Skip to content

Releases: Interkarma/daggerfall-unity

Daggerfall Unity 1.0.0 Release

30 Dec 21:58
Compare
Choose a tag to compare

image

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes. Version 1.0.0 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

Release 1.0

After several years of continuous development, Daggerfall Unity is finally at 1.0 Release stage. All game features have been implemented with a good baseline of stability and performance. The project will now move into post-release community support and maintenance. The future of Daggerfall Unity development will now steer towards future mod support.

General Fixes & Improvements

Interkarma

  • "MyDaggerfallUnityScreenshotsPath" setting missing default 66043a1
  • "AutomapNumberOfDungeons" setting saved to wrong section 0e655cf

Daggerfall Unity 0.16.3 Release Candidate

17 Dec 22:11
Compare
Choose a tag to compare

screen

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes. Version 0.16.3 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Interkarma

  • Fix settings parser not having defaults ready for sync in certain configurations d1e3391

Daggerfall Unity 0.16.2 Release Candidate

24 Nov 23:18
Compare
Choose a tag to compare

screen

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with minor localization enhancements and bug fixes. Version 0.16.2 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Hazelnut

  • Add null check to inventory window #2543

Interkarma

  • Output talk_print exception to log a14b58c
  • Localize immutable Nord suffix "sen" 0da542d
  • Fix spurious "?" characters entered by backspace on Linux dcd327f
  • Localize string to confirm default controls
  • Fix two cases of unlocalized %cn (city name) in TalkManager b969952
  • Localize joystick (controller) binding UI 35e0d93
  • Fix shopkeeper 182-0 face index 01fbb72
  • Fix localized quest messages not restored on load b896674
  • Fix RSC 5242 text "ofthe" to "of the" 46a65fd
  • Harden reading settings file to prevent startup freeze f3ed7fa
  • Add %pg4 for missing pronoun His/Hers 83ce866
  • Localize save/load prompt text format 6972da2

Daggerfall Unity 0.16.1 Release Candidate

12 Oct 00:32
Compare
Choose a tag to compare

image

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with several localization enhancements and bug fixes. Version 0.16.1 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Unity Splash

Starting from 0.16, Daggerfall Unity will display a customised Unity splash for 2 seconds then load the standard launcher splash. Here's what it looks like in this release.

image

My reasoning for enabling the splash:

  1. I'm moving on from Daggerfall Unity after 1.0 and won't be maintaining a Unity subscription (which is currently required to remove the splash). Unity also recently removed the more affordable Plus tier which makes this cost prohibitive anyway.
  2. I feel it's important to normalise splash so that any future stewards or variants of this project do not feel like they need to pay for a Unity sub just to be on parity with the main release. Everyone is equal and you all own Daggerfall Unity now.
  3. Splash provides future stewards or variant projects the ability to customise start with their own identity.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Hazelnut

  • Allow extension to travel calculator for mods #2539

King of Worms

  • Create HD version of Daggerfall Workshop logo for splash

Interkarma

  • IME support for CJK keyboards f760f1f
  • Dynamic glyph loading for custom fonts 94d9ec6
  • Update logo and splash with thanks to King of Worms for HD logo 02a2b40
  • Disable collider on MagicCandleBehaviour billboard if mod adds one 3c23458
  • Add 1px width padding to label check to fix final character being culled a0c9554
  • Set sdfGlyphSpacing to 0 to fix unintended extra character spacing in custom fonts a750eed
  • Add DisplayName field to tutorial quest 05b08d9
  • Localize action type 12 answer strings such as "yes", "shut up", "benefactor" e3a94e1
  • Action type 12 answer use case insensitive compare a413a03
  • Use subfolder for Master CSV Files instead of zip 3b3c436
  • equippingWeapon string to use localized names 244fce5
  • Do not expand macros for quest letter tooltips for performance reasons 319e5c0
  • Make jumping force multipliers public 0ed1464
  • Fixed BIOG question text description to match +200 gold bonus 25a77ee
  • Fix lookup issue for localized quest name e914214
  • Use localized skill name when enemy pacified 8fc527a
  • talk_print console command fa56017
  • Add helper to load CSV as dictionary 521dd1e
  • Remove Mage Light from sale, retain in spellmaker 909d1c5
  • Read Mage Light example strings from CSV 3a251d1
  • Slightly increase Mage Light range and intensity aa996c3
  • Seek NameGen.txt from StreamingAssets.txt for localization purposes 80f8857
  • Fix hit points down button mouse event b62818c
  • Localize "Random" button text 3113e38
  • Console command to add random potion recipe 96e06f3
  • Use localized item name for recipe ingredients fedc92a

