github Lattymoy/daggerfall-js-source app-v0.1.5995

latest release: app-v0.1.6002
one hour ago

Patch Notes: Tougher ships, a Holdings tab, a fleet of your own and real quays

Tougher ships

  • Every ship takes 60% more punishment. Hulls and sails are 1.6 times as strong, and cannon balls, fires and rams thin crews 1.6 times more slowly.
    • This goes for your boats and for every pirate, merchantman and navy ship.
    • Sea fights last longer and leave more time to manoeuvre, brace and board.
  • The odds of a fight haven't changed. A ship that outguns another still does, by the same margin. A fight costs about as many men as before; it just takes longer.
  • Floating casks last longer. Casks and wreckage now float about 4 minutes (it was 2½), so loot from the first ship you sink is still there after the second.
  • Pirates break off at the same point in a fight. A beaten pirate tries to run for about as long as before she has to strike, instead of 1.6 times as long.
  • Your saved boats are as you left them.
    • A ship saved whole loads whole, and one saved half-holed loads half-holed.
    • A part-used Carpenter's Store keeps its work.
    • A save made now loads in an older version with your boats as you left them, with one exception: the Fleet ledger (below) is new, so in an older version a laid-up ship is gone and a placed one can't be picked up.

Quicker repairs

  • Your crew gets to work sooner and works faster. The free patch-up starts 15 seconds after the last hit (it was 30) and runs twice as fast. Carpenter's Stores repairs run twice as fast too.
  • No orders needed. Once a fight is over, your crew uses the Carpenter's Stores in your hold to repair her to full on their own.
    • Your First Mate says when she's sound or when the stores run out.
    • Damage below half strength is left to the free patch-up, so no store is wasted on work the crew does for free.
    • A wrecked Small Ship is whole in about three minutes this way, on 7 stores.
    • To turn this off, go to Features > Naval Combat > Crew repairs on their own.
  • A crewed ship repairs even when you're not aboard. A boat with no crew (a Large Boat you sail alone) is only repaired with stores while you're on her.
  • Make repairs is the fast option. Your crew uses stores from the first plank: a wrecked Small Ship's hull is whole in about a minute and her canvas half a minute later, on 12 stores.
  • Damage control. With an enemy close by, Make repairs keeps your crew working at an eighth of the usual pace.
    • That makes good about a third of the damage a ship your size deals you, at the cost of a store every minute or so.
    • Fires keep burning while they patch, and a wreck stays crippled until the fight is over.
    • With no enemy near, the order waits for any fire aboard to burn out, as before.
  • The shipwright charges about the same. He charges less per point because hulls have more points.
    • A wrecked Small Ship costs 5,728 gold to make whole (it was 6,000).
    • Carpenter's Stores cost 314 gold (they were 336) and each one repairs more, so a wreck still takes thirteen (a Carrack now takes eighteen, up from seventeen).

Salvage from sunk ships

  • A sunk ship leaves her wreckage afloat beside her floating casks. It's larger and paler than a cask.
  • Sail through it to haul it aboard. It gives Carpenter's Stores for your hold (2 from a sloop, 4 from a brigantine or a cutter, up to 6 from a pirate flagship) and powder that fills your stern's fire barrels.
  • Sink what you meet and you can keep sailing. Salvage lets you repair to full and refill your fire barrels without making port.
  • If you're swimming, the stores go into your pack one at a time (or straight aboard, if you're alongside your own boat). Whatever is too heavy to carry is lost, and you're told.
  • If you fast travel or go through a door first, your crew stows wreckage from ships you sank, just as it does the casks.
  • Online: everyone in the room sees the wreckage, and whoever reaches it first hauls it in. A ship sunk in a sea run by a player on an older version leaves no wreckage, and players on an older version don't see it.

A new Holdings tab in the pause menu

  • The pause menu has a fourth tab: Holdings, between Stats and System. It holds everything you own and everyone who follows you.
  • Stats is just your character sheet again (and your Professions, online). The Companions, Revenants and Stores pages moved to Holdings.
  • On a narrow window (a phone), the tabs shrink to fit instead of being cut off.
  • Two new pages: the Stable and the Fleet.

The Stable

  • See your horse and wagon at a glance: whether you're riding, whether they're following you, or how far away they're parked or waiting.
  • Summon brings them to your side, as the summon key does.
  • Send away takes them back to the stable, out of the world. Mount them from the Transport window any time, or summon them again.
  • Rename your horse right on the page. Renaming with an empty name tells you he keeps no name, not that you don't own a horse.

