Daggerfall Unity

Émulateur v1.1.1

Interpréteur pour jouer à The Elder Scrolls II : Daggerfall en utilisant le moteur Unity.

Dernière mise à jour :

Plateformes

Interpréteurs

Architecture

Mac OS X - macOS Mac OS X - macOS Intel x86 Intel x86 Apple Silicon Apple Silicon 64 bits 64 bits

Téléchargement et liens

Historique des versions

v1.1.1-cve-2025
To avoid potential issues with firewalls and antivirus software, we have updated the "UnityPlayer" file to fix the vulnerability. These updated files are now being uploaded here.
Note that the Linux package is unchanged, and is only reuploaded here for consistency. Linux is not deemed as vulnerable as other platforms, due to how dynamically loaded code is already handled on Linux operating systems. Linux users will not see any difference on this update.
The release is otherwise unchanged from DFU 1.1.1,** released here: https://github.com/Interkarma/daggerfall-unity/releases/tag/v1.1.1
Changelog complet
Recently, the Unity team disclosed a vulnerability in the Unity Engine used by Daggerfall Unity. More details can be found here: https://unity.com/security/sept-2025-01 To avoid potential issues with firewalls and antivirus software, we have updated the "UnityPlayer" file to fix the vulnerability. These updated files are now being uploaded here. **The release is otherwise unchanged from DFU 1.1.1,** released here: https://github.com/Interkarma/daggerfall-unity/releases/tag/v1.1.1 Note that the Linux package is unchanged, and is only reuploaded here for consistency. Linux is not deemed as vulnerable as other platforms, due to how dynamically loaded code is already handled on Linux operating systems. Linux users will not see any difference on this update.
v1.1.1
This is the stable release of the first community update for Daggerfall Unity. If you experience new issues with this version, please reach out to @KABoissonneault on Discord or the /r/daggerfallunity subreddit.
Setup improvements, like improved player logs, settings folder being more accessible, and ability to navigate hidden folders during the initial DFU configuration
To enable a Portable Install, simply create a new file named "Portable.txt" in your DFU folder. On Mac and Linux, the capital letter is important.
Fix expiring equipped items not adjusting armorvalues by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2641
Added ability to move UI elements by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2618
Fix for QuestListsManager.GetQuest (for quests in dfmods) by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2646
Feature showcase
It is now much easier to find your settings, whether you're using traditional user settings or the new 'portable install' settings.
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/7dd3402b-869a-452e-82c2-c5697060e253) *Betony market from the mod 'Betony Restored' by Cliffworms* # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. # Summary This is the stable release of the first community update for Daggerfall Unity. If you experience new issues with this version, please reach out to @KABoissonneault on Discord or the /r/daggerfallunity subreddit. Mods should not have been broken by this release. If anything stops working, make sure your setup is correct. The only files you should copy from an old DFU installation are the .dfmod files. Visit the Mods menu on the launcher to make sure everything is there. # What's Changed If you have not seen the changes from the v1.1 Release Candidate, you can find them here: https://github.com/Interkarma/daggerfall-unity/releases/tag/v1.1.0-rc Some highlights include: * New in-game tutorial * Crash fixes * Setup improvements, like improved player logs, settings folder being more accessible, and ability to navigate hidden folders during the initial DFU configuration Changes in v1.1.1: * Fix expiring equipped items not adjusting armorvalues by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2641 * Added ability to move UI elements by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2618 * Fix for QuestListsManager.GetQuest (for quests in dfmods) by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2646 * Portable install by @RicardoLuis0 in https://github.com/Interkarma/daggerfall-unity/pull/2556 * Support loading fonts from dfmods by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2579 # Feature showcase ## Portable Install A big new setup feature for 1.1 in general is "Portable Install". Portable Installs will make your DFU installation store and read all its settings and saves from inside the installation folder, rather than the computer's user settings. This makes it easier to manage multiple DFU installations, can make it easier to move the installation to another machine, and can avoid polluting user settings. To enable a Portable Install, simply create a new file named "Portable.txt" in your DFU folder. On Mac and Linux, the capital letter is important. ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/33ee615f-0fa2-4f8b-a5a7-659825beedf4) ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/50f736ac-6c27-4d5b-89b4-c882a91f3eae) When you next run DaggerfallUnity, you will go through the setup again, and the game should now create a folder called PortableAppData in your installation folder to store all these settings. Again, you will have no DFU saves and no mod settings, since you've just started from scratch. You can copy-paste these from the regular user settings if you want. ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/c00aa2ca-b1dc-4cd2-a604-a63bac469fc8) Did you know that you could make the DFU setup faster by dropping DF's arena2 folder directly under DaggerfallUnity_Data/StreamingAssets/GameFiles ? Use this to make a truly portable DFU installation that contains everything necessary to run. ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/d992db57-106a-42a2-b753-12eedbd56c27) ## Finding your settings It is now much easier to find your settings, whether you're using traditional user settings or the new 'portable install' settings. ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/24378569-31f5-4615-a227-83cf232f7f5d) A simple double-click on the 'settings folder' shown on the launcher screen should open your file explorer to this folder. In it, you can find the "settings.ini" settings file, the "Player.log" logs, your Mods configurations, and your saves. ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/1ca73688-3e52-4670-bc6b-7b8e49348fed) Player logs are pretty essential any time you hit an issue, especially since they're much more readable in v1.1. Be sure to always include them when reporting issues. Note that if you reboot the game to find this folder again, your Player.log will be overwritten! If you needed logs from the previous play session, check "Player-prev.log" instead. # Acknowledgements I would like to thank again all the contributors and reviewers that made this release possible. This project can only persist through distributed efforts.
v1.1.0-rc
Fixed caching of new WorldData locations by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2586
General Fixes & Improvements
Fix for Advanced Climbing bug #2560 by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2561
Updated DFU tutorial, minor quest fixes by @JayH2971 in https://github.com/Interkarma/daggerfall-unity/pull/2578
Fix for buildings names macro expand by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2554
Relink children if any new custom factions with parents were added by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2620
Fixed PlayerGPS loading ContentReader maps before mods ready by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2575
Fixed frame overflow in DaggerfallMobileUnit. by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2571
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/2213145f-4a0e-4efa-8c12-dd1f0c1e3a69) *From the mod 'World of Daggerfall'* # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. # Summary This release is an improvement update for Daggerfall Unity with bug fixes, and the first community update for DFU. Version 1.1.0 is intended to be a stable release for general play. All your existing mods should work on v1.1. If you experience new issues with this version, please report to #dfu-tech-help on the Lysandus' Tomb Discord server. # Release Candidate While DFU has been fully released on the last release, we're now using the term "Release Candidate" for an update that seems solid enough for release, but needs to be deployed at large before we're ready to tell everyone to upgrade to the new version. Mods are expected to test against the new build, and report issues if there's anything that broke, compared to the previous release. # Featured Changes ## New Tutorial We have a new tutorial! When starting a new playthrough, you will be greeted with this message, replacing the classic Daggerfall tutorial. ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/aec63112-18b6-478f-b00f-e1ce6df91a3c) Compared to the old DOS FALL.EXE, Daggerfall Unity is a new software with different features and settings. As such, many messages in the tutorial were no longer relevant, or could be rewritten with the expected DFU experience in mind. DFU is already a notable departure from the original game on many basic gameplay aspects, it only makes sense that the tutorial should be adapted in consequence. We hope this new approach will be useful for new DFU players, even ones with DF experience. ## Music fixes Did you know there is a theme in Daggerfall that is rumored to be unused, but actually appears in the game? This "Knight Theme" is not used in Knight Order halls, but can be heard in some Fighter Trainers halls in Hammerfell! https://www.youtube.com/watch?v=ewt8uDe8fZo DFU v1.1.0 reintroduces this theme at the appropriate location (assuming you're not running any mods that changes those locations), and fixes many other music differences from the original game. Did you know gods all have one of three themes at their temples? It should always be the same when you visit the