Daggerfall Unity 0.16.0 Release Candidate

20 Sep 00:11
Compare
Choose a tag to compare

image

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with minor localization enhancements and bug fixes. Version 0.16.0 is intended to be a stable release for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Release Candidate

Daggerfall Unity is in Beta no more! We are now entering the Release Candidate phase in the final lead-up to version 1.0. This is the point where mod creators should ensure their work is compatible and updated if necessary. If no showstopping problems are found in this candidate, then Daggerfall Unity will progress to 1.0 on the following release.

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.16.x, please reach out on the forums or Discord for help.

Unity Splash

Starting from 0.16, Daggerfall Unity will display a customised Unity splash for 2 seconds then load the standard launcher splash. Here's what it looks like.

image

My reasoning for enabling the splash:

  1. I'm moving on from Daggerfall Unity after 1.0 and won't be maintaining a Unity subscription (which is currently required to remove the splash). Unity also recently removed the more affordable Plus tier which makes this cost prohibitive anyway.
  2. I feel it's important to normalise splash so that any future stewards or variants of this project do not feel like they need to pay for a Unity sub just to be on parity with the main release. Everyone is equal and you all own Daggerfall Unity now.
  3. Splash provides future stewards or variant projects the ability to customise start with their own identity.

Featured Changes

Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.

This may change as the project enters post 1.0 support and the community continues to evolve this project in unexpected ways. But for now, the goal is to enable mod compatibility and stability for 1.0. Every change has the potential to break something for mods, and we don't want to do that again for a while.

General Fixes & Improvements

Jay_H

  • Fix R0C11Y26 click clearing #2537

Interkarma

  • Localize hand-to-hand damage format string ee6c538
  • Localize affiliation format string f872f0a
  • Add hooks to cycle interaction modes from mods 2650483

Daggerfall Unity 0.15.4 Beta

27 Aug 23:44
Compare
Choose a tag to compare

image

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with localization enhancements and bug fixes. Version 0.15.4 is intended to be a stable beta for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Mod Compatibility

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums or Discord for help.

Note: This release has been updated to 0.15.4a to address an issue with mod compatibility.

Featured Changes

Ted Peterson - Bourn in Wood Parts 1 and 2

image

Daggerfall Unity now has two exclusive in-game books written by none other than Ted Peterson, the lead designer of Daggerfall and one of the fathers of The Elder Scrolls. Ted is the author of several in-game books you've discovered over the years in Arena, Daggerfall, Morrowind, and Oblivion. He is also the namesake of Sheogorath, the Daedric Prince of Madness.

These two books offer some background and motivation for a key figure in Daggerfall's story. They can be discovered once the player has progressed past a key moment in the game.

Ted wanted to be clear these books are in no way official and should not be considered canon. If Bethesda does something different with these characters in future then whatever Bethesda does is canon. Please also note that Part 1 and 2 are not the complete series, just the first two chapters.

We are very grateful to Ted for donating his time and talent to create something unique and special for Daggerfall Unity. Check out Ted's new game The Wayward Realms by OnceLost Games. This is a spiritual successor to Daggerfall led by Ted Peterson and Julian LeFay.

General Fixes & Improvements

chloelcdev / Hazelnut

  • Reset seed to ensure magic item shop theft randomization #2529
  • Ensure GetMerchantMagicItems preserves seed #2534

Jay_H

  • Fix text line in R0C11Y28 9d5ee7c
  • Fix misplaced rumor in C0B00Y01 #2536

Pango

  • Fix description of Wayrest Painting non-magic look ce9d09e
  • Make sure description matches painting gfx a545fd1
  • Fix regression caused by #1861 #2533
  • The Cursed Weapon quest typo bce56fd

