New Builds For 2018

Welcome to 2018 everyone! What a great few months we’ve had in Daggerfall Unity. Despite my general absence in November through December last year, work still continued on the project at an excellent pace. I owe a debt of thanks to everyone that continued adding features while I was out of the scene for several weeks. I want to make this post all about these contributions, and mention the people who contributed during that time.

We’re close to a stable “Quests 0.4” build now before officially moving on to 0.5 and spells. “Stable” in this case doesn’t mean everything is complete or bug free – just that quests should be relatively steady and playable based on our current position in the Roadmap at the end of 0.4. Work will continue on improving and tightening up quest system all the way to 1.0, but now it’s time to move onto something new. This often means exciting new bugs to fix so the stable build stands as good fallback point if anyone is experiencing too many troubles with latest versions.

You’ll find the latest downloads on the Live Builds page as usual. If you’d like the very latest code, you can check it out directly from our GitHub page. And if you’d like a full blow-by-blow account of all changes up to now, the Commits page has what you’re after. This post mainly covers featured highlights and the people who added them. In alphabetical order, they are:

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Daggerfall Unity Now Playable Start to End

That’s right! The main story quest in Daggerfall Unity is now completely playable from start to end. I’ve spent the last couple of months playing through the story quest, building out engine support, and fixing all the major bugs I could find. It’s true this game still has a distance to travel (spell system is next major journey) but this is a huge milestone in the project’s life cycle. It’s no longer fair to say Daggerfall Unity “isn’t playable yet”, that’s not even close to accurate anymore. And thanks to regular contributors like Nystul, Allofich, Hazelnut, and Lypyl, some of the later features on the roadmap are building out ahead of schedule.

The quest system has consumed around a year of my development time to bring to this point. It represents the single largest group of features in the project so far, and drives almost every other gameplay system forwards. I feel confident in saying the magic system probably won’t be anywhere near as challenging. And once we pass that milestone, everything else is on the downhill run.

 

Getting Started

After you grab the latest DragonBreak build from Live Builds page, there are two ways you can play through the main quest. You can either start a new character and play normally (using quests offered by any Fighters Guild to help level up between main quests) or use the “setmqstage n” console command to force the game to a specific point along the main quest process. There are 7 total quest stages, thus “setmqstage 1” through “setmqstage 7” are supported. Each stage is a chain of around two to six quests that represent a particular story arc in the game. If and when new problems are found with main quest, testers can quickly restart and test just that stage without playing through the whole game from the beginning.

If you want to play the game as normally as possible, start a new character. Playing the game from start to end normally is also an important and time-consuming part of the testing process, so your time here is valuable, even if something breaks and you need to start again. But if you want to perform focused testing of the main quest, grab a high level character save and use the “setmqstage n” console commands. I’ll post more details in this forum thread as time allows. Please offer feedback in that thread or ask general questions, and post to Bug Reports forums with obvious bugs.

 

Stable Builds

The next step from here is to work towards a DragonBreak stable build and complete the 0.4 cycle. This might take several weeks as the main quest is a massive and complex system, there’s no telling what problems testers might run into. Once the stable build is ready, work will proceed on the spell system and 0.5.

 

Thank You

I also want to thank all of Daggerfall Unity’s contributors, supporters, mod-creators, and community members. You are all responsible for this project’s momentum, and for keeping morale high during those bleak periods of solid development where nothing visible seems to be happening. I am very excited for the future of Daggerfall Unity and the community building around it.

Cheers everyone!

 

For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.

 

Dust of Restful Death

The main story quest in Daggerfall Unity is cracking along lately. The more problems I solve, the faster I can pass new quests. This has created a cumulative effect where things are snowballing towards the finish line. Today, I feel I’ve reached an important milestone with the main quest passing up to “The Dust of Restful Death”, only a few short steps from the end.

In this quest, the player briefly soothes the tormented bones of King Lysandus to learn why he requires vengeance. From a technical front, this is not only the result of a long chain of earlier quests, but required some new interaction between the world and quest system, and is the first quest to play an in-game cinematic.

There are bound to be problems and bugs to fix as the full story quest rolls out to testers, but for now let’s just enjoy this one quest where Lysandus has his big moment.

Vengeance Build 81

New builds are now available on the Live Builds page, bringing us up to build #81 across all platforms. A lot has happened over the last month, with steady contributions from long-time Daggerfall Unity developers Lypyl, Allofich, TheLacus, and Nystul. I would also like everyone to welcome on board new developer Hazelnut, who has built many valuable updates over the last month.

I’ll post a more complete list of updates towards the end of this post, but want to start with the big visual stuff that’s changed since last update.

 

Main Quest

The complete main story quest is now offered when starting a new level 1 character. Please keep in mind this is still under construction, so you are likely to reach a point where you cannot continue and may need to start fresh later (or use a console cheat). It could be another few months before all main quests are in a passing state, but I felt it was important to start offering to new players.

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The “Fighters” Update

The Fighters Guild awaits

A whole new cycle of Live Builds is now underway for Daggerfall Unity 0.4. Here are some of the new features you’ll find in the latest “Fighters” update.

 

Quest System

The quest system is now open! Visit any Fighters Guild and speak to the usual quest giver to receive a random guild quest. Be sure to bring your strongest character, because quests span everything the Fighters Guild has on offer, from rats to liches.