same temple now. Try to notice which gods share themes. ## Crash fixes ![image](https://github.com/Interkarma/daggerfall-unity/assets/5789925/0f12e890-ed8a-4394-ac6e-67e01683f32f) We've taken steps to reduce crashes; the only one known to originate from DFU itself. Some users were experiencing multiple crashes per day, and v1.1.0 should be much better for those users. Some crashes may still originate from certain mod combinations, try and reach out to support to identify the issue. With this change, we now have object tracking in the debug HUD for DFU. With the console command `tdbg`, you should be able to track how many objects DFU has created, which could help track memory issues in heavily modded setups. # General Fixes & Improvements * Fix exception thrown during Lycanthropy transition by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2565 * Fix for Advanced Climbing bug #2560 by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2561 * Fixed PlayerGPS loading ContentReader maps before mods ready by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2575 * Fixed frame overflow in DaggerfallMobileUnit. by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2571 * Fixed "readOnly" issue with GetMobileBillboardMaterial by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2576 * Synchronize char creation wizard screens by @numidium in https://github.com/Interkarma/daggerfall-unity/pull/2540 * Changed save data in Questing Foe to allow for custom foe ids by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2535 * Set castInProgress to false when loading game (EntityEffectManager.cs) by @DunnyOfPenwick in https://github.com/Interkarma/daggerfall-unity/pull/2587 * Fixed caching of new WorldData locations by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2586 * Fast travel gold fix by @John-Leitch in https://github.com/Interkarma/daggerfall-unity/pull/2592 * Fixed "work question" sticking while moving from "Where Is?" by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2598 * Make the "Settings" folder more obvious and clickable by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2606 * Logs changes by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2607 * Updated DFU tutorial, minor quest fixes by @JayH2971 in https://github.com/Interkarma/daggerfall-unity/pull/2578 * Move the live change warning outside of the settings panel by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2628 * No spinning coins on wagon while stealing from shelves by @petchema in https://github.com/Interkarma/daggerfall-unity/pull/2626 * Added checkbox to show hidden folders during Daggerfall setup by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2584 * Fixed Temple music errors by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2582 * Added "ActiveGameObjectDatabase" to replace FindObjectsOfType by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2605 * Fix exceptions when bashing certain doors by @numidium in https://github.com/Interkarma/daggerfall-unity/pull/2449 # Localization * Localize %dng macro by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2564 * Fix SecondaryDisplayName localization by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2558 * Added ability to move text labels. by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2555 * Fix for buildings names macro expand by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2554 * Fix for region macro localization by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2553 * God's name localized in the "Donation" dialog by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2550 * Seek localized book files and quest files from mods by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2574 * Building location in %fcn localized by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2551 * Potion recipe weight localized by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2577 # Mod Features * Relink children if any new custom factions with parents were added by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2620 * Fix typo that breaks 3d object scaling in RMBLayout.cs by @drcarademono in https://github.com/Interkarma/daggerfall-unity/pull/2566 * Add setter for StaticNPC.Data by @numidium in https://github.com/Interkarma/daggerfall-unity/pull/2547 * Enemy component access by @DunnyOfPenwick in https://github.com/Interkarma/daggerfall-unity/pull/2563 * Add shading mechanism to first-person graphics by @DunnyOfPenwick in https://github.com/Interkarma/daggerfall-unity/pull/2562 * Fixed climate-swap changes in DaggerfallLocation not respecting the billboard's "AlignToBase" by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2548 * Fix for RuntimeMaterials to pick the right ground texture in Woodland Hills by @KABoissonneault in https://github.com/Interkarma/daggerfall-unity/pull/2545 * Add ability to declare QuestLists in .dfmod file. by @Jagget in https://github.com/Interkarma/daggerfall-unity/pull/2580 * Pacified-Enemy-Not-Attack-Allies by @DunnyOfPenwick in