon Form, Invisibility, Shadow Form, Free Action, Levitation and Water Walking - lasts 25% longer instead (and a resistance is that much likelier to take). Cure Disease and Cure Poison are never Potent - they act at once, and the station says so; Purification can be. Your rank's own chance starts at Expert - 10% at Expert, 20% at Master - and at any rank +5% for each herb you picked unbruised with the Sickle's steady hand (an unbruised herb you withdraw, sell or spend elsewhere takes its +5% with it), +10% for a Distiller, and +10% for each tier of the Apothecary in the town you brew in, where your guild holds it - the station's chance counts it. A Potent potion stacks only with Potent ones, keeps its own quick slot apart from the plain ones, and is worth a quarter more.
  • XP comes with every brew by the potion's rank, and +500 the first time you brew each one (not for a potion made only of the Apothecaries' goods).
  • Daggerfall's potion maker (with the ingredients in your pack) is unchanged, and still earns nothing toward Alchemy.
  • Specialisations:
    • Brewer (50): three potions a brew at Journeyman.
    • Distiller (50): +10% Potent chance.
    • Master Alchemist (100): Potent potions are +40% (stronger or longer), not +25%.
    • Transmuter (100): at the alchemy station, turn two of a metal and a Mercury into one of the next up - Tin to Copper, Copper to Silver, Silver to Gold, Gold to Platinum.

Enchanting (online)

  • Cheaper enchanting. The item maker now costs less gold as your Enchanting rises: 10% off from Journeyman, 20% as a Master, and the Efficient specialisation takes 5% more.
  • Disenchanting. At an enchanting station - a Mages Guild hall (50 gold a piece) or the enchanting station in your own home - a crafted piece in your pack comes apart into Arcane Essence in your Stores: one for every 100 enchantment points it carried (a Gold Ruby Ring gives 21). Press twice: the piece is gone. Only a piece a crafter made online can be disenchanted - never loot, nor arrows. A Disenchanter gets twice the Essence. The button stays shut when your Stores have no room for the Essence. A piece made with goods bought at a counter is a bought piece: its Essence is bought too.
  • Enchanting XP comes from every piece you disenchant, by the piece's own tier - a quarter for a piece far below your rank, and none for a piece made only of the Weavers' Linen and Wool.
  • Arcane Essence stays in your Stores - it never goes to your pack - and sells on the market like any Stores material.

Changes

  • A crafted piece made with any goods bought at a counter with silver now sells only for silver, as those goods do - from another player's pack too.
  • A piece you auctioned, or bid on, stays in My listings after its owner disenchants it.
  • Alchemy's reagents no longer list on the market from your pack. The sixteen reagents the Apothecaries sell - Unicorn Horn, Saint's Hair, Ectoplasm and the rest - are Stores materials now, and the market's "goods from your pack" refuses a Stores material, as it always has: one taken out of the Stores cannot be told from one you looted, so a looted Unicorn Horn is refused too. Daggerfall's own shops still buy them.

For the team

  • Deploy the account service (acct70 - PROF12's acct69 with AUDIT PROF-541's fixes, a guild hall's door among them), with migrations 0069_cooking.sql (products.hand - Cooking's and Jewelcrafting's) and 0070_alchemy.sql (prof_unbruised, prof_brews, prof_disenchants), in that order. No relay change. Then ship the client. The account deploy's path filter now also lists src/net/alchemyLaw.js, src/systems/potionRecipes.js and src/characters/itemTemplates.json, which the service bundles for Daggerfall's potion recipes and enchantment points. The Apothecary is open (Seats-Arc 7.5) - see PATCH-NOTES-Seats-Finished.md.

Patch Notes: Cooking

Cooking (online)

