github Lattymoy/daggerfall-js-source app-v0.1.7990
Update 0.0.73

latest release: app-v0.1.8014
one hour ago

Patch Notes: Shipyards, Crew Halls and Lighthouses

Shipyards

Port towns now have a shipyard on their seaward edge, its back to the water. The shipmaster sells every ship Come Sail Away builds, from the Rowboat to the Carrack and the Large Galley, and buys your ships back. One window holds everything you do with a ship at a port:

  • Ships for sale: each hull's size, crew, guns and price. Buying asks you to confirm. The Rowboat goes into your pack as parts (if you can carry them). Every other ship's deed goes into your Fleet, and she is laid up at that port: the window turns to Your fleet, where Bring her here brings her round to the quay.
  • Your fleet: where each ship lies, what she's worth and what the shipmaster will pay. You can bring her here, lay her up, rename her or sell her. Selling asks you to confirm, and a big sale is paid as a letter of credit if the coin would be too heavy.
  • Shipwright and Refits: repairs, provisions and the four refit lines for any ship of yours at that port or laid up. These need Naval Combat on.

The shipmaster won't buy a ship with cargo in her hold, anything in her cabin (in its chests or on its floor), or her crew ashore with you, and he won't buy a ship that came into the realm through customs: she stays yours. When a ship is sold, her cabin's furniture is sold too, and half its value goes to the bank, as with a house.

Crew Halls

Inside every shipyard, the crewmaster has six named sailors looking for a berth each day. Each one has a class, a grade from Green to Veteran, a trade (First Mate, Bosun, Gunner, Carpenter, Lookout, Cook, Deckhand, or a Bard) and a signing fee. You choose which ship they join and at what post. A ship comes with her whole crew, so on a full deck a recruit signs on in place of a hand you pick. A hire that adds men to her crew costs what the shipwright would charge for them, if that's more than the fee. You can pay hands off from the same page: if her crew still fills her deck, the window names who steps up, and you can't pay off her last hand. Hiring and paying off need Naval Combat on and can't happen during a fight.

Lighthouses

Port towns have a lighthouse: a whitewashed stone tower with red bands, a gallery and a lantern room, and the keeper's cottage beside it. While the town's lanterns are lit (5 pm to 8 am) its lamp lights the harbour, and two beams sweep a full circle, over the sea and the town. Online, everyone sees the beams in the same place. Talk to the lightkeeper (or press the door) to climb up to the gallery: you go up on foot, not at a ship's helm and not with enemies about. You can't fall or climb off the gallery. The hatch takes you back down.

Piers

Every quay has been overhauled: cross-braced piles, timbers under the decks, fender piles and iron ladders down into the water, cleats and coils of rope by the bollards, a cargo crane on each harbour's main quay, and lamp posts along the long jetties.

Maps and directions

Townsfolk can now tell you where to find the shipyard, the crew hall, the lighthouse and the docks. The shipyard and the lighthouse are marked on the town map; for the crew hall and the docks, townsfolk give you directions. On the Overworld the shipyard, the lighthouse and the docks show as an anchor, a tower and a bollard.

Changed

General Stores and Pawn Shops no longer sell or buy ship deeds and parts. Ships are bought and sold at the shipyards.

The tutorial's Sailing page now sends you to the shipyards, Shipwrights is now Shipyards (the shipmaster, the crew hall and the shipwright), and there's a new Lighthouses page. The empty Fleet page and Come Sail Away's setting now point you to the shipyards too.

Fixed

  • A ship sold while you were placing her could be placed and sold again.
  • A double click could buy two ships.
  • Paying off a hand could put a stranger on deck, and hiring could raise a wreck back afloat.
  • Hiring and paying off could push a ship's morale past its limit.
  • The crew page didn't show which hands were ashore with you.
  • Climbing or jumping on the lighthouse gallery could take you over the railing.
  • Coming down the lighthouse stair could leave you stuck in the door's step.
  • The lighthouse lamp was blocked by its own glass, so it barely lit anything with Enhanced Lighting.
  • The lighthouse sometimes stood right beside the shipyard instead of along the shore.
  • A lake behind a port town could be taken for the sea.
  • Selling a ship lost whatever lay on her cabin floor.
  • Flickering roofs, beams and posts on the shipyard and the lighthouse, and props poking through each other.
  • Ports, lighthouses and quays run lighter: the lighthouse lights cost nothing per frame, the port's textures load over a few frames, and the quays' hidden timbers are left out of collision.

What's Changed

  • SHIPYARDS: shipyards with a crew hall, lighthouses, and the piers overhauled by @Lattymoy in #794

Full Changelog: app-v0.1.7974...app-v0.1.7990

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