https://github.com/Interkarma/daggerfall-unity/pull/2585 * Allow faction ruler type to be set by mods by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2622 * Move the hardcoding of items that don't encumber into templates by @ajrb in https://github.com/Interkarma/daggerfall-unity/pull/2633 ## New Contributors * @Jagget made their first contribution in https://github.com/Interkarma/daggerfall-unity/pull/2564 * @drcarademono made their first contribution in https://github.com/Interkarma/daggerfall-unity/pull/2566 * @Podleron made their first contribution in https://github.com/Interkarma/daggerfall-unity/pull/2497 * @John-Leitch made their first contribution in https://github.com/Interkarma/daggerfall-unity/pull/2592 **Full Changelog**: https://github.com/Interkarma/daggerfall-unity/compare/v1.0.0...v1.1.0-rc # Acknowledgements I would like to thank our reviewers for making this first community release possible. DFU cannot live on off of any single person's work, and community effort is necessary to ensure continued evolution while keeping a certain level of stability. Reviewers for v1.1.0 changes: * kaboissonneault * Interkarma * Numidium * Hazelnut * petchema * Jagget DFU uses a system of "approved reviewers" before bringing external changes into this repository. After v1.0, our list was quite limited, and each contributor's time was limited too. Guest reviews help bring new skills and perspectives into the process, and increase the confidence in a given change. As such, we will soon welcome @Jagget to the list of Approved Reviewers! Congratulations!
v1.0.0
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](https://forums.dfworkshop.net/).
General Fixes & Improvements
If you find a mod not compatible or broken by this release, please notify mod author on [Nexus](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) on forums.
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/10426244/6d486c55-3b79-4641-b8fa-73941e1e5f55) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). If you find a mod not compatible or broken by this release, please notify mod author on [Nexus](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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
v0.16.3-rc
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](https://forums.dfworkshop.net/).
Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.
General Fixes & Improvements
Featured Changes
Fix settings parser not having defaults ready for sync in certain configurations d1e3391
Release Candidate
If you find a mod not compatible or broken by this release, please notify mod author on [Nexus](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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.
Changelog complet
![screen](https://github.com/Interkarma/daggerfall-unity/assets/10426244/74218098-ac9d-4a04-b9a6-391d46c86ab2) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). # 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](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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
v0.16.2-rc
Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.
General Fixes & Improvements
Featured Changes
Localize immutable Nord suffix "sen" 0da542d
Fix spurious "?" characters entered by backspace on Linux dcd327f
Fix two cases of unlocalized %cn (city name) in TalkManager b969952
Fix shopkeeper 182-0 face index 01fbb72
Fix localized quest messages not restored on load b896674
Changelog complet
![screen](https://github.com/Interkarma/daggerfall-unity/assets/10426244/04ecaa69-a5d7-4d1c-a254-3a8e3f9f734b) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). # 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](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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
v0.16.1-rc
Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.
General Fixes & Improvements
Do not expand macros for quest letter tooltips for performance reasons 319e5c0
Fixed BIOG question text description to match +200 gold bonus 25a77ee
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.
Featured Changes
Update logo and splash with thanks to King of Worms for HD logo 02a2b40
Add 1px width padding to label check to fix final character being culled a0c9554
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/10426244/8d39f7c8-5939-44be-be3f-38b3abd393b2) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). # 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](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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](https://github.com/Interkarma/daggerfall-unity/assets/10426244/4350da98-86dc-49e5-92c4-3cb3edf100f8) 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
v0.16.0-rc
Daggerfall Unity is now feature complete. There are no major new features planned or in the pipeline at this time.
General Fixes & Improvements
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.
Featured Changes
Fix R0C11Y26 click clearing #2537
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.
