Daggerfall Unity 0.10.13

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Interkarma
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Daggerfall Unity 0.10.13

Post by Interkarma » Sun Dec 01, 2019 11:28 am

0.10.13 has been posted to Live Builds. This version merges the following features developed by Hazelnut for modding world data.
  • Ability to override RMB blocks including ground data.
  • World data variant system allowing dynamic changes to the game world. Variants can also be specific to a location, so just a single building in the whole world can be targetted for the changes.
  • Allow multiple quest markers to be used when placing npcs and foes from quest scripts.
  • Add new quest actions: worldupdate, clickedfoe (credit: DFIronman), enemies, killfoe, paymoney, journalnote.
  • Allow new locations to be targetted as permanent quest sites.
  • Enable adding data to quest tables from mods.
  • Allow new individual npc's to use (almost) all of the faces in the game.
  • Add a player lastname macro.
  • Enable mods to add new merchant services.
  • Various bugfixes.
For the full code changes, please see PR #1599.

BadLuckBurt
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Re: Daggerfall Unity 0.10.13

Post by BadLuckBurt » Sun Dec 01, 2019 11:42 am

So much yes! Thank you. Expect the first new dungeon location using Daggerfall assets soon!

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Hazelnut
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Re: Daggerfall Unity 0.10.13

Post by Hazelnut » Sun Dec 01, 2019 12:21 pm

Thanks, am now preparing to release the big Fighters Guild master rank quest I've created.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Ralzar
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Re: Daggerfall Unity 0.10.13

Post by Ralzar » Sun Dec 01, 2019 12:34 pm

Oooooh, I know what's coming :D

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Hazelnut
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Re: Daggerfall Unity 0.10.13

Post by Hazelnut » Sun Dec 01, 2019 2:38 pm

Yes you do, thanks so much for all your help Ralzar!

Mod is out now on Nexus.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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