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Releases: Interkarma/daggerfall-unity

Daggerfall Unity 0.11.5 Beta

22 Jul 23:28
9134e19

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Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Note: If you have installed 0.11.5 or 0.11.6, please update to 0.11.7 or later as soon as possible. The 0.11.7 release has hotfixes for DREAM HUD & Menu crash and save issue causing player to be misplaced on terrain after loading a save or exiting a building.

Featured Changes

Ferital

  • Match quest NPCs location scopes and genders to classic #2145

KABoissonneault

  • Added "Accessibility" panel in DFU settings, with 4 new settings to select building colors in the Automap #2147
  • Initial work on modding new enemies #2163
  • Modding new mobile textures #2160
  • Added a TextAssetReader Merge for SPELLS.STD spell records #2121

Jefetienne

  • Added dropdown options in pause menu #2165

General Fixes & Improvements

Jay_H

  • Greatly reduce Lord Kavar spawns #2162
  • Adds failsafe spawn to A0C01Y01 #2178

Jefetienne

  • Allow Advanced Controls UI components open to modding #2152
  • Use generic IEnumerables for 'AddItems' methods #2153
  • Display warning label for runtime mod settings #2168
  • Fix default binding accidental overrides #2170
  • Autorun fixes #2177

Ferital

  • Use FLATS.CFG to set gender of exterior NPCs #2154

TheLacus

  • Fix cache issue with climate/season model variants #2043

KABoissonneault

  • Exposed more functions and data in the Talk window #2140
  • Fixed "pc at any [location]" guildhall issue #2141
  • Fixed AI pathfinding issues when getting shot at #2146
  • Fixed guards accidentally not being above the player level #2150
  • Fixed missing "OnLootSpawned" event for house/shop containers #2182

Pango

  • Fix two | -> || typos 32ab997
  • Fix one & -> && typo e3ea989
  • Preserve rumors line breaks on bulletin boards #2135

Hazelnut

  • Clear location cache if world data variant is set #2143
  • Ensure the gold variant is distinguishable from clicked npc #2144
  • Remove redundant ModifyFoundLootItems formula #2102
  • Fix interaction mode icon display at low resolutions #2148
  • Pass face record id into mobile person asset #2149
  • Fix multiple exterior npc bugs #2155
  • Layout building exterior flats #2156
  • Add colliders to custom dungeon models using "COL" #2157
  • Apply the fix for custom item image size to accessory items #2158
  • Add frame speed divisor to abstract class #2161
  • Fix billboard animation so frame 0 is rendered first #2166
  • Correct the faces used for archive 452 to match classic #2169
  • Restore dungeon types from classic #2172
  • Ensure only new locations are picked up from mods #2173
  • Fix RDB door data in runtime patching #2175
  • Fix a loading issue when EnumerateMaps() is run before mods enable/disable state is set. #2176
  • Fix a misaligned lever in N0000052.RDB #2180

Interkarma

  • Adjust GetScale() to use X and Y 3d9f8bb
  • Allow vertical FOV setting up to 120 degrees d2cb277
  • Fix not starting in correct cell using StartCellX/StartCellY 0d0a3e6
  • Magic candle light now observes spell shadows setting 4536c4d
  • Enforce short delay between floating origin offset triggers 663df42
  • Remove WeaponSensitivity setting 9fb6b6a
  • Fix Light Powered Magery disadvantage in interiors 05f0f19
  • Weight quest rumours to display more frequently 8ced144

Daggerfall Unity 0.11.4 Beta

06 Jun 00:16

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General Fixes & Improvements

KABoissonneault

  • Added the ability for mods to specify an item type as "noRepairs"
  • Modding the character sheet's Skills dialog UI mod system
  • Fix: Show biography skill bonuses during character creation
  • Added two event handlers for loot spawning
  • Added "weather", "season", and "climate" quest trigger conditions
  • Added new time-related text macros
  • Expose the SpellMaker and its subwindows to mods UI
  • Added "resistance" formula overrides.

Ferital

  • Cache RMB blocks
  • Add %mn and %fn macros support to TalkManagerMCP
  • Change NPC knowledge in Talk Manager to match classic
  • Fix automap update not triggering on some occasions
  • Add a runtime method to fix invalid RDB blocks
  • Use classic hack to fix Orsinium overlapping blocks

Pango

  • Resynchronize vital indicators after toggling large HUD bug
  • Quest and enchanted items exclusions wip
  • Fix Castle Wayrest backroom door messages not showing up (issue #1974)
  • Stack identical books together (enhancement)
  • Immediately interrupt resting if you die
  • Prevent levitating and swimming diagonally from being 40% faster bug
  • Don't reset lastSpell when using magic missile items bug
  • Use monotonic screenshot filenames
  • Preserve rumors line breaks on bulletin boards

Jefetienne

  • Add Large HUD offset logic to FPSSpellCasting like in FPSWeapon

l3lessed

  • SpeedChanger Updates

Hazelnut

  • Allow water tile conversion to be handled by terrain texture mods
  • fix warning on trade window
  • Add new promptmulti action for 2-4 button message boxes in quests
  • Add OnItemHover to inventory window for mods
  • Open up spell book for mods
  • Fix typo in DFU macro %pg1 bug
  • Reset ship ownership on new game start bug
  • Enable player torch shadows based on spell shadows setting
  • Re-fix riding sprint in mods bug
  • Refactor guild service window UI mod system
  • Add formula for bank loans