Mordane Yeomham has work for you

 

While still incomplete, the quest system in Daggerfall Unity manages to kick things up a notch over classic:

  • No more binary QBN/QRC files and command line compilers! Quest scripts can be created with a simple text editor like Notepad and are based on Donald Tipton’s TEMPLATE v1.11 scripting language, the de facto standard for creating Daggerfall quests. If you’ve written Daggerfall quests before, you already have the skills needed to write quests in Daggerfall Unity.
  • Quests scripts are JIT (just in time) compiled by Daggerfall Unity. This means you can write new quest scripts and test them while the game is running.
  • Daggerfall’s classic quests have already been migrated to the new scripting language and many quests are perfectly playable in Daggerfall Unity now.
  • New features! Daggerfall Unity is already extending the capabilities of the quest system beyond what’s possible in classic, such as using location exteriors in quests. It’s even possible to write new quest actions in C# and extend quest system through mods.
  • The Quest Debugger lets you see what your quest is doing at any time by displaying the internal Task states and Timers, and helping you find buildings quickly. This debugger will continue to grow in power as the quest system develops. Note: Quest Debugger is always enabled in “Fighters” update. A toggle will be added once quest system passes tests.

 

Real Skills

Be prepared! Daggerfall Unity now has real combat formulas, including weapon and armour checks, dodging, critical strike, and more. If you take on a vastly more powerful enemy, you might not land a single blow.

How do you like me now?

 

Skill and level progression are now working. Your character will grow in power by playing the game and be able to level up at last. Skills like dodging and critical strike will be checked during combat, and skills like medical are checked during rest. Daggerfall’s level-up formula is applied on travel and rest, and you’ll go up in level once your skills have been raised enough.

Practice makes perfect

 

You can now set your interaction mode using F1-F4 (default keys). Use Info mode to find an NPC or building name, and use Steal mode to try your luck at picking locks. This even checks your Lockpicking skill against the lock using Daggerfall’s lockpick formula.

Maybe a more direct approach is needed

 

New UI Windows

The exterior automap will help you navigate around town locations. Named buildings are marked automatically for now, and the Quest Debugger will direct you to quest buildings until the discovery and “talk” systems are implemented. Like the dungeon automap, you can zoom, pan, and rotate the map. It’s great dragging the map around with left mouse button rather than using arrow keys.

Now, where was I?

 

The keybind interface will help you bind keys just like in Daggerfall.

No more editing text files

 

Wandering NPCs

Mobile NPCs now wander the streets during daylight hours across all climates in Illiac Bay. Meet Nords, Redguard, and Bretons in your travels.

Excuse me, do you know where I can sell all this orc blood?

 

The “talk” system has not yet been implemented in Daggerfall Unity, so you can’t yet speak to these wandering people to ask for directions, rumours, and so on. This will be coming sometime in 0.5 update cycle.

 

More Mods

All the mods that were previously integrated with Daggerfall Unity now have standalone updated versions from their creators. Available mods are on the Released Mods page of the forums. Please let the creator know if you encounter a problem with their mod.

You can now create art replacement mods for Daggerfall Unity. Check out the new Modding pages for more details on how to replace textures, sprites, models, sounds, and movies. A few great-looking art mods are already in the works, such as the Terrain Flats art mod by jman0war. He is hand-painting all new terrain art and it looks amazing.

 

And in case you didn’t know already, Daggerfall Unity has a runtime C# compiler, mod packager, and mod loader. This has been available for a while, but not a lot of people seem to know about it yet. Check out this page on the forums for more information on creating a Hello World styled mod in C# for Daggerfall Unity. You could even make a mod that adds custom actions to the quest system!

 

Get Involved

You can find the latest builds on the Live Builds page as usual.

For conversations, please use the following forum thread for all talk and bug reports for now. More information will be found in that thread to help you run quests.

 

Credits

I have the following people to thank for their contributions to the above features, in no particular order:

Allofich – For tirelessly working on skills, formulas, level ups, and researching classic save format. Some of the real gameplay features in this release would not have been ready without his efforts.

TheLacus – For creating the asset swap capabilities, documenting everything, and supporting people in their efforts to mod Daggerfall Unity.

Nystul – For the incredible automap user interfaces and mods he creates.

Lypyl – For the runtime C# compiler, mod packager, and mod loader. Also for his help with reverse engineering building data during early stages of the quest system.

JustinS – For his perfect keybind interface.

And thank you to everyone else who has contributed smaller fixes and patches on GitHub: muderbeard, midopa, electrorobobody, and more. Daggerfall Unity has only come so far thanks to the ingenuity and generosity of contributors. The combination of open source and a brilliant community will take this project a long way in the future.

Cheers!

Recent Downtime

It has been a frustrating few days after a recent AWS outage borked MySQL connections for our blog and forums. The host resolved this quickly for sites hosted in North America region, but dfworkshop.net was hosted in the closest datacentre to Australia (Asia region), and this continues to be down at time of writing. And after almost 48 hours, I’m still unable to obtain time-frame for fix.

I’ve worked around this by migrating sites to North America region with functioning MySQL servers. Unfortunately, databases couldn’t migrate because source servers still aren’t live. To fix this, I restored from the most recent backup available taken on 25/02/17. For the blog this isn’t a problem as nothing was posted in this time, but for forums this means all posts, replies, PMs, and new user registrations created after 25/02/17 are not part of the restore.

I’ve locked the forums for now and will continue working with host to try and recover a later version of databases. Outcome is dependent on how quickly host can resolve MySQL issue in Asia region. If they can’t fix this in next 24 hours, I’ll unlock forums and we’ll just move on. I’d rather have a functioning site than sweat over a few days of lost posts.

I apologise if you registered to forums or posted anything after the 25th. Forums will be back online within 24 hours and we can pick up where left off one way or another. Thank you for your patience!

Update: Forums are back online now. Unfortunately it doesn’t look like I’m getting those live databases back. This means I have to start from most recent backup as of 25/02/17. Please repost to any active conversations you were participating in prior to outage and we’ll be back on track in no time.