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Pre-release

@Interkarma Interkarma released this Sep 20, 2021

Rendering Update

This release is a preview / pre-release for testing several updates to rendering and lighting. This includes new default shaders, Gamma > Linear colour space change, lighting review, and update to postprocessing stack. More details about this update in the blog post linked below.

https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update/

If you do not wish to test upcoming changes or provide feedback to developers and modders, please download the latest stable Beta release Daggerfall Unity 0.12.3 instead.

Impact to Mods

Graphical mods with custom Materials, Lights, Shaders, or Postprocessing may no longer be compatible from this release. Even if mod loads OK, the mod may not look the same as it did under 0.12. Mod authors may need several weeks to update their mods to be compatible with 0.13. Please be patient with them as this can take considerable work. At minimum, mod author will need to provide a rebuild of mod.

Graphical mods that only adjust in-game properties, such as fog and lighting properties, should work OK. But the mod author might need to re-tune changes to look their best under new lighting conditions and provide a rebuild of mod.

Non-graphical mods such as gameplay changes, formula changes, UI changes, etc. should not be impacted by this release. But as usual with Daggerfall Unity updates, please be sure to download any mod compatibility updates if mod author makes one available.

Providing Feedback

If you find a mod isn't working from 0.13, please provide feedback and details to the mod author / maintainer. They will be able to update you on status of compatible mod update.

If you want to provide feedback on the lighting review and other changes, please use the Workshop Forums in General.

Thank you for helping to test Daggerfall Unity!

Assets 6

@Interkarma Interkarma released this Sep 10, 2021

Getting Started

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

Downloads are below release notes under Assets.

General Fixes & Improvements

Cliffworms

  • Classic Quests : Suggested dungeon types changes #2193

jefetienne

  • Pause Options Dropdown and ListBox changes #2219

Hazelnut

  • Change protection to allow mod overriding for save/load UI window #2225
  • Change protection to allow mod overriding for court UI window #2226

KABoissonneault

  • Fixed custom enemies using ids above 145 not having any sounds #2227
  • Expose and virtualize members in Open and Lock magic effects #2231
  • Disable interactions during touch-range spell #2234
  • Added missing formula override for FormulaHelper.SavingThrow #2235

Jay_H

  • Adds kill msg M0B00Y16 #2228

Ferital

  • A0C00Y16: show message popup before hiding NPC #2229

Interkarma

  • Exclude guild halls from same-building assignment check 2627562
  • Increase saving throw by Willpower magic resistance db0e63a
  • Fix duplicate name when same block used twice in one town a42ca59
Assets 6

@Interkarma Interkarma released this Aug 23, 2021

Getting Started

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

Downloads are below release notes under Assets.

Main Quest Fix

If you're running 0.11.5 through 0.11.7, please update to a new release as soon possible. There's a fix for main quest breaking in those versions.

General Fixes & Improvements

Mundifex

  • Fix placed NPCs reverting to home location #2194
  • Fix assigned quest places getting re-assigned when setting up places #2197
  • Fix questor NPC not hiding when using startquest via console #2200
  • Use thiefhome symbol for rumor mill and anonymous tip #2201
  • Add console var "talk_npcBehavior" to override behavior in dialogs #2195
  • Destroy extant NPC object when placing it somewhere player is not #2202
  • Fix "Tell Me About" giving different person locations than "Where Is" #2203
  • Improve presentation of quest A0C00Y16 #2199

Pango

  • Check that dependencies of an enabled mod are enabled #2214
  • Don't level up if already dead #2221

Hazelnut

  • Add divide by zero protection to ConditionPercentage property #2215

Jay_H

  • Enables K0C00Y06, A0C00Y16 #2216

TheLacus

  • Fix badly formed XML comment #2212

KABoissonneault

  • Allow Argonians to get random names in character creation #2222

Interkarma

  • Seed bonus pool random during levelup dbfd234
  • Fix test volume when changing in launcher 2a00b92
Assets 6

@Interkarma Interkarma released this Aug 11, 2021

Getting Started

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

Downloads are below release notes under Assets.

Engine Update

Daggerfall Unity has been updated to Unity 2019.4.28f1. This is now available for general testing in a stable build to help modders identify any problems. Based on feedback from modders using 0.12.0 pre-release, compatibility with engine update has been very good. Mods previously compatible with 0.11.x should work normally with 0.12.1.

Note: Mods built specifically for 0.12.1 or later will not be backwards compatible with older versions of Daggerfall Unity.

Main Quest Fix

This release fixes a regression with 50% chance of causing main quest not to start. Anyone using releases 0.11.5 through 0.11.7 are encouraged to update to this version as soon as possible before starting a new character. If you started a new character under these versions and have been affected by this issue, see this forum post for workaround. If you didn't start a new character under these versions, or main quest has started successfully, you can ignore this workaround.

Note1: This bug can also affect Dust of Restful Death. Please update to 0.12.1 or later before completing Medora's Freedom. If you completed Medora's Freedom under 0.11.5-0.11.7 and Dust of Restful Death hasn't started after 30 days, update to 0.12.1 or later and use "startquest S0000018" from console to restart quest.

Note2: If you do need to restart Dust of Restful Death manually as above, the random Crypt used in this quest will be selected from whatever region you were in when using "startquest S0000018", rather than Isle of Balfiera as when quest starts normally. If you were in some other region when restarting quest, look for the named Crypt in the region you used console command instead.

