- 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.
Daggerfall Unity 0.10.13
- Interkarma
- Posts: 5004
- Joined: Sun Mar 22, 2015 1:51 am
Daggerfall Unity 0.10.13
0.10.13 has been posted to Live Builds. This version merges the following features developed by Hazelnut for modding world data.
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- Posts: 160
- Joined: Sun Nov 05, 2017 8:30 pm
Re: Daggerfall Unity 0.10.13
So much yes! Thank you. Expect the first new dungeon location using Daggerfall assets soon!
- Hazelnut
- Posts: 1778
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Daggerfall Unity 0.10.13
Thanks, am now preparing to release the big Fighters Guild master rank quest I've created.
- Ralzar
- Posts: 382
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: Daggerfall Unity 0.10.13
Oooooh, I know what's coming 

- Hazelnut
- Posts: 1778
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Daggerfall Unity 0.10.13
Yes you do, thanks so much for all your help Ralzar!
Mod is out now on Nexus.
Mod is out now on Nexus.