Here we go releasing a new version which introduces a CLOTHCRAFT skill to make a big difference to character crafted clothing.
With this version, all crafting is now pausable, including the making of clothes. With the introduction of the Clothcraft skill, character-made garments are now quality-modified based on your skill level and the raw materials used.
Making clothes will become more laborious, but also more flexible, as you can pause the process at will. It also becomes far more rewarding once you manage to produce higher-quality clothing yourself. The value of character made clothes will now also reach the regular level, as both the workload and quality come are taken into account making the profession of a skilled fur tailor occasionally very beneficial.
This release brings fur and leather clothing into the realm of proper clothcrafting, and in future versions the system will be expanded to allow player characters to produce linen, nettle, and woollen clothes as well. Find the full changelog below.
Olesa is about to start making himself a pair of leather boots. It will take a few days, but he can—and should—pause in between to eat and rest. And if he succeeds in crafting fine boots, it might be worthwhile to try using them for trading with the villagers.Changelog
Version: 3.88 (stable)
** Saved characters from version 3.80-> are compatible with this version. **
- added: CLOTHCRAFT - a new skill for making of clothes
Clothcraft is a general skill for making clothes from a variety of materials. Success in clothcraft determines quality of the clothes produced, so player character crafted clothes now come out in varying qualities, depending on your mastery, raw materials and tools used.
- added: CLOTHCRAFT game encyclopedia [F1] entry
- added: pausable making of clothes
Making of clothes is now a pausable task, allowing you to take breaks and continue later at will. To continue a paused making of clothes, use the same crafting option again while standing next to the partially finished item.
- modding add: [nopause] tag to disable craft pausability
All crafting is now pausable. If desired for some reason, pausability can be disabled by using the [nopause] tag in the item header.
For example:
.Club. (10) /5h/ *COMMON* [nopause]
This would prevent club crafting from being paused, so it must be completed in one go
- adjusted: time requirements for making clothes
All craftable clothes have been reviewed for their required production times. As expected, these times have been increased since making clothes is now a pausable task. There are also minor changes to yarn or cordage requirements for a few pieces of clothing.
To give you an impression of the current clothing production times, here are a few examples:
* fur mittens, 6 hours
* fur shirt, 22 hours
* leather boots, 20 hours
* leather shirt, 18 hours
- added: craftable leather boots
Player characters can now make leather boots by themselves.
- added: proper prices for player character crafted clothes
As player characters can now craft clothes with realistic production times and skill-based quality assessment in effect, the value of player character crafted clothing now matches general cloth prices. This opens up new possibilities for skilled clothcrafters to engage in beneficial trade using high-quality garments.
- added: increased skill gain probability with challenging time-consuming crafts
Crafting items that have a high skill-increase probability — due to being complex or demanding — and that take more than 10 hours to complete will now grant skill increases much more reliably. At lower mastery levels, you will gain skill almost every time you finish crafting such an item.
This change was primarily added to reflect the idea that creating complex garments (such as shirts or trousers) will most likely teach you something new. However, the system now applies to all time-consuming challenging crafts. The more probable skill increases can be easily noticed for example when making proper bows (BOWYER skill), pair of skis (CARPENTRY skill), or a fishing net (NETMAKING skill).
- adjusted: woven clothing prices
Prices for woven cloth garments (e.g., linen) have been increased significantly. This reflects the true workload required for woven cloth production as a whole.
Linen is the most expensive cloth material, and linen garments now cost around three times more than previously. This makes a proper linen shirt more expensive than, for example, the most axes. Nettle is the least valuable cloth material, but most nettle garment prices have nevertheless been roughly doubled.
Even though player characters can't yet produce cloth garments, the price change now introduced gives an indication of how valuable self-crafted cloth garments can be once they are introduced in versions to come.
MIGRATION NOTICE: Cloth garments generated in the previous versions will have their old, less valuable prices in effect.
– adjusted: woven clothing weights
After reviewing historical sources and conducting practical tests, it was determined that some cloth garments were overweight in the game. As a result, the following woven clothing (linen, nettle) items have had their weight reduced by 30-50% compared to previous values. For example, a linen undershirt that previously weighed 3 lbs now weighs 1.8 lbs.
undershirt, 3lbs -> 1.8lbs
(short-sleeve) shirt, 2.5lbs -> 1.5lbs
dress, 3.5lbs -> 2.5 lbs
trousers, 3lbs -> 1.5 lbs
apron, 2lbs -> 1 lbs
- adjusted: cloth protection values
Edge and tear protection values for cloth materials have been reduced to the minimum, and point protection has been removed. Linen and nettle clothes now continue to serve as lightweight garments that provide warmth and the bare minimum protection against tears and cuts.
- adjusted: fur and leather clothing prices
All the prices have been checked and balanced where necessary based on material consumption and production times. We already had pretty good relative prices in use, but there are a few adjustments to the following:
* small leather and fur garments, e.g., caps, hoods, and mittens are now slightly more valuable
* fur and leather leggings prices decreased as they aren't really that demanding to craft
* fur cloak price halved as it's a very simple garment to make
* leather shoes and boots prices have been almost doubled considering their production times
* fur footwear (boots) price increased by 50% for being laborious to craft
* leather cuirass, shin and forearm guard prices decreased as these simple pieces of protection are relatively easy to craft by oneself and not really of interest as garments. Their value in trade is roughly the value of the used materials alone.
- added: price increase for fur clothes made of valuable hides
If fur clothing is made from valuable hides, this is now reflected as an increase in the item's price. Hides of fox, lynx, beaver, and pine marten are, for example, very sought after. Even using common but high-quality winter furs can significantly increase the price of finished fur clothing, especially if the overall quality is good. Although valuable hides are most often best traded as they are, the efforts of a talented clothcrafter producing fur clothes out of rare and valuable furs are now properly recognized in the bargain.
- added: warmth bonus for winter furs
Clothes made from winter furs now appear slightly warmer.
- fixed: cancelling tendon drying occasionally messing up character's inventory
- fixed: error note "Bug in LoydettyTarvike() function" upon crafting some clothes
The said message might appear upon crafting clothes that don't require sewing.
- fixed: NPCs happily accepting animal droppings if delivered to them
- fixed: reward payment threshold not properly calculated when returning unpaid items in the trade
