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.

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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.

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