3. Splash provides future stewards or variant projects the ability to customise start with their own identity.
Release Candidate
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/10426244/1c5f8c02-6de6-4100-8449-90978492b7b5) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). # 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](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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](https://github.com/Interkarma/daggerfall-unity/assets/10426244/d0462e7d-0d5b-45e6-a9cf-c61da097f81d) 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
v0.15.4-beta
General Fixes & Improvements
Fixes crash when loading a save game with invalid book IDs c75c15f
Note: This release has been updated to **0.15.4a** to address an issue with mod compatibility.
Featured Changes
Fix text line in R0C11Y28 9d5ee7c
Fix misplaced rumor in C0B00Y01 #2536
Fix description of Wayrest Painting non-magic look ce9d09e
Fix regression caused by #1861 #2533
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/10426244/cf0ecd3a-589f-4d3f-a19f-aa128f56493f) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). # Mod Compatibility If you find a mod not compatible or broken by this release, please notify mod author on [Nexus](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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](https://github.com/Interkarma/daggerfall-unity/assets/10426244/f7fa6390-4596-4bbd-b377-496ea3691b5e) 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](https://www.waywardrealms.com/) by [OnceLost Games](https://twitter.com/OnceLostGames). 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
v0.15.3-beta
General Fixes & Improvements
Mouse Smoothing Update
Featured Changes
The article [Translating Daggerfall Unity](https://www.dfworkshop.net/translating-daggerfall-unity/) will be updated soon to reflect this change.
Fix TextManager.GetLocalizedTextList returning spurious ^M characters #2514
Fix biography spurious questionmarks on empty lines #2525
Remove ! prefix from spell bundles in Active Spells HUD tooltips #2516
Spawn fix for Former Student part 2 #2527
Changelog complet
![image](https://github.com/Interkarma/daggerfall-unity/assets/10426244/985823e3-5b7c-4877-826a-8d0f5bbb174a) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). For a summary other changes in 0.15 prior to now, see patch notes for pre-releases [0.15.1](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.15.1-beta) and [0.15.2](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.15.2-beta). # Mouse Smoothing Update An improved method of mouse smoothing was added in [0.15.1](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.15.1-beta) (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](https://github.com/Interkarma/daggerfall-unity/assets/10426244/d8fd8951-ca5d-4421-bf28-264058de6960) # Mod Compatibility If you find a mod not compatible or broken by this release, please notify mod author on [Nexus](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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](https://github.com/Interkarma/daggerfall-unity/assets/10426244/df9e9f65-5e49-42d3-86ee-28d9ee3c675e) ![image](https://github.com/Interkarma/daggerfall-unity/assets/10426244/605e88e2-4308-4257-9ff3-e1f8be5715b6) 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](https://www.dfworkshop.net/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
v0.15.2-beta
Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.15.
General Fixes & Improvements
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.
The following localization support has been added in this release:
Featured Changes
Fix quest text: "haggline" to "haggling" 8e2a44a
Added characters œ, Œ to default font f0a5251
Changelog complet
# 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.14.5-beta) 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.15.1-beta). 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
v0.15.1-beta
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.
Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.15.
AverniteDF - Improved Mouselook Smoothing #2479
General Fixes & Improvements
Fix message trigger condition bug when giving the totem to Gothryd #2482
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.
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.
Changelog complet
# 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.14.5-beta) 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](https://user-images.githubusercontent.com/10426244/232371334-9b36b688-f20b-443c-87e7-399db23dae9e.png) *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](https://user-images.githubusercontent.com/10426244/232371805-3c4602d9-33d4-4c95-a096-788430ea645c.png) **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](https://user-images.githubusercontent.com/10426244/232372243-9f895074-e7af-4f68-8c6a-0c3aac1bd895.png) 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
v0.14.5-beta
andrew-raphael-lukasik - Terrain and Foliage Performance Improvements #2421 #2436
General Fixes & Improvements
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.