DunnyOfPenwick

  • Dim backgound for DaggerfallEffectSettingsEditorWindow to match classic #2532

Interkarma

  • Fixes to R0C11Y28 1ad4507
  • Fix placement in Lord K'avar Part III 45a40eb
  • Fix map name reader edge case overflow a322cf5
  • Use localized class name during character creation c1fc28d
  • Use localized quest display name in popup list 7805d4f
  • Localize guild rank names 79b1ea2 87774e6 536b4d5
  • Merge Bourn in Wood parts 1 and 2 8b49619
  • Don't disable ClassicUpdate for non-pausing window b85d62c
  • Don't suppress world when starting in dungeons 53ce636
  • Fixes crash when loading a save game with invalid book IDs c75c15f
  • Downgrade missing book editor error to warning c266c4e
  • Add readme to CifRci and Img folders to prevent build stripping e5f6a7d
  • Fix small-size texture compression threshold check 4a65a03
  • Disambiguate Daedric/Orcish strings between skill and material 5694cf2
  • Localize mid date-time format string seen on save/load UI e38246b

Daggerfall Unity 0.15.3 Beta

25 Jun 23:25
Compare
Choose a tag to compare

image

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with localization enhancements and bug fixes. Version 0.15.3 is intended to be a stable beta for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

For a summary other changes in 0.15 prior to now, see patch notes for pre-releases 0.15.1 and 0.15.2.

Mouse Smoothing Update

An improved method of mouse smoothing was added in 0.15.1 (see that release for more details). If you previously had mouse look smoothing enabled, your mouse look sensitivity will now feel lower than before. Increase sensitivity in settings until this is back to a comfortable level. If you previously had mouse smoothing disabled, you can disable the new method by setting Mouse Smoothing to None or try one of the lower power settings.

image

Mod Compatibility

If you find a mod not compatible or broken by this release, please notify mod author on Nexus or Released Mods on forums.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums or Discord for help.

Featured Changes

Interkarma - Read localized quest sources c1e0869

The localization system will now seek for translated quest sources in StreamingAssets/Text/Quests. The translated quest file should have the same name as parent quest with -LOC appended. For example: M0B00Y16-LOC.txt.

The translated quest file must retain the header and QRC: section of source quest, but anything after QBN: is ignored and can be removed from translated quest file. Here's an example using pseudo-localized text.

image

image

With this change, translated quest text can be maintained using a simple text editor. As the QBN: section is not used in -LOC quests, none of the programming or logic of quests will be impacted. Internally, DFU builds a database of text strings from translated quests and will preferentially use those strings at runtime.

This change also makes it possible for translators to also provide localized versions of external quests, such as those from a quest pack mod.

The article Translating Daggerfall Unity will be updated soon to reflect this change.

General Fixes & Improvements

Pango

  • Rewrite of CSV regex parsing to avoid exponential behavior #2513
  • Fix TextManager.GetLocalizedTextList returning spurious ^M characters #2514
  • Use hamburger button instead of chevron for options #2518
  • Add an option to hide PersistentDataPath in launcher #2521
  • Allow clicking on save thumbnail to open save directory on Linux #2522
  • Localize "USE"d maps #2523
  • Prevent creation of 0 gold Letters of Credit 21ea64e
  • Fix biography spurious questionmarks on empty lines #2525

KABoissonneault

  • Allow custom sound indices in SoundReader.GetAudioClip. #2515
  • Remove ! prefix from spell bundles in Active Spells HUD tooltips #2516

Jay_H

  • Spawn fix for Former Student part 2 #2527

Sappho20 + hornc

  • Commit spelling errors fixes from issue #2503 #2526

Interkarma

  • Fix typo in training text 4023 variant 41a6188
  • Building name generation to overridable formula 5e5fc9b
  • Improve handling of bad book ID 10000 71c181a
  • Support conditions defined in localized books 279951b d934561
  • Refine book reader page panel size 8b1eb83
  • Use localized names in map_revealbuildings command 6dde1c4
  • Disabled "A Mix Up" in quest lists d4f0ffc
  • Restore original Deserialize() method signature 157236b

Daggerfall Unity 0.15.2 Beta [Pre-release]

24 Apr 00:54
Compare
Choose a tag to compare

Preview Release

Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.15.

If you do not wish to test upcoming changes or provide feedback to developers and modders, please download the previous stable Beta release Daggerfall Unity 0.14.5 instead.

Impact to Mods

Changes in 0.15.x are considered "low-moderate impact" to mods. Mods compatible with 0.14.5 should generally remain compatible with this release. Some mods could be impacted depending on which part of the game mod targets. Mod creators please test your mods to confirm compatible with this release and update/rebuild if needed. This ensures your mod is ready for the next general release.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums for help.

Providing Feedback

Please help mod authors by testing their updated mods with this release and providing them with your feedback on Nexus or on the forums.

