github Lattymoy/daggerfall-js-source app-v0.1.5976

latest releases: app-v0.1.6002, app-v0.1.5995
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Patch Notes: Resting at rest points

Online, a rest is something you do at a fire, a tent or a bed

  • Rest at a rest point. Online you rest at a lit fire (your Campfire, a friend's, a tent's, a brazier or a
    dungeon's campfire), at a bed (a rented room, your house, a ship's cabin) or in a guild hall that lets you rest. Out
    in the open with none of these, the rest window says "Find a fire or a bed to rest." In town, resting outside is
    still illegal: the window says so, and no guard is called.
  • Hold still for six seconds. The rest window shows a short bar instead of the hours. Press Esc (or Stop in the
    enhanced window) and nothing happens. The rest is broken the moment an enemy comes, you are hurt, or the fire you
    rest by goes out.
  • Monsters can still find you in the night. If one turns up while you sleep, you wake at once to fight it, with
    only the hours you slept behind you - even in the night's last minutes.
  • A night passes at once. When the bar fills you sleep a whole night: eight hours on your character's own clock,
    in one step. Spells wear off, hunger and sleep work as they did for eight hours of rest, and a rented room's night
    is used.
  • One night every ten minutes of play. Resting again sooner is a short rest: it heals you, and no time passes.
    The enhanced HUD's status bar shows a Rested tile with the minutes left until the next night.
  • A night at a fire, a tent or a bed heals you fully. A guild hall's floor is a rough night with Climates &
    Calories: in Hard it heals less and you wake stiff.
  • Rooms count nights. A room rented for three days gives three nights, and playing between them no longer uses
    them up. It still ends once three days have passed for your character, and if it runs out partway through a night
    you only get the hours you slept.
  • A Campfire you leave in a dungeon, lit or cold, comes out with you with the fuel it has left - when you walk out,
    are teleported out, or log off down there (offline too).
  • The loiter option is gone online. The sky runs on real time, so waiting for it does nothing.
  • Offline you still rest as in Daggerfall, for as many hours as you choose. The Campfire and tent changes below
    apply offline too with Climates & Calories, and a ship cabin's bed now rests as a bed there.

The Campfire is a tool you keep

  • Online, every new character starts with a Campfire, and General Stores sell two to four, whether or not
    Climates & Calories is on. Pawn Shops have up to two. A Campfire costs 40 gold, half that online, as a potion does.
    (Offline the Campfire is part of Climates & Calories: a new character with it starts with a full one, and a General
    Store has two to four on its counter, where it had one to three Campfire Kits on every shelf.)
  • It has eight nights of fuel. Placing it costs nothing. A night you sleep at your own Campfire uses one night of
    fuel; a friend sleeping at your fire costs you nothing. Firewood refuels it - a smith won't. (Online, until Firewood
    arrives, a Campfire that has burned its last night is replaced by buying another.)
  • Field Cook (Cooking's choice at rank 50): a night you sleep at your own Campfire uses none of its fuel. (It used
    to light a Campfire Kit without using a charge; placing a Campfire is free for everyone now.)
  • It doesn't burn away. When it burns down it goes cold and stays where it is. Relight it while it has fuel, or
    pick it up: it goes back in your pack with the fuel it has left.
  • Tents work the same way. Pitching one is free; a night you sleep at your own tent uses one of its uses.
  • Use the loot window's list on a fire. Look at a fire or a tent and the item list shows what you can do: Rest
    here, Cook food, Relight the fire (Stoke the fire for a tent), Pick up the Campfire (Pack up the camp for a tent).
    The highlighted row is what a click does. Online a cold fire offers no rest - relight it first. A brazier's or a
    hearth's list is Rest here and Cook food, indoors too.

Campfires in dungeons

  • Dungeons have campfires of their own: one near the entrance, one deep inside, and more in between, at least
    80 metres apart. A small dungeon has one or two, a large one up to seven. An elite dungeon has half as many. A
    palace, the Burning Court and the Arena's sand have none. A brazier already by the entrance counts as its fire.
  • They are the same in every player's game, never go out and can't be picked up. They stand clear of loot piles and
    the way in, light the room around them, you can cook at them, and online you can rest at them.
  • Online, no wandering monster appears within 15 metres of one - for everyone resting there, not only the
    dungeon's host. A monster that was already in the dungeon can still walk up. (Offline, resting is as in Daggerfall,
    so monsters can still find you there.)
  • They show on the compass in yellow, and on the held dungeon map (the enhanced map) once you've seen the spot.
  • They appear offline too, as places to cook and warm up with Climates & Calories.

Resting as a party

  • No more votes. Online, when a party member sleeps a night at a rest point, everyone in the party within 15
    metres (indoors, in the same building) who has "Rest with my party" on sleeps that night too, each with their own
    healing. Only the player who rested can be ambushed, and a rester with "Rest with my party" off carries nobody.
  • You sleep by their fire. Standing near the party member who rested is enough: you sleep as well as they do,
    not as if you were on the bare ground.
  • If you're fighting, swimming, in a menu or already resting, you're skipped, and told so - and so are you if you
    stand in town, where camping is illegal. If you're in the same place but further than 15 metres away, you're told
    that you missed the night. A night cut short says so.
  • A party member's night carries you once, however their connection behaves; it can't be repeated to keep you
    asleep.
  • In taverns, temples and guild halls everyone rests for themselves, as before - nobody is pulled into another
    member's night there.
  • /ready now just says how a party rests online.
  • Other players never stop you resting at a fire or a bed.