  • Cook at any fire. Stand by a lit fire - a campfire (yours or anyone's), a hearth or a brazier, in the wilds, a town, a building or a dungeon - and open your Stores page: The Fire lists what you can cook. No fee. Your dishes go to your pack.
  • Four dishes, from what you gather into your Stores:
    • Hunter's Stew (from rank 0): 2 Raw Meat, 1 Mushroom, 1 Root Bulb. Endurance +5 for 2 hours.
    • Fisherman's Supper (from rank 0): 2 Raw Fish, 1 Egg, 1 Green Leaves. Agility +5 for 2 hours.
    • Orchard Tart (from rank 10): 2 Apples, 1 Egg, 1 Yellow Berries. Your stamina lasts a fifth longer for 4 hours.
    • Feast of the Hearth (from rank 70): 4 Raw Meat, 4 Raw Fish, 2 Apples, 2 Oranges, 2 Mushrooms, 2 Eggs. Strength, Endurance and Willpower +5 for a whole day - for you and every party member in your area.
    • Northern and southern herbs both work.
  • The pan. Each dish is cooked in three pans (a feast five). Each pan heats from raw to burnt - take it off while it is in the window (Space, Enter or the button). Take every pan off at the right moment for a clean dish and half again the XP. A Skillet in your pack widens the window. Quick cook skips it.
  • Eating a dish fills you up like a meal (with Climates & Calories on) and gives its bonus. Eating the same dish again refreshes the bonus - it does not stack. Dishes spoil like other food.
  • XP follows your rank, and you get +500 the first time you cook each dish - once a dish, whichever herb (northern or southern) you cook it with.
  • Dishes sell on the market (a new Dishes category) and can be asked for in commissions.
  • Specialisations:
    • Cook (50): every dish makes two servings.
    • Field Cook (50): lighting a Campfire Kit uses none of its charges.
    • Chef (100): your feasts last half again - a day and a half, for whoever eats them.
    • Provisioner (100): your dishes, and the food you take out of your Stores, never spoil.
  • The Professions page lists Cooking as practised.
  • Cooking a Raw Fish over a fire from your pack still works as before - it is a plain meal and gives no Cooking XP.

Fixes

  • A feast shared by a party member now refreshes yours instead of stacking. If you've eaten a feast, one shared with you replaces its bonus, the same as eating it again.
  • Food that is both a Butcher's and a Provisioner's never spoils. It used to spoil at the Butcher's half pace.
  • The Apothecary's line on the Seat tab now says what each tier does: jewellery a quality step better, dishes half again the XP, and brews +10% Potent chance (at tier 2: two steps, twice the XP, +20%).
  • A feast only comes from your party. A feast cast at you by a player outside your party is ignored - it used to add its whole day onto the one you had.
  • A shorter feast never cuts a longer one short. If the feast you have has more time left (a Chef's day and a half), eating or being shared a plain one leaves it as it is.
  • A feast is shared with the party members at the table, the ones you can see - not party members elsewhere in the town.
  • The Orchard Tart's stamina can be ended from the buff row, like every other dish.
  • The fire's XP line counts the town's Apothecary where your guild holds the town, so it shows the XP you actually get.
  • Pressing Brew while another craft is under way now says your hands are busy with another craft (it said your last brew was still in the cauldron).
  • Only a real feast counts as a feast. A spell that is merely named "Feast of the Hearth" - one a party member cast at you, or one of your own - no longer replaces your feast or stops you from eating one.
  • Eating a feast while a longer one is still on you now says so ("The feast you already enjoy lasts longer.") - your party still gets it.

For the team

  • Deploy the account service (acct70 - PROF9's acct67 with AUDIT PROF-541's fixes; one Worker with Jewelcrafting's and Alchemy's), with migrations 0069_cooking.sql (products.hand) and 0070_alchemy.sql applied to production D1 in that order. Then ship the client. No relay change.

Patch Notes: Jewelcrafting

Jewelcrafting (online)

  • The jeweller's bench. Make jewellery at any Pawn Shop or Gem Store (50 gold a piece), or at a jeweller's bench in your own home (a new home station, 50,000 gold). Open your Stores page: The Jeweller's Bench lists what you can make. Your pieces go to your pack.
  • Eight pieces - Daggerfall's own rings, marks, bracelets, bracers, amulets, torcs, cloth amulets and wands:
    • Ring: 1 Silver, Gold or Platinum, and a gem if you like.
    • Mark: 1 metal and 1 gem.
    • Bracelet: 2 metal.
    • Bracer: 2 metal and 1 Cured Leather.
    • Amulet: 2 metal and 1 gem.
    • Torc: 3 metal.
    • Cloth Amulet: 1 Linen and 1 gem.
    • Wand: 2 Ironwood or Ghostwood Planks and 1 gem.
    • The gems are the eight a vein gives (Ruby, Emerald, Sapphire, Diamond, Jade, Turquoise, Malachite, Amber) and the sea's Pearl.
  • Ranks: Silver pieces and Cloth Amulets from rank 0, Gold from 25, Platinum from 55, Wands from 70.
  • Enchantment points. A crafted piece holds more than a found one: Gold +10%, Platinum +20%, and +10% for a set gem. The item maker reads them when you enchant it. A gemmed piece is worth its gem as well.
  • Quality. Pieces come Crude to Masterwork, as smithing does - a Superior or a Masterwork rolls a magic property, and a Masterwork carries your name.
  • The facet. Each piece is cut in three facets (five with a gem). The stone turns slowly along the dial - stop it where it catches the light (Space, Enter or the button). Catch every facet for a clean piece, one quality step better. Willpower and Luck widen the window; so does your rank. Quick craft skips it.
  • XP comes with every piece by its tier, and +500 the first time you make each piece of each metal or wood (a Gold Ring once, whichever gem you set).
  • Jewellery sells on the market (a new Jewellery category), goes to auction as a Masterwork, and can be asked for in commissions.
  • Specialisations:
    • Gemcutter (50): a set gem adds +20% enchantment points, not +10%.
    • Goldsmith (50): your Silver pieces hold Gold's points and worth.
    • Master Jeweller (100): Masterwork chance +5%.
    • Lapidary (100): set a Siege-cracked Gem (a Spoil of War) as any gem the piece asks for.
    • What a Gemcutter or a Goldsmith gave a piece stays with it, whoever owns it.
  • The Professions page lists Jewelcrafting as practised.

