Daggerfall Unity 0.10.19

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Interkarma
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Daggerfall Unity 0.10.19

Post by Interkarma »

Daggerfall Unity 0.10.19 is now available on Live Builds. This release fixes an issue with main quest terminating incorrectly. Please update as soon as possible.

A big thank you to everyone who added new code and fixes to this release. :)

New Features
  • Implement magic item "on held" degradation (still requires "on equip" degradation for held items and periodic effect reroll) (Numidium)
  • Implement enemy fall damage (Pango)
General Fixes & Improvements
  • Fix individual NPC questors issue that could result in crashing main quest (Ferital)
  • Add null check in editor when using "new character" startup option for debugging (Aelthien)
  • Prevent mobile NPCs from pathing into geometry not masked by navigation map, e.g. Sentinel castle stairs (Pango)
  • Fix size of female Spellsword casting animation (Pango)
  • Show custom loiter limit value in "You cannot loiter more than X hours at a time." message popup (Pango)
  • Allow any key down (e.g. hold shift) to force display launcher settings if previously disabled (Pango)
  • Improve animation and brightness of Mantellan Crux fire walls (Pango)
  • Prevent attack button clicks from closing message box popups (Pango)
  • Add more light sources to be emissive (Pango)
  • Improvements to player speedchanger - fixes speed change when bunny-hopping forwards while jump key held down (Pango)
  • Exclude player from their own weapon hit checks to prevent blocking casts at acute attack angle (e.g. attacking rats) (Pango)
  • Stop headbobbing animation when player not grounded (jefetienne)
  • Set armour correctly for shoes when loading equipment (Hazelnut)
  • Added method UIWindowFactory.GetWindowType() that seeks UIWindowType enum value from Type (TheLacus)
  • Fixes region update in $CUREWER (Jay_H)
  • Fix animation indices of character creation questions UI (Numidium)
  • Fix some races getting wrong backstory after character creation (Numidium)
  • Refactor quest system dependencies to decouple resource instantiation from quest compilation (JorisVanEijden)
  • Fix ExtraSpellPts effect payload not being applied during restore (JorisVanEijden)
  • Don't execute effect system while restore in progress (JorisVanEijden)
  • Add clearclick handler for Elysana in S0000009 (JorisVanEijden)
  • Disable soul trap after capturing soul to prevent multi-soul capture (JorisVanEijden)
  • Prevent backwards time travel for vampire characters arriving at night (JorisVanEijden)

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pango
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Re: Daggerfall Unity 0.10.19

Post by pango »

Interkarma wrote: Sat Feb 08, 2020 11:01 pm
  • Stop headbobbing animation when player not grounded (Pango)
Actually that one is jefetienne's
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Interkarma
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Re: Daggerfall Unity 0.10.19

Post by Interkarma »

My apologies to jefetienne, have corrected this now in notes.

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Seferoth
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Re: Daggerfall Unity 0.10.19

Post by Seferoth »

Thank you for the update and all your hard work. :)

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alphaTECH
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Re: Daggerfall Unity 0.10.19

Post by alphaTECH »

Interkarma wrote: Sat Feb 08, 2020 11:01 pm[*] Implement magic item "on held" degradation (still requires "on equip" degradation for held items and periodic effect reroll) (Numidium)
Grumble grumble... you know how expensive those things are?! :cry:

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mikeprichard
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Re: Daggerfall Unity 0.10.19

Post by mikeprichard »

Interkarma wrote: Sat Feb 08, 2020 11:01 pm[*] Implement magic item "on held" degradation (still requires "on equip" degradation for held items and periodic effect reroll) (Numidium)
As I mentioned in the relevant bug topic (viewtopic.php?f=24&t=2584&start=50#p34888), there are a couple other things that still need resolution re: magic item degradation (unless someone tested and confirmed the mechanics outside the forums?):

1) Are "when held"/"when strikes"/"when used" enchanted items made through the Mage's Guild/Temple of Julianos item maker service subject to the same durability degradation rules as similar enchanted items found in loot/as quest rewards/at magic item merchants with the same enchantments?

2) Do "when used" or "when strikes" enchanted items made through the item maker service with more than one enchantment degrade at a rate of (10 points x number of enchantments) per use/strike, or only at 10 points total per use/strike? (I know this one doesn't affect "when held" items, but it's still relevant to the general issue.)

There's also a potential (?) bug I mentioned at (viewtopic.php?f=24&t=2584&start=40#p34685):

The UESP page at https://en.uesp.net/wiki/Daggerfall:Enchanting_Items implies that items made with the enchantment "Good Reputation With" apply the enchantment only when the item is equipped, while items made with the enchantment "Bad Reputation With" apply the enchantment even when the item is not equipped (i.e. in the character's pack or wagon). If this is actually the case, this might be something for DFU to "fix".

Thanks as always for the new build!

L57
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Re: Daggerfall Unity 0.10.19

Post by L57 »

Implement enemy fall damage (Pango)
Special thanks for this feature!

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pango
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Re: Daggerfall Unity 0.10.19

Post by pango »

Personally I'd like to thank JorisVanEijden, impressive debugging efforts!
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When a measure becomes a target, it ceases to be a good measure.
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haloterm
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Re: Daggerfall Unity 0.10.19

Post by haloterm »

thanks for the update! :)

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King of Worms
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Re: Daggerfall Unity 0.10.19

Post by King of Worms »

Thanks for the update guys, really impressive progress!

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