The Fleet: your ships, without deeds

  • Ship deeds no longer sit in your pack. A ship's title goes into your Fleet ledger.
    • A deed you buy at a shop goes there the moment you buy it, and she waits for you at that port.
    • A ship you take as a prize goes there when you claim her.
    • Deeds already in your pack move into the ledger the first time you open the Fleet page.
  • Picking a ship up puts her parts in your pack, and her title goes with them. Her parts are her: sell them and you've sold her; drop them or chest them and that's where she is. Placing her parts puts her title back in the ledger. Parts can't be placed while that ship is already afloat.
  • Each ship gets a card showing:
    • her name, class and value;
    • whether she's at your helm, close by, afloat elsewhere (how far and which way), laid up at a port, or packed in your pack;
    • her hull, canvas and crew, and whether she's crippled or burning;
    • the Carpenter's Stores in her hold.
  • Summon: at any port (within Come Sail Away's port search range), she's brought round to a free berth at the quay. If the harbour has no free berth, click the water to place her, as a deed did. A Large Galley is too long for a quay, so she's always placed by clicking.
  • Send away: she sails for the port nearest you and is laid up there, cargo and all. A boat with no crew has to be sent from close by. A Large Boat keeps the rig you gave her.
  • Repair, even when you're away. If she has crew aboard, they mend her where she lies, at no cost up to half strength. Past that they use the Carpenter's Stores in her hold.
  • Shipwright: at a port, open the shipwright's window for a ship that's laid up or lying there.

Ship upgrades

  • Four refits, each with three tiers, done by a port's shipwright:
    • Hold: carries 20% more cargo per tier before she rides low.
    • Rigging: 4% faster under sail per tier.
    • Hull: 10% more hull and canvas per tier.
    • Guns: her cannon balls do 8% more damage per tier.
  • Refits cost gold and materials from the world, taken from your pack or her hold:
    • Timber: Wood Bundles from the Wood-Axe, or planks and logs from your Stores.
    • Iron: Iron from an alchemist, or iron and steel ingots.
    • Pitch: Pine Branches, or Resin.
  • A ship bought on the bank's credit can't be refitted while that region's bank is owed anything (borrowing more, or the Empire calling the debt in, doesn't free her). Once it's repaid, she's free for good. This includes a Rowboat bought as parts.
  • Bigger ships cost more: half the price for a Rowboat, two and a half times for a Carrack.

Name your ship

  • Give any ship a name (up to 24 printable characters). It shows on her hover plaque, for you and for every other player who sees her.
  • Names go through the same filter as player names.
  • Players on older versions still see her hull's name.

Crew roles

  • Give each named hand a post from his ship's card: First Mate, Bosun, Gunner, Carpenter, Lookout, Cook or Deckhand. A Bard can keep or return to his calling.
  • Each post has a place on deck:
    • the First Mate aft by the helm;
    • the Bosun amidships;
    • the Carpenter by the hatch;
    • the Cook forward;
    • the Gunners at the rails, three a side, and at their guns in a fight;
    • the Lookout at the bow.
  • Hands keep to their posts most of the time, and still wander, work and talk now and then.
  • With no Lookout named, a hand with no post keeps the bow, or else a Gunner. A Bard never keeps the lookout.
  • Other players see your hands walk where they will; posts are only on your screen.
  • One First Mate per ship. Making a new one makes the old one a Deckhand. Your First Mate is the one who answers you.

Quays and docking

  • Port towns have quays. Every berth of a port's harbour now has a timber quay on piles, with:
    • a jetty to the shore, or a ramp down to a beach;
    • bollards along its edge;
    • crates and barrels of the port's cargo;
    • lantern posts, lit from dusk to dawn.
  • They appear as you sail in. A port's quays stand from about 1.6 km out, so you see them before you reach the berth.
  • The port's own ships lie alongside them, small and large, instead of out in open water.
  • Dock your ship. Strike your sails and come in slowly beside a free quay, roughly along it. Your crew warps her in and makes her fast.
  • A gangway runs out while she's made fast, square to her side: up to a ship's entry port, or down from the quay's edge onto a boat's gunwale. Use it from the quay to go aboard, or from her rail beside it to step ashore. Looking at her helm, hold or door, Activate uses those instead.
  • The Fleet page knows where she's docked: "Made fast at Wayrest's quay", even from far away.
  • Summoned ships arrive at a quay, made fast and ready to board.
  • Set sail or take the oars to cast off.
  • Galleys don't dock. A Large Galley is too long for a quay.
  • Online: every player sees the same quays, except that players with Iliac Puddle's Deep Waters set differently may find a harbour's berths in different places.

What's Changed

  • TOUGHER-SHIPS + HOLDINGS: tougher ships, quicker repairs, salvage, a Holdings tab, the Fleet, refits, names, crew roles and port quays by @Lattymoy in #549

Full Changelog: app-v0.1.5976...app-v0.1.5995

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

NewReleases is sending notifications on new releases.