Patch Notes: Rarer gems
Loot
- The graded gems you set into sockets (Chipped, Flawed, Flawless and Perfect stones, plus plain ones found the same way) now drop about a third as often from bodies, dungeon piles and tavern or guild markers. A mid-level foe drops one about once every 33 kills instead of once every 12. In the deepest dungeons and from boss-level foes, a gem drops once every 20 sources instead of once every 7.
- A gem's grade still depends on where you find it, so a deep source still gives the Flawless and Perfect stones.
- No change to the gems world bosses drop, the gems shops sell, Daggerfall's own gem drops, or the gems you mine.
Patch Notes: Lighter frames in towns
Performance
- Lamp shadows in towns at night take less work. When nothing near a lamp has moved, it reuses last frame's answer about which nearby plants and trees can cast into it. The shadows are exactly the same.
- Distant small flats are skipped before the game checks whether they are on screen, not after.
- The glow pass skips flats that have no glow before checking whether they are on screen.
- Towns use less graphics memory. The large shared buffers for trees, plants and lamps now share one index buffer, where each had its own copy. That saves about 6 MB per buffer, and opening a new one no longer causes a short hitch.
What's Changed
- PERF-VOL + PERF-ORDER, and AUDIT PERF-ARENA: lamp-shadow answers kept, cheapest skip first, one index buffer for every arena by @Lattymoy in #770
- GEM-RARE: the world's gem find a third of GEM2's by @Lattymoy in #772
Full Changelog: app-v0.1.7791...app-v0.1.7804