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.
Fixed regression where City watch lost its human sounds (HALT) #2412
Featured Changes
Update set_jump and set_grav commands to display correct default values in help #2409
Fix flying enemies fall damage #2431
Changelog complet
![image](https://user-images.githubusercontent.com/10426244/198905388-6e715073-3ee2-42fb-b05e-08275343691c.png) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/). # Mod Compatibility If you find a mod not compatible or broken by this release, please contact the mod author on [Nexus](https://www.nexusmods.com/daggerfallunity) or [Released Mods](https://forums.dfworkshop.net/viewforum.php?f=27) 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](https://user-images.githubusercontent.com/10426244/198905895-f63e1d4f-5077-4ef7-96e4-041dc00c0a8e.png) After Burst (about 0.4 seconds total work) ![image](https://user-images.githubusercontent.com/10426244/198905912-22c7d828-6120-44e6-a39d-df8da44f3a93.png) 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](https://user-images.githubusercontent.com/10426244/198906293-2b795e8e-2aea-4c69-83ff-6d5561454ab2.png) After (about 30ms) ![image](https://user-images.githubusercontent.com/10426244/198906311-48c85980-e412-440e-82c7-c9374d74a017.png) 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](https://user-images.githubusercontent.com/10426244/198906676-e3d139f9-e46a-49f8-aa09-afe4d5e51a7e.png) ### 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](https://user-images.githubusercontent.com/10426244/198906775-2a4b6bca-a700-4429-931c-8bb46a0576ca.png) ![image](https://user-images.githubusercontent.com/10426244/198906850-218b34fb-10b2-438a-a3fa-44d89b821b5e.png) 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](https://user-images.githubusercontent.com/10426244/198906878-084cd80b-d3d5-4be8-9f7f-4253a3ef0491.png) # 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** * Fix text in multiple quests #2411 #2423 #2425 **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
v0.14.4-beta
General Fixes & Improvements
Fixed missing call to "TextManager.GetLocalizedEnemyName" in EnemySenses #2395
Fixed "MuteHumanSounds" and "CharmEffect" for custom class enemies #2401
Fixed saves failing to load custom class enemies #2402
Featured Changes
Update Addressables to 1.19.19 and Localization to 1.3.2 dbd96a5
Changelog complet
![image](https://user-images.githubusercontent.com/10426244/184797028-c4462eaa-2881-42f0-b4de-83eaa4e72d25.png) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. # Summary This release is an improvement update for Daggerfall Unity with bug fixes and new modding support. Version 0.14.4 is intended to be a stable version for general play. If you experience new issues with this version, please report to Help & Support on the [Workshop Forums](https://forums.dfworkshop.net/). # Featured Changes ### Magicono43 - Weapon HUD Animations Mod Support #2391 Mod support for making it possible through a mod with texture replacements to add unique HUD animation frames for the various different vanilla weapons. So instead of only being able to replace the entire group of the generic "long-blade" animations that most bladed weapons use, the modder can specify through texture naming if they want to replace the animations for say the Claymore and Katana so they look different from one another on the HUD. Or even adding unique HUD animations for the vanilla weapon artifacts and enchanted magic weapons. ![image](https://user-images.githubusercontent.com/10426244/184797302-0a496d33-fff4-4252-b1fb-8f48c9c2a19c.png) _A custom steel katana image. Credit: RealAKP and magicono43_ ### KABoissonneault - Mods can provide a female corpse texture for classic or custom enemies #2396 Allow mods to set a custom texture for female corpses, rather than use the same male corpse marker. ![image](https://user-images.githubusercontent.com/10426244/184797556-c097ba0b-c638-4486-9ae9-566c5a4f88ed.png) _Female corpse turned to dust as a quick example. Credit: Kamer and KABoissonneault_ # General Fixes & Improvements **KABoissonneault** * Fixed missing call to "TextManager.GetLocalizedEnemyName" in EnemySenses #2395 * Fixed "MuteHumanSounds" and "CharmEffect" for custom class enemies #2401 * Fixed saves failing to load custom class enemies #2402 **Pango** * Classic player death sound option #2403 * Keep levitating as long as NoClip is active #2405 * Always consume teleportation anchor when recalling #2406 **Magicono43** * Two Artifacts HUD Color Inaccuracies Correction #2392 **BadLuckBurt** * Using a public list instead of the hardcoded archive IDs allows mods to register custom texture archives that should be treated as NPCs #2404 **andrew-raphael-lukasik** * Optimization: enable incremental garbage collector #2390 **Numidium** * Disable doppler effect #2397 **andreiserbanrazvan** * Automatically select most recent save when opening "load game" UI #2399 **Interkarma** * Update Addressables to 1.19.19 and Localization to 1.3.2 dbd96a5 * GetNearbyObjects refinement 5df13a6 * Add exception handling when loading WorldVariationData 1c706d4 * Exception handling when saving/loading mod data 32101af
v0.14.3-beta
General Fixes & Improvements
To review all changes in version since 0.13.5, full release notes can be found in 0.14 preview releases.
