Daggerfall Unity 0.10.22

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Interkarma
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Daggerfall Unity 0.10.22

Post by Interkarma »

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
  • 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)
General Fixes & Improvements
  • 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)

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pango
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Re: Daggerfall Unity 0.10.22

Post by pango »

Restore Sx007 "The Werebeast" full optional path (Interkarma)
I almost forgot about that, sweet!

Thanks to everyone involved :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

hello
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Re: Daggerfall Unity 0.10.22

Post by hello »

awesome, just when i was about to start a new playthrough :)
thanks a ton for your continued work everyone

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emmathepony
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Re: Daggerfall Unity 0.10.22

Post by emmathepony »

More fixes just in time for a new playthrough!

Blw3
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Re: Daggerfall Unity 0.10.22

Post by Blw3 »

Thank you so much ! I can finally become the most feared battle mage in the Iliac bay !!

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Baler
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Re: Daggerfall Unity 0.10.22

Post by Baler »

WOOHOO! Daggerfall Unity is the best!
Thank you!!! :D
DFU Discord Link: http://discord.gg/HXMrKU6

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King of Worms
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Re: Daggerfall Unity 0.10.22

Post by King of Worms »

Nice bunch of fixes and updates, thanks! Now to include that in my mod... the Arrays for terrain textures, test new clothing with new spawn command (works - confirmed) and fix the weapon positions for females as that archive is finally working.

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Helegad
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Re: Daggerfall Unity 0.10.22

Post by Helegad »

pango wrote: Sun Apr 05, 2020 8:55 am
Restore Sx007 "The Werebeast" full optional path (Interkarma)
I almost forgot about that, sweet!

Thanks to everyone involved :)
Was that ever an official path that came broken with DFDOS? I know Donald Tipton either added it or fixed it at some point.

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Interkarma
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Re: Daggerfall Unity 0.10.22

Post by Interkarma »

The alternate path wasn't in the original DOS version. It comes from Tipton's QUESTPAK.ZIP along with many regular quest fixes.

I thought a long time about whether it should be included in DFU or not, as the alternate path uses a couple "hacky" things related to classic quest system that needed specific support to be coded in DFU for equivalence. The following points convinced me to include it:
  • The alternate path is very popular and a lot of people consider it part of their classic Daggerfall memories without realising it was an early community change.
  • It's still possible to play the standard path (just kill the beast and return to Cyndassa) albeit in a fixed rather than random dungeon. The optional path doesn't force the player to do anything different if they don't want to.
  • Tipton was one of the early giants of the Daggerfall scene. We used his TEMPLATE decompiler to export all the quests, including his fixes, as a starting point. And the quest scripting language used by DFU is actually an enhanced and expanded version of TEMPLATE. Tipton clearly had a fondness for this quest, and it only seemed right to include it.

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Jhonrock
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Re: Daggerfall Unity 0.10.22

Post by Jhonrock »

This version seems to have solved a small sound problem I've been experiencing in the previous version. After some time playing, the game sound start to stutter very briefly every time the game finished to load anything. You can also see (or hear) this odd behavior in the streams Zaric Zhakaron has been doing lately.

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