github Lattymoy/daggerfall-js-source app-v0.1.9652
Update 0.0.236

latest releases: app-v0.1.9687, app-v0.1.9659
3 hours ago

Patch Notes: The Unquiet

Rarer

  • Not every elite or champion can become a revenant any more. About one in four is marked Unquiet, and its title says so ("Unquiet Elite Orc"). Only a marked foe can rise.
  • At most three revenants hunt you at once, and no new one rises while three do. None of yours is pushed out to make room.
  • A revenant comes back after two to four days (it was one to three).

They run, and they get away

  • A marked foe breaks and runs at a third of its health, one time in two, as fast as a bolting beast. Most revenants are now born by getting away, not by killing you - however fast you run.
  • A revenant ranks up every time it gets away from you, or you from it.
  • Killing you ranks it only every second time. Its will tearing it away from your killing blow ranks it only every second time too. The Revenants page tells you when one more will.
  • From rank II its will must be broken, or it tears away at the killing blow.

Hunt it down

  • When a revenant gets away in the open, it goes to ground in the nearest dungeon and leaves a trail there. The dungeon appears on your map at once.
  • Reach it within twelve hours and it is still weakened: it stands at 60% of its health.
  • The escape card, your quest log and the Revenants page say where it went and how long you have.
  • Leave it alone and its wounds heal: the oldest one every five days. The Revenants page says when the next one will.

It learns

  • A revenant that seeks mastery trains while it waits. It learns to counter whatever weapon or habit you have hurt it with most, such as your blade, your arrows or your footwork, and a card tells you when it has.

Omens

  • The day a revenant comes back to hunt you, you are warned in its own way:
    • "You feel eyes on your back."
    • "Word reaches you that it is ready to face you again."
    • "Travellers speak of it on the roads again."

Harder

  • Each rank adds more: +40% health, +15% damage and +3 levels for a class foe. Your sworn revenants keep the old values.

Every revenant flees in its own way (from rank II)

  • Smoke (people): it throws down smoke and is lost to sight as it runs. A blow still finds it.
  • Blink (casters, spirits, daedra, atronachs): it stops to open a rift and is gone. Silence or paralyse it before the rift opens, or reach it and strike it while it fades.
  • Sink (skeletons, zombies, mummies, vampires, spriggans): it sinks into the earth. Strike it before it is under and it rises, cornered, and runs no more.
  • Bolt (beasts and monsters): it runs faster than anything you have chased. Bring it down from range, and break its will before the killing blow.
  • The Revenants page says which one each of yours uses.

Your blows leave wounds

  • When it gets away, the blow that broke it leaves a wound, and the card says which ("It bears the wound you left: Lamed").
    • A blade bleeds it: less health.
    • A hammer or a fist cracks it: it staggers more easily.
    • An axe maims it: weaker blows.
    • An arrow lames it: slower.
    • An element sears it: that element bites deeper.
  • It keeps three wounds; a fourth pushes the oldest out.

What it wants while it waits

  • Vengeance (the brutal, the zealous, the unhinged): it comes for you sooner, and more often.
  • Mastery (the honourable, the arrogant, the cold): it trains. It grows bolder every two days instead of every three, and learns to counter your favourite weapon.
  • Plunder (the witty, the humorous, the craven, the weary): it raids the roads. The longer you leave it, the more gold it carries.
  • Town rumours say what yours is doing.

The Dread

  • A rank-V revenant that gets away once more becomes the Dread. It goes to ground in its lair for good, and every town knows where. Only one Dread waits for you at a time.
  • It never comes to you again; you have to go to it. It does not count among the three that hunt you.
  • It has half again its health, makes two last stands, never runs and never tears away.
  • Destroy it and its trophy is always Legendary. It carries three times the gold, or a plunderer's hoard if that is more.
  • To stop a rank-V revenant becoming the Dread, break its will before the killing blow. Hesitating at its kneel lets it slip away, but never makes it the Dread.

Fixed

  • Online, another player's revenant that kills you no longer becomes a fourth revenant of yours and pushes one of yours out.
  • A foe that was running to become a revenant no longer vanishes without a body when you already have three: it turns and fights.
  • A revenant's blink or sink no longer completes while a window is open over the game.
  • The open zone's foes and the arena's fighters are no longer marked Unquiet.
  • An heir's inherited killer heals its wounds on the heir's own days.
  • A kneeling revenant in smoke is drawn again.

What's Changed

  • UNQUIET: rarer, flight-born revenants - crafts, wounds, ambitions, the Dread, the hunt (audited) by @Lattymoy in #1008

Full Changelog: app-v0.1.9632...app-v0.1.9652

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