Changes in this release follow.
Enable clicking SAVE# label to open save folder on Mac 885779b
Mitigate cursor active after entering to input box ed41f9e f757e89
Changelog complet
![image](https://user-images.githubusercontent.com/10426244/183315937-684f2542-cdbd-43ad-afd7-0b37a3cbc022.png) # Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. # Summary This release is an improvement update for Daggerfall Unity with bug fixes and new modding support. Version 0.14.3 is intended to be a stable version for general play. If you experience new issues with this version, please report to Help & Support on the [Workshop Forums](https://forums.dfworkshop.net/). To review all changes in version since 0.13.5, full release notes can be found in 0.14 preview releases. https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.14.0-beta https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.14.1a-beta https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.14.2-beta Changes in this release follow. # General Fixes & Improvements **Interkarma** * Reduce default sound and music volume to 50% f484246 * Enable clicking SAVE# label to open save folder on Mac 885779b * Mitigate cursor active after entering to input box ed41f9e f757e89
v0.14.2-beta
Unity engine runtime has been updated to latest 2019.4 Long Term Support version for all recent bug fixes. Of particular note, this fixes the MacOS problem of mouselook camera jerking to one side when closing a UI window.
Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.14.
General Fixes & Improvements
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.
This is an engine point update and is not expected to break mods. Several popular mods have been tested against this engine release without any issues raised.
Featured Changes
Interkarma - Update to Unity 2019.4.40f1 LTS #2379
Changelog complet
# Preview Release Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.14. **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 0.13.5](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.13.5-beta) instead.** # Impact to Mods Changes in this release are considered "low impact" to mods. Mods compatible with 0.13.5+ 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 0.14.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. # Upcoming Stable Release If this release proves to be stable and no major problems are raised, the next release (0.14.3) will be considered a stable beta release for general play. # Featured Changes ### Interkarma - Update to Unity 2019.4.40f1 LTS #2379 Unity engine runtime has been updated to latest 2019.4 Long Term Support version for all recent bug fixes. Of particular note, this fixes the MacOS problem of mouselook camera jerking to one side when closing a UI window. This is an engine point update and is not expected to break mods. Several popular mods have been tested against this engine release without any issues raised. # General Fixes & Improvements **Jefetienne** * Fix accidentally closing multiple windows at once #2329 **Jay_H** * K0C0XY01 fix #2388 **Interkarma** * Raise event when Start window is first displayed 9fedd2c * Add null/empty check for detected objects 0629d0c * Enemy archer compensate for crouched player 8655811 * Change default quickload binding to F11 key d2fa779
v0.14.1a-beta
WorldDataEditor bugfix and QoL features (editor only) #2361
Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.14.
Mac users will also be happy to know a fix for the camera jumping around when closing a UI window is coming in next preview release (0.14.2).