General Fixes & Improvements

Ferital

  • Fix placement of quest NPCs - corrects a regression in 0.11.5-0.11.7 where main quest has a 50% chance of not starting correctly when creating a new character #2187
  • Allow to ask about individual NPCs in some quests #2188

Jay_H

  • Implement full Baltham Greyman questline for public testing #2189

Mundifex

  • Fix dialog not displaying when adding a face #2192

Interkarma

  • Fix texture cracking in horizontal scroll thumb d2b25ea
  • Increase precision of sound/music sliders in launcher 3a9f0d1
Assets 6
Pre-release

@Interkarma Interkarma released this Aug 5, 2021

Engine Update

Daggerfall Unity has been updated to Unity 2019.4.28f1. Anyone working with the source project should now update to this version.

The below builds are identical to 0.11.7 with only the engine update applied. The purpose of these builds is primarily for modders to test and rebuild their mods if necessary before next stable 0.12.x release.

Edit: The next stable release is 0.12.1.

Note: Based on some developer feedback, you might need to freshly reclone/redownload source project for 2019.4.28f1 if you encounter errors or cannot attach debugger to Unity after update. This doesn't affect users running builds, only developers working with source project in Unity Editor.

Assets 6

@Interkarma Interkarma released this Jul 29, 2021

Getting Started

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

Downloads are below release notes under Assets.

Hotfix Release

This release fixes issue where player is misplaced in wilderness, possibly falling out of world. This can happen when exiting a building or loading a save created by 0.11.5 or 0.11.6. If you have installed either of these versions, please update to 0.11.7 as soon as possible.

Note that saves created by 0.11.5 or 0.11.6 might still cause player to be misplaced on load due to bad position data in save. Once you have updated to 0.11.7, save again to fix serialized position data. If you are falling out of world then fast travel to nearest location.

This release also fixes issue for exterior automap compatibility with DREAM HUD & Menu mod introduced in 0.11.5. If you are using that mod and previously installed 0.11.5, please update to latest release.

Assets 2

@Interkarma Interkarma released this Jul 25, 2021

Getting Started

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

Note: If you have installed 0.11.5 or 0.11.6, please update to 0.11.7 or later as soon as possible. The 0.11.7 release has hotfixes for DREAM HUD & Menu crash and save issue causing player to be misplaced on terrain after loading a save or exiting a building.

Hotfix Release

This release is a hotfix for automap incompatibility with DREAM HUD & Menu mod introduced by 0.11.5. Please update to 0.11.6 if you plan to use DREAM HUD & Menu mod.

Full patch notes for 0.11.5 prior to this hotfix can be found here.

Assets 2

@Interkarma Interkarma released this Jul 22, 2021

Getting Started

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

Note: If you have installed 0.11.5 or 0.11.6, please update to 0.11.7 or later as soon as possible. The 0.11.7 release has hotfixes for DREAM HUD & Menu crash and save issue causing player to be misplaced on terrain after loading a save or exiting a building.

Featured Changes

Ferital

  • Match quest NPCs location scopes and genders to classic #2145

KABoissonneault

  • Added "Accessibility" panel in DFU settings, with 4 new settings to select building colors in the Automap #2147
  • Initial work on modding new enemies #2163
  • Modding new mobile textures #2160
  • Added a TextAssetReader Merge for SPELLS.STD spell records #2121

Jefetienne

  • Added dropdown options in pause menu #2165

General Fixes & Improvements

Jay_H

  • Greatly reduce Lord Kavar spawns #2162
  • Adds failsafe spawn to A0C01Y01 #2178

Jefetienne

  • Allow Advanced Controls UI components open to modding #2152
  • Use generic IEnumerables for 'AddItems' methods #2153
  • Display warning label for runtime mod settings #2168
  • Fix default binding accidental overrides #2170
  • Autorun fixes #2177

Ferital

  • Use FLATS.CFG to set gender of exterior NPCs #2154

TheLacus

  • Fix cache issue with climate/season model variants #2043

KABoissonneault

  • Exposed more functions and data in the Talk window #2140
  • Fixed "pc at any [location]" guildhall issue #2141
  • Fixed AI pathfinding issues when getting shot at #2146
  • Fixed guards accidentally not being above the player level #2150
  • Fixed missing "OnLootSpawned" event for house/shop containers #2182

Pango

  • Fix two | -> || typos 32ab997
  • Fix one & -> && typo e3ea989
  • Preserve rumors line breaks on bulletin boards #2135

Hazelnut

  • Clear location cache if world data variant is set #2143
  • Ensure the gold variant is distinguishable from clicked npc #2144
  • Remove redundant ModifyFoundLootItems formula #2102
  • Fix interaction mode icon display at low resolutions #2148
  • Pass face record id into mobile person asset #2149
  • Fix multiple exterior npc bugs #2155
  • Layout building exterior flats #2156
  • Add colliders to custom dungeon models using "COL" #2157
  • Apply the fix for custom item image size to accessory items #2158
  • Add frame speed divisor to abstract class #2161
  • Fix billboard animation so frame 0 is rendered first #2166
  • Correct the faces used for archive 452 to match classic #2169
  • Restore dungeon types from classic #2172
  • Ensure only new locations are picked up from mods #2173
  • Fix RDB door data in runtime patching #2175
  • Fix a loading issue when EnumerateMaps() is run before mods enable/disable state is set. #2176
  • Fix a misaligned lever in N0000052.RDB #2180

Interkarma

  • Adjust GetScale() to use X and Y 3d9f8bb
  • Allow vertical FOV setting up to 120 degrees d2cb277
  • Fix not starting in correct cell using StartCellX/StartCellY 0d0a3e6
  • Magic candle light now observes spell shadows setting 4536c4d
  • Enforce short delay between floating origin offset triggers 663df42
  • Remove WeaponSensitivity setting 9fb6b6a
  • Fix Light Powered Magery disadvantage in interiors 05f0f19
  • Weight quest rumours to display more frequently 8ced144
Assets 2

@Interkarma Interkarma released this Jun 6, 2021

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
Assets 6

@Interkarma Interkarma released this Apr 19, 2021

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
Assets 6