If you encounter any new issues in this release not present in the previous general release, please post details to Help & Support on the forums.

Featured Changes

Interkarma - Localization Upgrade

Continuing the localization upgrade in 0.15.x, further localization support has been added in 0.15.2. New CSV files have been added to Master Localization CSV Files 0.15.2.zip. For previous localization path notes, see 0.15.1 release.

The following localization support has been added in this release:

  • Support larger replacement alphabets. Some alphabets required more characters for writing translations. Increased character support of font replacement atlas to fit approx. 5000 total characters.
  • Ingredient/Weapon/Armor format strings can now be localized using ingredientFormatString, longWeaponNameFormatString, longArmorNameFormatString in Internal_Strings.csv.
  • Remaining settings text (e.g. slider control values) now in Internal_Settings.csv.
  • Spell names now in Internal_Spells.csv.
  • Item template names now in Internal_Items.csv.
  • Artifact and magic item template names now in Internal_MagicItems.csv.
  • Faction names now in Internal_Factions.csv.
  • Attribute ratings (e.g. "very strong", "cunning") now in Internal_Strings.csv.

Note On Text Caching

When localizing Daggerfall Unity, some text data is cached in various places and may still display in default English even though you've translated properly. Below are the main cases you will encounter this during translation, and some tips to work around.

  • Item and spell names already in saves. Any spells and items already instantiated and present in player's save data will not be localized. Player may set custom names for their created spells and items, so this cannot be changed without potentially overwriting player's custom names. New spells and items created from template will be created using localized template names.
  • Names of discovered buildings. When changing faction names impacting buildings (e.g. translating "The Mages Guild"), any buildings already discovered by player will have their names cached to DiscoveryData.txt in player save. Use console command "refresh_buildingnames" to reset all building names in discovery data at current location. Delete file DiscoveryData.txt from save to reset this globally. Note the latter will clear all player discovery state.
  • Rumours involving factions. Some rumours involving factions (e.g. Faction X is now at war with Faction Y) are pre-expanded and cached to ConversationData.txt in player save. To workaround, travel for over 38 days to cycle in fresh rumours or delete ConversationData.txt from save.
  • Names in active quests. Names and locations in active quests will not be localized until quest ends and recompiles. Use console command "purgeallquests" or delete QuestData.txt from save to clear all quests. Then restart quest using localized version.

General Fixes & Improvements

KABoissonneault

  • Moved EnemyEntity methods to FormulaHelper for mod override #2493

Interkarma

  • Don't call ChangeDye for artifact weapons and armour aaa943a
  • Micromap QoL enabled by default dc48808
  • Support larger replacement alphabets b058866
  • Localize ingredient and weapon/armor format strings 05047fb
  • Fix quest text: "haggline" to "haggling" 8e2a44a
  • Added characters œ, Œ to default font f0a5251
  • Halve default WeaponAttackThreshold 7a1dae6
  • Embed AudioSynthesis code and remove DLL #2509
  • Fix culture sensitive string comparisons in AudioSynthesis 2f66d8e 27f75e0
  • Don't convert artifact display name to enum value 95209c0
  • Update Master Localization CSV Files zip 0a44c59
  • Add "refresh_buildingnames" console command a003609

Daggerfall Unity 0.15.1 Beta [Pre-release]

17 Apr 03:51
Compare
Choose a tag to compare

Preview Release

Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.15.

If you do not wish to test upcoming changes or provide feedback to developers and modders, please download the previous stable Beta release Daggerfall Unity 0.14.5 instead.

Impact to Mods

Changes in 0.15.x are considered "low-moderate impact" to mods. Mods compatible with 0.14.5 should generally remain compatible with this release. Some mods could be impacted depending on which part of the game mod targets. Mod creators please test your mods to confirm compatible with this release and update/rebuild if needed. This ensures your mod is ready for the next general release.

If you are a mod creator and encounter any difficulties rebuilding your mod for 0.15.x, please reach out on the forums for help.

Providing Feedback

Please help mod authors by testing their updated mods with this release and providing them with your feedback on Nexus or on the forums.

If you encounter any new issues in this release not present in the previous general release, please post details to Help & Support on the forums.

Featured Changes

Interkarma - Localization Upgrade

The localization feature in Daggerfall Unity has received significant upgrades. Translating the game is now easier and involves less technical overhead than in previous releases.