Fixes

  • A Masterwork piece can now be enchanted further. Its magic property used to keep it out of the item maker, so its points went unused. The item maker now takes any piece you crafted along with the enchantment it already has. That enchantment stays on the piece and cannot be removed, and its cost counts against the piece's points. You can add more enchantments while the total fits. Other enchanted items are still refused, as in Daggerfall.
  • A piece's enchantment points can't go past what its recipe makes. A tampered piece no longer brings an impossible budget to the item maker.
  • A Masterwork piece's own enchantment now always fits its points. A small piece (a Cloth Amulet, a Mark) could roll an enchantment that cost more than the piece holds, leaving nothing to spend - it now rolls one that fits.
  • The Enhanced+ item maker shows a crafted piece's own enchantment at the top of its list, greyed out, as the classic window does. Before, it was invisible though its cost still counted.
  • The bench no longer promises a Wand a Masterwork enchantment - Wands do not roll one.
  • A piece remembers the jeweller's hand that made it (a Goldsmith's Silver, a Gemcutter's gem), so its points are capped at its own recipe's, not at the most any jeweller could have given it.

For the team

  • Deploy the account service (acct70 - PROF10's acct68 with AUDIT PROF-541's fixes; one Worker with Cooking's and Alchemy's), with migrations 0069_cooking.sql (a piece's jeweller's hand rides its products.hand) and 0070_alchemy.sql, in that order. No relay change. Then ship the client. The account deploy's path filter now also lists src/systems/itemTemplatesData.js, which the service bundles for Daggerfall's Jewellery list.

Patch Notes: The Seats, Finished

The Apothecary (online)

  • The Apothecary can be raised. A seat's holder can now build the Apothecary from the seat's board, as any other work (tier 1: 100 Cut Stone, 100 Oak Planks and 1,000 silver from the treasury; tier 2: 200 Cut Stone, 20 Pearls and 2,500 silver). It waited on Alchemy, Cooking and Jewelcrafting - all three are open now.
  • What it does, a tier at a time, for the holder's members working in its town:
    • Jewelcrafting: a piece comes one quality step better - as the Forge does for a smith.
    • Cooking: a dish takes no quality, so the step is in the cooking: half again the Cooking XP of the dish (a clean pan in a tier 2 Apothecary's town earns two and a half times the plain dish's).
    • Alchemy: +10% chance a brew comes out Potent.
  • Only the holding guild's members get it, and only in that town.

Fixes

  • Your home beside your guild's hall opens the right yard. If you own a home and keep the guild hall next door, Decorate now opens the yard you are standing in - the one whose building is nearest - instead of whichever the town happened to list first.
  • "Your guild's hall is painted." Painting the hall and walking off before the answer came back no longer says "Your house"; and if the paint fails, it says the hall could not be painted.
  • A promotion or demotion reaches the hall sooner. Made an Officer (or no longer one), the hall's decorator follows as soon as the game next reads your guild - opening the Guild tab, for one, or walking up to the hall's door - instead of up to a minute after that.
  • Only characters who can decorate the hall get its decorator. An Officer playing a local (offline) character is no longer shown a hall's yard decorator whose every piece would be refused.
  • ...but they still choose who may enter. That Officer's hall door still offers Who may enter, as it did before - only decorating needs a realm character.
  • The hall's yard speaks of the hall. A piece placed inside the building now says "That is inside the hall", and a full yard says "The hall's yard already holds 60 pieces." - not "your house" or "your yard".

What's Changed

  • PROF9 Cooking, PROF10 Jewelcrafting, PROF12 Alchemy, the Apothecary opened, GUILD-YARD fixes, and two audit rounds by @Lattymoy in #541

Full Changelog: app-v0.1.5732...app-v0.1.5760

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