Daggerfall Unity Beta 0.11.2

Daggerfall Unity 0.11.2 is now available on Live Builds page. This is a general bug-fix release with some updates to mod system.

New Features

Custom Mobile Units (TheLacus)

TheLacus has taken a big step towards support for replacing enemies with custom graphics, including 3D models. See gif below for an example of this in action using a humble cube.

If you don’t think a cube is that amazing, consider this a 3D model injected by a mod into an enemy mobile unit to alter it’s appearance. The same could be done with a fully animated 3D model. There are some limitations around this for now, notably that classic enemy attack triggers are linked to sprite animation frames. So for now a modder would also need to reimplement parts of combat to fully replace model. But this is something that can be refined over time as the community starts experimenting with this feature and sending their feedback.

Teleport To Any Dungeon Marker (Interkarma)

This is a very minor improvement to quest debugger that finally reimplements a test/cheat feature from classic. When quest debugger is open (default LeftShift+Tab) you can now use Shift+[ and Shift+] keys to cycle forwards and backwards through all markers in a dungeon. This doesn’t require a quest to be active in dungeon, only for the quest debugger to be open while player is in a dungeon. This is handy for situations like teleporting to Medora’s room in Direnni Tower, as she’s a permanent NPC without a specific quest marker.

The keybinds for quest debugger and cycling through markers can be changed in StreamingAssets/Text/DialogShortcuts.txt.

General Fixes & Improvements

Lots of bug fixes small and large from our awesome community of devs.

Hazelnut

  • Fix dictionary access for non-existent world variant keys
  • Prevent “remote” Place quest selection from randomly selecting local Place
  • Don’t restrict shields by plate or chain to match classic
  • Move hardcoded info panel colour into DaggerfallUI
  • Allow non-member quests to have rep requirements – to fix non-joinable Witch Coven quest dispensing
  • Fix Oghma removal after use to function from everywhere including wagon

AsesinoBlade

  • Change HotKeySequenceProcessed from Bool to Enum
  • Add forward thrust to click to attack – previously this move was never selected

Deepfighter

  • Fix formatting of date lines in diary entries of quests

KABoissonneault

  • Fixed misnamed formula overrides for CalculateFatigueRecoveryRate and CalculateSpellPointsRecoveryRate
  • Fix torch burning ticks progressing while game is paused
  • Fix %hpw inconsistent with classic for Dunmer characters

TheLacus

  • Import mod settings and presets files after create or changes from editor window
  • Fix mod settings not accepting negative float values
  • Fix mod asset loading on Turkish culture
  • Fix RuntimeMaterials by ignoring climate when using dungeon table
  • Improve support of mod localization through CSV text tables

Pango

  • Toggle large HUD with F10 like classic
  • Fix interacting with HUD when cursor not active on Linux
  • Fix NullReferenceException
  • Horse now has constant jump height to clear hedges

Jefetienne

  • Add joystick middle-click keybind and set joystick UI controls to protected
  • Prevent accidental axis button “presses” from binded movement and camera axes

XJDHDR

  • Reduce delay filling Dungeon variable in PlayerEnterExit
  • Add detailed exception handling and logging to BookReader
  • Automap check CombineRDB state before resetting so it stays disabled if previously set in editor
  • Automap move mesh and material update to separate script and optimise automap creation times
  • Fix texture table in dungeon automap to match environment
  • RuntimeMaterials automap type differentiation for interior types and other models
  • Add support for the discovery state of OBJ models to be saved and loaded
  • Fix some editor warnings

Interkarma

  • Fix vampires not being offered vampire quests
  • Restore per-task click rearming
  • Update DaggerfallFont to use .atlasTexture instead of deprecated .atlas
  • Deprioritise System Locale Selector to prevent an error during localization development
  • S0000011: Fix needing to click Barenziah twice with Chapter 6 before quest ends
  • S0000011: Fix clicking Gortwog to hand in Chapter 6 with per-task click rearming
  • S0000011: Reordered gold reward so it doesn’t interupt Barenziah’s information at end of quest
  • N0B00Y16: Fix issue of clicking on merchant at wrong time stalling quest
  • S0000021: Fix King of Worms potentially spawning into Sentinel during quest
  • S0000021: Fix logic issues with click handling carried over from classic
  • S0000021: Fix success condition to correctly check player has killed lich
  • M0B21Y19: Fix victim default home being selected as local and stashing live version of dead NPC
Posted in Daggerfall Unity, Releases.

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