Seven new supplies, offline first

  • Bedroll (10 nights): online, once the supplies arrive, a rough rest point wherever you could place a camp,
    dungeons included - you lay it down and the rest starts after ten seconds; other players nearby still stop you.
    (Offline every rest is already possible anywhere, so it isn't sold offline.)
  • Ember Jar: lights a fire for one night (about three hours of the world's time). You can rest and cook at it. It
    can't be picked up.
  • Firewood: adds three nights of fuel to your Campfire, up to eight. It feeds the emptiest of your own Campfires
    you're standing by, relighting it if it has gone cold; otherwise the emptiest one in your pack that has room.
  • Restorative Tonic: restores 40% of your fatigue at once. With Climates & Calories it also takes four hours off
    your need for sleep.
  • Meditation Candle (3 uses): light it from your pack, then rest. You kneel for six seconds and get half your
    magicka back.
  • Waking Salts (3 uses): for an hour, being tired, drowsy or exhausted has no effect. You still get more tired,
    and two more hours of tiredness hit you when it wears off. You can't take another dose until the first wears off.
  • Sleeping Draught: your next night sleeps as well as a bed, even on the ground.
  • Offline (with Climates & Calories) General Stores and Alchemists sell them (all but the Bedroll), dungeon piles
    sometimes hold an Ember Jar or a Tonic, and enemies an Ember Jar. Online they arrive in a later update. This
    update teaches every game what they are first, so nobody on an older version loses one in a trade or a shared
    chest. A character you bring online keeps these supplies on the offline copy for now, and the realm says so.

Quest waits

  • Online, a quest that only makes you wait moves on after a couple of minutes of play: a letter, a meeting, a
    "come back in three days". Deadlines still run on the world's clock while you play, as the quest timer notes say.
  • These timers are deadlines after all and keep their full time:
    • a knightly order's artifact hunt (it no longer ends a couple of minutes after the knight's reward);
    • the scholar's errand ("Please be prompt") and the banker's lead to the guard;
    • a noble's daedra heart: you have the chemist's days to come back for your reward (the quest had failed a couple
      of minutes after you delivered the heart);
    • the main quest's chapter in Orsinium: it stays there for its six days of play before the Necromancers steal it
      (it was stolen a couple of minutes after you took the quest);
    • a thief's delivery "as soon as possible": the contact waits its time for you.

Patch Notes: Quest timers on the world's clock

Online quests have their time limits again

  • Quest time limits are back online. "You have 14 days", travel-time limits and the rest work as they do in
    Daggerfall again: a deadline can run out. This undoes the update that made online quests time-free.
  • A quest that only makes you wait moves on after a couple of minutes of play. A letter, a meeting, a "come back in
    three days" arrives about two real minutes later online, and its text says "a few days". Only a quest's deadlines
    keep their days.
  • Quest timers run while you play. A quest day is about two real hours of play (the sky's day is one).
  • Resting, waiting and travelling don't use up a quest's timers online. An eight-hour rest, a long wait or a
    fast-travel journey takes nothing off a quest's clock. Only time you spend playing counts.
  • Time logged off never counts, and a tab left in the background counts only its first couple of minutes.
  • Countdowns are back for a quest's deadlines in the journal, the quest tracker, the quest rail and the map
    markers, along with the "running out of time" warnings. Quest text says a deadline's real number of days again.
  • Bounties lapse again a day after you take them: about two real hours, whether you rest, play or log off. A
    bounty you held before this update gets a fresh day from your first moment online, kills kept, and one you bring
    online from offline keeps the time it had left.
  • Quest letters wait for morning again, as well as for you to be in town.
  • Vampire, werewolf, Thieves Guild and Dark Brotherhood quests still come after a few minutes of play online, one
    at a time (a cure can take ten or so), as they have since quests went time-free.
  • A failed quest online still doesn't cost its faction the standing Daggerfall takes for any unfinished quest - but now
    that deadlines can run out, a quest's own penalty for failing it (some cost standing with someone) applies.
  • Offline play is unchanged: quest timers work as in Daggerfall, and a rest spends a quest's days.

Gear

  • Weapons and armour still wear at Daggerfall's own rate.

Patch Notes: Lighter loot, clearer needs

Loot

  • Ordinary foes drop half as much. A foe that is not an elite, an Elite Dungeon foe or a champion now leaves each
    item it would have dropped only half the time, online and offline. Its gold is untouched, and elites and champions
    drop everything as before.

Climates & Calories

  • A need's tile says how bad it is. On the enhanced HUD each Climates & Calories need tile shows its stage at its
    foot ("2/3" is Hungry, of Peckish, Hungry, Starving).

What's Changed

  • Rest arc, audited three times: resting at rest points online, the party's night, the Field Cook, AUDIT REST-PARTY, AUDIT REST II and AUDIT REST III by @Lattymoy in #554

Full Changelog: app-v0.1.5913...app-v0.1.5976

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