Daggerfall Unity 0.10.16

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Interkarma
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Daggerfall Unity 0.10.16

Post by Interkarma » Sat Dec 21, 2019 8:57 am

0.10.16 has been posted to Live Builds.

General Fixes & Improvements
  • Shorten labels for "Delete Save" and "Rename Save" to work with non-SDF fonts (Hazelnut)
  • Add location index to interior NPC name seed to ensure unique per location (Hazelnut)
  • Clean up corpses from persistent interiors such as player-owned buildings and rented taverns when player exits world cell (Hazelnut)
  • Move climbing skill check and weapon anim times to overridable formulas (Hazelnut)
  • Classic quest fixes (Jay_H)
  • Accept numeric keys without shifting for international keyboard compatibility (Pango)
  • Can now bash close doors like classic (Pango)
  • Added clang sound when weapon strikes static geometry (Pango)
  • Fix classic key values for Free Action and Climbing spells so these import correctly from classic saves (Pango)
  • Fix "tdbg" FPS display while game is paused (Pango)
Added to 0.10.17
  • Don't suppress world when loading interior save, fixes related bugs such as banking not having buildings for sale after loading inside a bank and exiting from door above ground level (Ferital)
  • Fix separator in quest text (Pango)
  • Lower Fire Daedra brightness (Pango)
  • Remove 30-day timer from Stronghold of the Blades (Interkarma)
  • Fix NullReferenceException in scene caching (Interkarma)

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King of Worms
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Re: Daggerfall Unity 0.10.16

Post by King of Worms » Sat Dec 21, 2019 10:53 am

Nice update guys, thank you!

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EyeBeat
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Re: Daggerfall Unity 0.10.16

Post by EyeBeat » Sat Dec 21, 2019 12:17 pm

Thank you for all the hard work!

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Hazelnut
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Re: Daggerfall Unity 0.10.16

Post by Hazelnut » Sat Dec 21, 2019 12:18 pm

Thanks for doing this build in time for Christmas!

I've just released a new version of Roleplay&Realism and a new mod Loot Realism - both built on changes in this release.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Seferoth
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Re: Daggerfall Unity 0.10.16

Post by Seferoth » Sat Dec 21, 2019 2:32 pm

Thank you for the perfect christmas gift! :)
You can't have a nightmare if you never dream.

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pango
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Re: Daggerfall Unity 0.10.16

Post by pango » Sat Dec 21, 2019 5:22 pm

Just noticed something kinda silly... You get a clang sound even if you hit walls with your bare fists/feet :roll:
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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OMightyBuggy
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Re: Daggerfall Unity 0.10.16

Post by OMightyBuggy » Sat Dec 21, 2019 6:39 pm

Does this fix broken mods from 0.10.15?
Image

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Hazelnut
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Re: Daggerfall Unity 0.10.16

Post by Hazelnut » Sat Dec 21, 2019 6:53 pm

No.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Seferoth
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Re: Daggerfall Unity 0.10.16

Post by Seferoth » Sat Dec 21, 2019 6:58 pm

OMightyBuggy wrote:
Sat Dec 21, 2019 6:39 pm
Does this fix broken mods from 0.10.15?
I think the only mod currently not working in 0.10.16 is the Ironman mod.
You can't have a nightmare if you never dream.

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OMightyBuggy
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Re: Daggerfall Unity 0.10.16

Post by OMightyBuggy » Sat Dec 21, 2019 7:00 pm

Hazelnut wrote:
Sat Dec 21, 2019 6:53 pm
No.
Ouch. Maybe I should of stayed on 0.10.14. :(
Image

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