June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

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Interkarma
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June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Interkarma » Fri Jun 28, 2019 10:28 pm

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Daggerfall Unity 0.8.2 Live Builds for June are now available.

As it can take me a couple of days to complete devblog article, here's a condensed version of changes to read through for now.

New Features
  • Improved travel map search (Pango)
  • Improved terrain tilemap shader (Pango)
  • Interior automap upgrades (Nystul)
  • Improvements to borderless window (Interkarma)
  • Retro world rendering option (Interkarma)
  • Details slider & fullscreen toggle button (TheLacus)
  • Guard response when caught stealing from private property (Numidium)
  • NPC greetings now match classic (Ferital)
  • Level progress window (Hazelnut)
  • Bow drawback (Hazelnut)
  • Dungeon wagon proximity access, disable dungeon wagon prompt (Hazelnut)
  • New paper doll renderer (Interkarma)
  • Support for paper doll texture replacements (TheLacus)
  • Guard response to exterior door bashing (Interkarma)
  • Initial exterior door lock strength and lockpicking (Interkarma)
  • More artifacts and enchantments (effect roadmap)
General Fixes & Improvements
  • Mod system general cleanup and improvement (TheLacus)
  • Filter identical resolutions from setup UI (TheLacus)
  • Ensure emission maps are same size as albedo (TheLacus)
  • Improvements to pause window implementation (TheLacus)
  • Added OnPreFastTravel event for mods to capture (TheLacus)
  • Fix scale of modded daedra summoning window (TheLacus)
  • Opening automap no longer affects scene lighting (Nystul)
  • Fix automap save crash under some conditions (Nystul)
  • Fix "i'm at" setting correct location after searching (Hazelnut)
  • Implement %n, %vcn, %rn macros (Hazelnut)
  • Fix "no arrows" message when loading game while holding bow (Hazelnut)
  • Fix exception when no building discovered (Hazelnut)
  • Fix potion recipes added to loot and shelves to not show as "unknown" (Hazelnut)
  • Fix material applied to arrows in loot (Hazelnut)
  • Fix black background for negative reaction popup (Pango, Hazelnut, Ferital - seriously, all of them fixed this)
  • Expand serialization of social groups for effects (Numidium)
  • Add type inference to ScreenComponentCollection (pcbeard)
  • Improvements to transport manager (zaklaus)
  • Notebook file now cleaned up when deleting save (jbrod22)
  • Double-click no longer closes spell merchant window (Pango)
  • Display available money in spell merchant window (Pango)
  • Use ARGB for spell icon loading, fixes display of spell icons on some GPUs (Interkarma)
  • Fix crash casting identify inside dungeon (Interkarma)
  • Improvements to item effect equip/unequip responsiveness (Interkarma)
  • Show strong/weak armour modifiers in paper doll (Interkarma)
  • Make tilemap texture compatible with linear colour space, preparing for future change (Interkarma)
  • Fix daylight scale to animate by curve to more closely match classic (Interkarma)
  • Fix classic sky animation to animate by curve to more closely match classic (Interkarma)
  • Fix light transition at 5:59am to 6:00am with lower ambient light scales (Interkarma)
  • Reduced intensity of auto-torch by half (Interkarma)
  • Increased range of indirect light (Interkarma)
  • Slightly reduced noon peak ambient light (Interkarma)
  • Slightly increased interior ambient light (Interkarma)
  • Fix armour rating of Lord's Mail and Ebony Mail, need to recreate item if already have one with 0 armour rating (Interkarma)
  • Reseed random before genering loot piles and quests (Interkarma)
  • Fix macro %g3, %pg3 to his/her instead of his/hers (Interkarma)
  • Place support for location name macro inside dungeons (Interkarma)
  • Effects can now modify attribute maximum (Interkarma)
  • Effects can now modify chance to hit (Interkarma)
  • DrainEffect magnitude changers now public for effects (Interkarma)
  • Play VID files from console, e.g. "playvid anim0000.vid" (Interkarma)
  • Implement CastSpellOnFoe quest action (Interkarma)
  • Humanoid quest Foes spawned now match Foe gender (Interkarma)
  • AddFace/DropFace quest actions now support humanoid Foes (Interkarma)
  • Calling "place item", "place npc", "place foe" to a different location will now remove live game object in scene (Interkarma)
  • Paralyzed enemies can no longer attack player if in range (Interkarma)
  • CastWhenStrikes must now land a blow for spell to trigger, misses no longer count (Interkarma)
  • Implement fallback for quest house types - if a specific house type cannot be found quest system will fallback to use any house (Interkarma)
  • Fixed issue where quest resources could still be duplicated in a scene (Interkarma)
  • Multiple self-cast spells from CastWhenUsed now supported (Interkarma)
  • Saving throw bypass (e.g. self cast from item) now applies to CastWhenUsed items, so player will not resist their own item casts (Interkarma)
  • Quest status now shows as "ended" instead of failed, as this could be confusing for quests with no actual success condition (Interkarma)
  • Physical world boundaries are now enforced so player cannot run of edge of world (Interkarma)
  • Removed console commands "clearmqstate" and "setmqstage" as these were for early development testing only (Interkarma)
  • Removed pre-alpha main quest option when starting a new game, main quest always starts now (Interkarma)
  • Fix house containers with books only stocking "First Scroll of Baan Dar" (Interkarma)
  • Exterior buildings now have lock strength, status text shown may not reflect difficulty at this time (Interkarma)
  • Open spell now requires player to meet or exceed level of exterior lock as with interior doors (Interkarma)
  • Fix effect costs of Pacify spell variants (Interkarma)

