May Builds – Lycanthropy

It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds. May comes bearing the full lycanthropy feature from curse through to cure. If you’re the kind of Daggerfall player who just loves to wolf out (or tusk out if you dig more on wereboars) then this update is for you! Note that some spoilers are below for how lycanthropy operates and the paths to curing or managing it.

Lycanthropy

If you tangle with a stray werewolf or wereboar while out adventuring, there’s a small chance (0.6%) that you will become inflicted by their same curse. Unlike other infections, this one will bypass your normal disease resistance unless you happen to already be a vampire or lycanthrope. On the first evening after infection, you will have a dream about a “man who is less than a man”.

If you see this dream, you have just three days to find a temple healer or cure yourself through magical means. If you let the disease run its course, you’ll be cursed to hunt the innocent once per month and will be forced to shapechange when either moon is full.

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April Builds – Enchantment System

New live builds are now available for the month of April. This release brings a completed item maker UI along with an Enchantment system to drive it all behind the scenes. In this post, I’ll break down some of the new features around enchanting without going too deep into the technical side of things. If you’d like a more technical primer on magic in Daggerfall Unity check out the Magic & Effects Back-End post from last year.

If you have an existing character with “on equip” type enchantments, I recommend unequipping then equipping those magical items again after upgrading to latest version. This will ensure any of the old intermediate effects are deactivated and the new effects are activated correctly.

Item Maker UI

This is the front-end we’re all familiar with. It is here, through the magical power of menus, that new enchanted items are forged. Select your item, add some powers, balance them out with a few side-effects, and give the item a cool name. Then provided you have the gold, a new magic item with all your custom settings will be added to your inventory.

 

There’s not much more to say about the item maker. While it’s the main feature of this release, everything is fairly utilitarian and most of you are probably familiar with this UI from classic. I’ve just made a few tweaks like adding scroll bars and proper text clipping, and fixed a few minor bugs from classic. The really interesting stuff is what’s happening behind the item maker UI with the Enchantment system offering all these powers and side-effects for use.

I also want to thank Hazelnut for his earlier work on the item maker UI layout. I could just get stuck in to wiring everything up without the rather manual process of mapping out buttons and list boxes. It was great to skip that this time, so thank you Hazelnut!

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