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)
- 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)