Repository navigation
Major changes:
Multi-party system:
- Players no longer automatically join one party. You can invite players through the party window.
- Quests are no longer shared between everyone connected, only between party members.
- The party leader takes the host’s role in managing quests. In the background, networking still goes through the host (who is the server), but the host’s own client no longer needs to be involved in another party’s quests.
- Adjusted quest foe spawning, so enemies with quest-related stuff can spawn without needing to share the quest with the host.
- Adjusted quest item loot from corpses. Regular loot is still synced between all players, but quest items are only visible to members of the party sharing that quest.
- Everyone who connects is technically in a party of one.
- Time and weather are now tied to the party leader instead of the host. Connecting keeps your SP time, but joining a party syncs your time and weather to its leader and keeps them synced. Only the leader’s travel advances the party’s time. Every party has its own little time bubble.
Added quest sync options, which the party leader can change through the party window. There are 3 options:
- Full: Basically how it worked before, but within the party. Quests are automatically shared, and quest progress syncs between party members. This is the default.
- Shared-quest only: Only quests shared through the journal are synced. Chain quests should work, but haven’t been tested.
- Off: New quests stay private and can’t be shared.
Already-shared quests keep syncing when the option changes. Existing private quests aren’t automatically shared when switching to Full, you can share them manually through the journal.
(The quest sync options were actually added before the multi-party changes.)
Despite both being major changes to the fragile quest sync system, there were surprisingly few problems. The most problematic part was quest item loot from corpses, but that doesn’t mean everything is perfect. I went through my usual problematic quests, and they worked alright, but I haven’t tested every single quest mechanism with these changes.
If anyone finds a bug, please report it here on GitHub, or through:
- The DF Workshop forum
- Lyandus’s Tomb: DFU Fan Server Discord → mod ideas → Daggerfall Unity Co-op thread
Other changes:
- Fixed an old bug that could prevent the host (now party leader) from automatically sharing quests after stopping hosting and then hosting again.
- Fixed an issue where the host could only manually share one quest of each type. So if the host took two “The Assassin” quests, the second one couldn’t be manually shared (the client side worked fine).
- Jail time no longer advances the clock for party members other than the leader.
- Added a Party chat tab to the chat window.
- Made CreateFoeSpawner changes for better mod compatibility.
- Enemy knockback now works on enemies you don’t own.
- Added a warning when connecting if your small/large dungeon setting differs from the host’s.
- Added the missing Mirror license to the repo.