Releases: Interkarma/daggerfall-unity
Daggerfall Unity 0.11.4 Beta
General Fixes & Improvements
KABoissonneault
- Added the ability for mods to specify an item type as "noRepairs"
- Modding the character sheet's Skills dialog UI mod system
- Fix: Show biography skill bonuses during character creation
- Added two event handlers for loot spawning
- Added "weather", "season", and "climate" quest trigger conditions
- Added new time-related text macros
- Expose the SpellMaker and its subwindows to mods UI
- Added "resistance" formula overrides.
Ferital
- Cache RMB blocks
- Add %mn and %fn macros support to TalkManagerMCP
- Change NPC knowledge in Talk Manager to match classic
- Fix automap update not triggering on some occasions
- Add a runtime method to fix invalid RDB blocks
- Use classic hack to fix Orsinium overlapping blocks
Pango
- Resynchronize vital indicators after toggling large HUD bug
- Quest and enchanted items exclusions wip
- Fix Castle Wayrest backroom door messages not showing up (issue #1974)
- Stack identical books together (enhancement)
- Immediately interrupt resting if you die
- Prevent levitating and swimming diagonally from being 40% faster bug
- Don't reset lastSpell when using magic missile items bug
- Use monotonic screenshot filenames
- Preserve rumors line breaks on bulletin boards
Jefetienne
- Add Large HUD offset logic to FPSSpellCasting like in FPSWeapon
l3lessed
- SpeedChanger Updates
Hazelnut
- Allow water tile conversion to be handled by terrain texture mods
- fix warning on trade window
- Add new promptmulti action for 2-4 button message boxes in quests
- Add OnItemHover to inventory window for mods
- Open up spell book for mods
- Fix typo in DFU macro %pg1 bug
- Reset ship ownership on new game start bug
- Enable player torch shadows based on spell shadows setting
- Re-fix riding sprint in mods bug
- Refactor guild service window UI mod system
- Add formula for bank loans
XJDHDR
- Fixed ArgumentOutOfRangeException on loading game with new dungeon models
- Extra features for the CustomDoor script
Jay_H
- U0C00Y00 Fix
TheLacus
- Create ITerrainMaterialProvider and allow overriding by mods
- Add "Create > C# Mod Script" menu for quickly adding new mod script
Interkarma
- Add back Rigidbody to PlayerAdvanced
- Refill player vitals after banishment
- Prevent Seducer stunlock during transformation
- Fix out of work exception
- Use questor billboard when moved by their own quests
- Handle removal of magic items broken via combat hits
- Visibly show effect of Drain Speed on enemies
- Fix equipped "item used do" quest action handling and more
- Fix multiple "teleport pc" into dungeon desync from world
- Change Sx977 PlaySound usage
- PlaySound now counts times sound is played
- Fix ending condition for Lysandus' Revenge
- Add "print_quests" console command
- Fix exiting non ground-level doors at higher terrain altitudes
- Unlock Castle Daggerfall doors after teleporting inside
- Console font fixes
- Exclude Mantellan Crux "BOX" as crushing hazard
- Fix custom region overlay on travel map
- Do not process exhaustion event if player already dead
- Store lastKeyCode during EventType.KeyDown handling
- Force weather update after teleporting to different climate
- Don't import classis rumours in Save Explorer
Daggerfall Unity 0.11.3 Beta
Quest Debugger Input Changes
The quest debugger has a few changes to input settings. These changes are to prevent accidentally opening debugger during normal play, free up the Tab key for other uses, and to make shortcuts easier on non-US keyboards. For example, the square bracket keys [ and ] are not so easy to use on AZERTY keyboards.
If you are not a quest author or don’t care about quest debugger, you can ignore these changes.
- Quest debugger is now disabled by default. Must edit EnableQuestDebugger=True in settings.ini to activate it again.
- Ctrl+Shift+D now cycles through debugger display states off/partial/full
- Ctrl+Shift+LeftArrow now opens previous active quest while debugger active
- Ctrl+Shift+RightArrow now opens next active quest while debugger active
- Ctrl+Shift+UpArrow now teleports to next dungeon quest marker while debugger active inside dungeon
- Ctrl+Shift+DownArrow now teleports to previous dungeon quest marker while debugger active inside dungeon
Note: Some inputs might move character, e.g. Ctrl+Shift+D will also move character slightly to right when activating debugger. This is expected and not considered a breaking issue for a debug/development feature that is normally disabled.
General Fixes & Improvements
Pango
- Potion maker: Fix issues tracking ingredient stack count between cauldron and player inventory
- Conjured arrows: Don't stack conjured arrows with different time-to-live
- Conjured arrows: Always shoot conjured arrows first, priority to lowest time-to-live
- Conjured arrows: Change colour of arrows to show if conjured or real in inventory and arrow counter on HUD
- Conjured arrows: Prevent shooting a conjured arrow converting to a real arrow
Ferital
- World: Fix classic bug relating to %ef macro not using correct local race for building names
Hazelnut
- DaggerfallQuestJournalWindow: Change access permissions to allow overriding by mods
- DaggerfallQuestJournalWindow: Allow events to be overridden by mods
- DaggerfallLoot: Allow mods to add or modify loot items via FormulaHelper.ModifyFoundLootItems() override
- Inventory UI: Right-click now works as described in Daggerfall manual to perform complement of equip/remove, appearance cycling moved to middle-mouse
KABoissonneault
- DaggerfallInventoryWindow: Change access permissions to allow overriding by mods
- Biographies: Fix issues parsing patched BIOG files
- Biographies: Add ability to add custom biographies
- FormulaHelper: Add hook to override CalculateCasterLevel
- FormulaHelper: Add hooks to override spell costing formulas CalculateTotalEffectCosts, CalculateEffectCosts, ApplyTargetCostMultiplier
- Magic: Fix spells with multiple effects ending too early
Bl4ckh34d
- World: Fix incorrect nature billboards at climate borders
XJDHDR
- ActionDoor: Add support for MeshCollider
- RuntimeMaterials: Fix bug where dungeon texture not applied if runtime material not attached to base object
- MeshReplacement: Fix regressions of new scripts not added to mod-added models
TheLacus
- TextBox: Do not draw defaultText if null
Interkarma
- World: Extend town borders by 4096 units - increases distance at which flavour text is displayed, guards will chase player out of town, etc.
- Magic: Fix player not receiving payload of Damage Fatigue effect
- Formula: Fix randomness of levelup health roll so this is always different, even after a reload
- Localization: Fix exception when determining size of new font atlas using deprecated fields
- Engine: Update Addressables package to 1.17.17