Daggerfall Unity Beta 0.11.3

Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system.

Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page. If there’s enough demand, I can work through attaching older builds to previous releases on this page.

Now that I’m finally caught up with code review, I’ll be able to get back into the localization tutorial series. This series was pending some fixes rolled out in 0.11.2 and 0.11.3, so please be sure to update before the next article in series is published.

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
Posted in Daggerfall Unity, Releases.

4 Comments

  1. About the extension of Town borders – is this in order to match the Classic Daggerfall border? I don’t know how far 4096 units are, but it seems like a lot of space…

  2. Yes, this is to better match town borders compared to classic. Daggerfall units are basically inches, so this is about 100m on each side. This is equivalent to 1 RMB block width, which appears to match the extra space around each location in classic.

  3. Good Job. Please fix the Staves in the next Update. In Unity Staves have the wrong enchanting capacity. They have the same as Dai Katanas and Claymores. But they should have the same as Tower Shields.

  4. Daggerfall Unity already has the correct enchanting capacity for all items. This is often reported incorrectly on UESP and elsewhere. If you still feel this is an issue, please post to Help & Support on forums using classic screenshots and saves to back up concerns.

    https://forums.dfworkshop.net

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.