DaggerfallUnity_2023-04-06_18-53-09
French language screenshot credit Daneel53

To summarise the improvements in this release:

  • Simplified workflow to create translation mods.
  • No need to use the Unity editor or write any code.
  • Replace fonts simply with a .ttf or .otf file.
  • Replace in-game text with only CSV and .txt files.
  • More text can be translated than ever - quests, location names, books, almost all text in game now.
  • Add colour, text scaling, and images to book text.
  • Easily share translations as simple .zip files and unzip into StreamingAssets.
  • Several bug fixes and updates to localization layer in DFU to support all this and make things easy as possible to work with using basic tools like Excel and Notepad.
  • A zip file of master localization CSV files is included with game release.

Article below is a fast but detailed introduction to translating DFU in 0.15.1 and later. This article supersedes any previous translation process.

https://www.dfworkshop.net/translating-daggerfall-unity/

AverniteDF - Improved Mouselook Smoothing #2479

Daggerfall Unity's mouse look smoothing has been updated. This new method by AverniteDF has uniform mouse sensitivity parity whether smoothing is on or off, and allows for setting a variable amount of smoothing rather than simply on/off. You can now configure smoothing to six levels: None (disabled), Lowest, Low, Medium (default), High, Highest.

image

Note: If you previously had mouse look smoothing enabled, your mouse look sensitivity will now be lower than before. Increase sensitivity in settings until this is back to a comfortable level.

image

Mouse look sensitivity maximum has also been increased from 8.0 to 16.0 as part of this change. The default has also been increased, but this won't change existing setups.

General Fixes & Improvements

Jefetienne

  • Fix broken keybinding for modifier combo keys such as Ctrl and Alt #2458

Numidium

  • Rework weapon caching and fix scaling issue #2462
  • Adjust arrow position relative to camera rotation #2471

Pango

  • Serialize PlayerTeleportedInsideDungeon so that Castle Daggerfall doors can be opened from inside after teleport and save/load #2464
  • Fix two typos in locale_set description 33ba92f
  • Use uppercase ?PAINT.CIF filenames for case-sensitive filesystems 2f9906b

JayH

  • Update K0C00Y06.txt (A Mix-Up) quest to fully restore lost legal repute at end of quest #2463
  • Quest fixes Nov 2022 (R0C11Y28, S0000500, S0000501) #2466
  • Quest fixes Jan 2023 (M0B11Y18, S0000003, S0000015) #2488
  • Add time limit reminder to DB entrance quest #2496

andrew-raphael-lukasik

  • [Editor] Draw building door debug trigger outlines using OnDrawGizmosSelected() #2450
  • DaggerfallBillboardBatch fix for OnDestroy issue #2456 #2427
  • Better exception message for SerializableStateManager.GetStatefulGameObjectType #2444

nights192

  • Fix lycanthrope guard despawning improperly #2469

DFIronman

  • Raise an event when a crime is committed #2474

JorisVanEijden

  • Fix %god macro for fighters guild #2478
  • Fix message trigger condition bug when giving the totem to Gothryd #2482
  • Fix The Relic quest (C0B10Y15) not giving extra reputation #2483
  • Always allow custom items to handle UseItem themselves #2481

Interkarma

  • Update Addressables to 1.21.1, Localization to 1.4.2 4642378
  • Support for loading TTF and OTF fonts from StreamingAssets/Fonts 4d5b9b6 08a0b30
  • Add StringTablePatcher for localization via external CSV files 659f2f1 d921931
  • Output debug list of missing default chars in font 7ada0f7
  • Allow localization of quest message text from CSV 899e4d6 a771d33
  • Migrate building names to localization ff7d7cb
  • Migrate region names to localization 35f6978 dec7d3b 27d2f92 53447a1 56bf64c
  • Allow localizing location names from CSV 934062e 32e47a4 804c0d4
  • Localize location name on bulletin boards 24d9e27
  • Localize region name in Place Macro4 49799a1
  • Localize additional Person and Place macros 27757d9
  • Localize "travel to" region and location names e52571e
  • Localize "would you like to travel to" prompt 13e174d
  • Localize location name on travel map 70aadac
  • Travel map search and list localized location names 9b8b471
  • Handle localized Place name when clicking through journal 87041f0 33c8d2e
  • Workaround for journal goto clicks and older saves d011326
  • Add default localized books to base game 7937b4c
  • Add LocalizedBook support 6310a34 5d3a919
  • Rework book reader UI to use LocalizedBook data edd2a77
  • Add "missing" book due to wrong ID 6a97e93
  • Show localized book title/author in tooltip and info popup 84af0c6
  • Add image markup to localized books 38e4f68
  • Fixes to "Invocation of Azura" book text 17fb018
  • Double mouselook sensitivity maximum to 16.0 c22bf05
  • End Levitate when no rounds remaining e18422e
  • Fix constant effect lifecycle to end properly at 0 rounds f55fe29
  • Seek CSV files from mods 121c9c2
  • Seek FLC from StreamingAssets 522c4ba
  • Adjust default mouselook sensitivity post smooth upgrade 0286cf2
  • Fixes to eye height calculations in PlayerHeightChanger 0d24d3e
  • Prevent CurrentRegionIndex out of range 06687cf
  • Fix singleton soul gem not assigning penalties cadc7f3
  • Lower secondary "isplayerinside" flags on building exit 8b5e3b0
  • Migrate date time strings to localization e5088be
  • Display non-localized region name from older saves c15b4fa
  • Handle escaped quotes read from CSV 3c57976
  • Exclude completed quests from active person check 8391ba0