XJDHDR

  • Fixed ArgumentOutOfRangeException on loading game with new dungeon models
  • Extra features for the CustomDoor script

Jay_H

  • U0C00Y00 Fix

TheLacus

  • Create ITerrainMaterialProvider and allow overriding by mods
  • Add "Create > C# Mod Script" menu for quickly adding new mod script

Interkarma

  • Add back Rigidbody to PlayerAdvanced
  • Refill player vitals after banishment
  • Prevent Seducer stunlock during transformation
  • Fix out of work exception
  • Use questor billboard when moved by their own quests
  • Handle removal of magic items broken via combat hits
  • Visibly show effect of Drain Speed on enemies
  • Fix equipped "item used do" quest action handling and more
  • Fix multiple "teleport pc" into dungeon desync from world
  • Change Sx977 PlaySound usage
  • PlaySound now counts times sound is played
  • Fix ending condition for Lysandus' Revenge
  • Add "print_quests" console command
  • Fix exiting non ground-level doors at higher terrain altitudes
  • Unlock Castle Daggerfall doors after teleporting inside
  • Console font fixes
  • Exclude Mantellan Crux "BOX" as crushing hazard
  • Fix custom region overlay on travel map
  • Do not process exhaustion event if player already dead
  • Store lastKeyCode during EventType.KeyDown handling
  • Force weather update after teleporting to different climate
  • Don't import classis rumours in Save Explorer

Daggerfall Unity 0.11.3 Beta

19 Apr 01:11

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Quest Debugger Input Changes

The quest debugger has a few changes to input settings. These changes are to prevent accidentally opening debugger during normal play, free up the Tab key for other uses, and to make shortcuts easier on non-US keyboards. For example, the square bracket keys [ and ] are not so easy to use on AZERTY keyboards.

If you are not a quest author or don’t care about quest debugger, you can ignore these changes.

  • Quest debugger is now disabled by default. Must edit EnableQuestDebugger=True in settings.ini to activate it again.
  • Ctrl+Shift+D now cycles through debugger display states off/partial/full
  • Ctrl+Shift+LeftArrow now opens previous active quest while debugger active
  • Ctrl+Shift+RightArrow now opens next active quest while debugger active
  • Ctrl+Shift+UpArrow now teleports to next dungeon quest marker while debugger active inside dungeon
  • Ctrl+Shift+DownArrow now teleports to previous dungeon quest marker while debugger active inside dungeon

Note: Some inputs might move character, e.g. Ctrl+Shift+D will also move character slightly to right when activating debugger. This is expected and not considered a breaking issue for a debug/development feature that is normally disabled.

General Fixes & Improvements

Pango

  • Potion maker: Fix issues tracking ingredient stack count between cauldron and player inventory
  • Conjured arrows: Don't stack conjured arrows with different time-to-live
  • Conjured arrows: Always shoot conjured arrows first, priority to lowest time-to-live
  • Conjured arrows: Change colour of arrows to show if conjured or real in inventory and arrow counter on HUD
  • Conjured arrows: Prevent shooting a conjured arrow converting to a real arrow

Ferital

  • World: Fix classic bug relating to %ef macro not using correct local race for building names

Hazelnut

  • DaggerfallQuestJournalWindow: Change access permissions to allow overriding by mods
  • DaggerfallQuestJournalWindow: Allow events to be overridden by mods
  • DaggerfallLoot: Allow mods to add or modify loot items via FormulaHelper.ModifyFoundLootItems() override
  • Inventory UI: Right-click now works as described in Daggerfall manual to perform complement of equip/remove, appearance cycling moved to middle-mouse

KABoissonneault

  • DaggerfallInventoryWindow: Change access permissions to allow overriding by mods
  • Biographies: Fix issues parsing patched BIOG files
  • Biographies: Add ability to add custom biographies
  • FormulaHelper: Add hook to override CalculateCasterLevel
  • FormulaHelper: Add hooks to override spell costing formulas CalculateTotalEffectCosts, CalculateEffectCosts, ApplyTargetCostMultiplier
  • Magic: Fix spells with multiple effects ending too early

Bl4ckh34d

  • World: Fix incorrect nature billboards at climate borders

XJDHDR

  • ActionDoor: Add support for MeshCollider
  • RuntimeMaterials: Fix bug where dungeon texture not applied if runtime material not attached to base object
  • MeshReplacement: Fix regressions of new scripts not added to mod-added models

TheLacus

  • TextBox: Do not draw defaultText if null

Interkarma

  • World: Extend town borders by 4096 units - increases distance at which flavour text is displayed, guards will chase player out of town, etc.
  • Magic: Fix player not receiving payload of Damage Fatigue effect
  • Formula: Fix randomness of levelup health roll so this is always different, even after a reload
  • Localization: Fix exception when determining size of new font atlas using deprecated fields
  • Engine: Update Addressables package to 1.17.17