Daggerfall Unity 0.10.22
Posted: Sun Apr 05, 2020 7:45 am
Daggerfall Unity 0.10.22 Live Builds are now available!
This release has a good number of fixes and refinements to both the the base game and modding system. As always, A big thanks to everyone contributing to help this project get bigger and better every month.
New Features
This release has a good number of fixes and refinements to both the the base game and modding system. As always, A big thanks to everyone contributing to help this project get bigger and better every month.
New Features
- Make frost daedra emissive like classic (Pango)
- Add blinking cursor to daedra quest Y/N prompt (Pango)
- Decompose to-hit formulas so components can be overridden (Hazelnut)
- Allow weapon damage ranges to be modified (Hazelnut)
- Implement %ln macro (Hazelnut)
- Support for replacement of action doors (TheLacus)
- Mod reserved layers (TheLacus)
- Restore Sx007 "The Werebeast" full optional path (Interkarma)
- Fix custom image size in Potion Maker window (TheLacus)
- Fix incorrect name for texture arrays with leading zeros (TheLacus)
- Improved robustness of ModManager.TryGetAsset() (TheLacus)
- ImportedComponentAttribute now supports dependencies (TheLacus)
- Made RdbResource.TriggerFlag_StartingLock public so it is exported (BadLuckBurt)
- Fix left-hand bows to use correct weapon damage and condition lowering (Hazelnut)
- Do not rearm End Quest action (Hazelnut)
- Fix equip bug with breaking armour (Hazelnut)
- Allow using 2 boot variants for plate (Hazelnut)
- Make some sub-formula public as they're useful outside of combat (Hazelnut)
- Add Furniture category which is present, just rare (Hazelnut)
- Fix some discrepancies in item stats from classic (Hazelnut)
- Undo changes to return values of calc hit success in preference for TheLacus overrides (Hazelnut)
- Fixes for add_all_equip console command, do not skip 0-variant clothing, create all boot variants (Hazelnut)
- Improve difference between weapon switch speeds so smaller weapons have larger speed advantage (Hazelnut)
- Fix additional footstep sounds when jumping over water (jefetienne)
- Fix rebinding of bug of previously opened windows and console, added rebinding for pause menu (jefetienne)
- Reworked controls window in preparation for secondary keybinds interface (jefetienne)
- Made screenshot button rebindable (jefetienne)
- Prevent "end quest" action firing twice in N0B10Y03 (JorisVanEijden)
- Safer unstick handling using Physics.CapsuleCast() (Pango)
- Fix automap partial blocks using wrong shaders (Pango)
- Improvements to automatic trapdoor handling of TRP objects in dungeons (Pango)
- Fix temple donation when you have exact amount of gold remaining (Pango)
- Fix dungeon exit and static door overlap preventing dungeon exit (Pango)
- Fix improper item re-stacking during deserialization (Pango)
- Relocate weather particles when world offset changes (Pango)
- Parent random loot to marker object to correct loot moving with platforms (Interkarma)
- Support casterless missiles for better spell trap collisions (Interkarma)
- Allow quests to place Item on static quest marker index (Interkarma)
- Only clamp CurrentMagicka after all constant effect applied to fix spellpoint cap with multiple enchantments (Interkarma)