Daggerfall Unity 0.14.5 Beta

30 Oct 23:29
Compare
Choose a tag to compare

image

Getting Started

If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary

This release is an improvement update for Daggerfall Unity with bug fixes and performance enhancements. Version 0.14.5 is intended to be a stable beta for general play. If you experience new issues with this version, please report to Help & Support on the Workshop Forums.

Mod Compatibility

If you find a mod not compatible or broken by this release, please contact the mod author on Nexus or Released Mods on forums.

Featured Changes

andrew-raphael-lukasik - Terrain and Foliage Performance Improvements #2421 #2436

Two key changes provide faster terrain and foliage generation while player is exploring Daggerfall's overworld. The first is enabling [BurstCompile] for existing jobs. Burst is a compiler that translates IL Job code into native code. As the terrain system runs heavily on Job code, this is a nice boost to loading times and when streaming terrain. According to the author, Job code is about 10x faster and loading times are around 20% - 40% faster.

Before Burst (about 5 seconds total work)
image

After Burst (about 0.4 seconds total work)
image

The second change is refactoring wilderness foliage billboard mesh generation to use a a Burst-compiled multithreaded setup. What this means is that setting up foliage for new terrain chunks is several times faster and takes less time from the main thread.

Before (about 260ms)
image

After (about 30ms)
image

These are very nice changes and will benefit everyone with faster loads and smoother terrain streaming. Congratulations to Andrew for all the hard work on this one!

Numidium - Remove Stutter When Switching Weapons Between Hands #2394

Another performance improvement. When switching weapons (default H key), DFU would previously reload weapon images every time. This was to keep memory use low as weapon animation textures could take up a lot of memory, especially if modded, but introduced a stutter when switching hands as the new weapon textures had to be converted on the fly. Numidium has added a caching scheme so the two equipped weapons remain cached, removing the stutter.

image

Interkarma - Allow Renaming Buildings on Automap 1f56eef

You can now double-click on named building labels on the automap and edit their name. You can use this feature to track the quality of a store, or just make an important note.

image

image

To remove the name edit, double-click label again and delete your custom text. An empty label will revert to the original name. Label tooltip will always display original name.

image

General Fixes & Improvements

Pango

  • Update set_jump and set_grav commands to display correct default values in help #2409
  • Fix flying enemies fall damage #2431
  • Fix text in multiple quests #2413 #2414 #2424

breakfastitem

jefetienne & argonius2

  • Add Joystick "Back" Button binding #2407

jefetienne

  • Exclude modifier keys from being used in AnyKey methods #2437

andrew-raphael-lukasik

  • Improvement: Mod compilation error message #2432

KABoissonneault

  • Fixed regression where City watch lost its human sounds (HALT) #2412
  • Added a "generator" customization point for PopulationManager #2419

Interkarma

  • Raise SyntheticTimeIncrease at end of vampirism infection to fix unintended item decay and constant effect time jumping d454a83
  • Resync permanent Item status at pickup time for slain Foe 3ed8ce6
  • Continue loading game even if one or more quests fail to load b8c553d
  • Clear quest-related corpse markers after quest ends 703c665
  • Do not select "Generic Temple" as a random faction for Person resources 91fc7ae
  • Allow certain quest messages popups to only display one time ffe906a