CHAPPJO
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by CHAPPJO » Sat Jun 29, 2019 12:20 am

Nice!

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Interkarma
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Interkarma » Sat Jun 29, 2019 12:34 am

0.8.2 builds are up now with fix for static door transitions.

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pango
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by pango » Sat Jun 29, 2019 10:21 am

Even if I monitor progress almost on a day-to-day basis, I'm still impress by the amount of work achieved in a month (once again)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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MaxiM
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by MaxiM » Sat Jun 29, 2019 11:36 am

Amazeballs! I miss thew DOS version less and less with every release 8-)
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”

~ George Bernard Shaw

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Interkarma
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Interkarma » Sat Jun 29, 2019 12:41 pm

Thank you, that really helps me to stay positive. :)

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Aleryn
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Aleryn » Sat Jun 29, 2019 5:53 pm

Thank you for the progress towards lock strength and etc. within towns. My Thief can now get into more trouble =)

NoobioDF
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by NoobioDF » Sat Jun 29, 2019 7:17 pm

Some great stuff in this update, wow.

QUESTION: Do I need to start over or can I continue with my 0.7.146 save, what would be best? And will mods still work?

This June Build update has LOTS of fixes to any sort of thieving style with lock levels etc. Plus Guards able to even react to Interior Door bashing or thievery, going to make it a lot more exciting, wow. Fixes to some core problems well known in original Daggerfall, such as Paralyzed Enemies can't attack now, and no resist to cast on self as well. These are core fixes of great importance. Having the effects be able to affect attributes and chance to hit, very cool. Reseeding of random before loot piles, I could already notice this was needed from my several hours of playing. Potions no longer saying Unknown -- oh yes.

Incredible progress in one month, really outstanding. Great work by the Team. Wow, I'm stunned.

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Jay_H
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Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by Jay_H » Sat Jun 29, 2019 7:21 pm

Your save carries over. Mods should still work.
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with many all-new quests.
Progress on fixing classic quests here.

NoobioDF
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Joined: Sat Jun 22, 2019 4:03 am

Re: June Builds - Map Upgrades, Retro Rendering, Crime Features, and More!

Post by NoobioDF » Sat Jun 29, 2019 7:37 pm

@ Jay_H

Thanks for the info. Should I just unpack the new Build and overwrite the old DFU extraction, or should I just rebuild the whole thing then apply the mods and quests, then the save.

Sorry to ask such basic questions. I'd guess if there wasn't anything removed, an overwrite is okay. Quests are just in Streaming Assets anyway.

One good thing, is that by asking these questions, I learn and won't have to ask them again.

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