Contracts reworked, and one line per effect
Everything since v0.14.0: the Questmaster's contracts rebuilt around the clock and the walk, abilities that say what they did in one line, a level-up banner, sorted skill lists, autocoin, and keys that survive logging out.
Everything that has changed since v0.14.0.
Contracts
The Questmaster’s contracts have been rebuilt. They work as they always have: take a contract on a named creature, kill it, and report back for quest points and gold. What changed:
- The clock keeps running while you’re away. Deadlines and the wait between contracts are real time now. Log out during a wait and it keeps counting down; log out mid-contract and the contract runs out on schedule.
- Quit from anywhere.
quest quitworks wherever you are (spell outquit). It costs exactly what letting the contract run out would: the time you had left, plus the usual wait. - The wait is ten minutes after finishing a contract or letting one run out, and half that for Vesperine’s Faithful and above.
- Deadlines fit the trip. Fifteen minutes, plus a minute for every five rooms between the Questmaster and your target, and ten more if you’ll need a key on the way. The Questmaster tells you when you will.
- Only targets you can reach. A contract never sends you anywhere you can’t walk: no flying, no boats, no rooms you aren’t allowed into (the Mud School’s newbie rooms, once you’re past level 5), nothing invisible or hidden, and at most one locked door, whose key is somewhere you can get to. The statues in the Museum of the Greater Gods are off the list.
- Beaten to it? If someone else kills the last one in the world, your contract is void and you can take another straight away.
- Check in mid-fight.
quest,quest info,quest timeandquest pointswork anywhere and in any position, fighting included.queston its own now shows your contract and your points at a glance. - Less noise. The Questmaster answers in one line, to you alone, and every contract message is a single line under a
[Quest]tag. Your target wears a[Target]tag in the room.
Rewards haven’t changed: 20-50 quest points and 50-1000 gold a contract, half again for Vesperine’s Exalted.
One line per effect
Abilities now show you what they did, the way a spell does, instead of a line announcing them first:
- War cry, roar, circle, challenge and banquet show you only their result; everyone else still sees them used.
- A riposte and each blow of a flurry name themselves in their own damage line. A critical strike “finds a vital spot”. A blow a knight intercepts says who it was meant for.
- Spellcraft saves a spell silently, and cheap shot’s daze and blindness share one line.
- Somna’s and Umbra’s experience bonuses ride on the experience line: (120 from Somna, rested), (120 from Umbra, doubled by your shadow).
Levelling up
- A new level gets a banner: your new level and title, and everything you gained, including the training session the old message never mentioned.
- At level 18 you’re told you can now follow one of the Sleepless, and at 25 which advanced classes your class can choose.
Smaller things
practice,skills,spells,groups,gainand the lists at character creation are in alphabetical order, so newer skills no longer sit at the bottom.- With two weapons,
equipmentshows the off hand right under the main hand, with anything floating last. autocointakes the coins from your kills without the rest of the loot.autogoldstill works.- Keys are kept when you log out. A key you carry lasts about eight hours of play instead, and time logged out doesn’t count.
- The score sheet and
faithnow read “You worship Tacet as one of their Followers.” help wizardshows just the wizard path, without the immortals’ help, and the detection, rogue and regenerate helps were corrected.