General Fixes & Improvements
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.
Interkarma - Fix bright UI rendering on Mac #2378
Featured Changes
Changelog complet
# Preview Release Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.14. **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 0.13.5](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.13.5-beta) instead.** # Impact to Mods Changes in this release are considered "low impact" to mods. Mods compatible with 0.13.5+ 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 0.14.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 ### Cliffworms - World Data Editor Object Data additions and organization #2371 Cliffworms has grouped thousands of records for models, billboards, and other assets found in Daggerfall's data files with descriptive names. This will help creators using the World Data Editor find objects for expressive environments in their world data mods. A good example of this kind of mod is Cliffworms' own [Finding My Religion](https://www.nexusmods.com/daggerfallunity/mods/344) mod which details temples around the Illiac Bay. ![image](https://user-images.githubusercontent.com/10426244/177884599-ea46b2e6-793a-41af-8d81-3914f5daa6f8.png) ### Magicono43 - Micromap QoL Option #2384 The standard dungeon micromap is a yellow blob displayed to the left-hand side of a dungeon map. This small map is a representation of the overall dungeon layout, which each square representing a dungeon "block". With Magicono43's QoL enhancement for the micromap, it is now easier to distinguish between a border block and interior block while navigating dungeons. This setting is found in the accessibility page of launcher. ![image](https://user-images.githubusercontent.com/10426244/177885073-ebe1703f-e8cb-4b97-afb7-33ccd78b5f45.png) ![image](https://user-images.githubusercontent.com/10426244/177885111-f2ee9df5-af5d-4781-b257-344535ad04db.png) ### Interkarma - Fix bright UI rendering on Mac #2378 The change to linear colour space in 0.13 unfortunately resulted in overly bright UI textures for Mac systems. This should now be fixed for all Mac users. Combined with Pango's fix for ground texture seams in 0.14.0, Mac users can enjoy the game looking the way it should. Example of UI below before and after fix. Mac users will also be happy to know a fix for the camera jumping around when closing a UI window is coming in next preview release (0.14.2). # General Fixes & Improvements **jonoser** * WorldDataEditor bugfix and QoL features (editor only) #2361 **Hazelnut** * Allow overriding temple and knightly orders #2362 * World Data Editor fixes #2369 * Apply one time quest filtering to social group quests #2375 * Change key binds for left/right page in mod settings #2377 * Enable enhanced item lists by default #2380 * Allow building greeting message boxes to be disabled by mods #2381 * Fix editor warning #2382 * Add model replacement NPC rotation component #2385 **JayH2971** * Quest fixes end June 2022 #2372 **KABoissonneault** * Custom enemy support in RDB #2363 * Fix null reference exception when mod enemies cast #2370 **AncientGrief** * Added public property for MobileAsset #2364 * Log FsSerializer Warnings with LogWarningFormat() #2373 **XJDHDR** * Update Jetbrains Rider Editor package to latest version #2365 * Log exceptions that occur when importing a Classic save #2366 **Interkarma** * Rename setting display to "Simplify Interior Lighting" 5953e80 * Minor updates to DaggerfallFont SDF helpers to better support replacement SDF asset b21547f * Allow custom TextScale in MessageBox ae828f7
v0.14.0-beta
Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.14.
Fixed "has bow attack" crash for custom enemy casters #2354
Fixes & General Improvements
Fix quest debugger place marker alignment in retro mode 1fbe5ea
Improvements to Regenerate effect IsLikeKind check to fix issues with duration stacking 8311b81
Improvements to Fortify effect IsLikeKind check to fix issues with duration stacking 091db29
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.
Changelog complet
# Preview Release Due to the large number of bug fixes and other incremental changes, this release is marked as a preview / pre-release of 0.14. **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 0.13.5](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.13.5-beta) instead.** # Impact to Mods Changes in this release are considered "low impact" to mods. Mods compatible with 0.13.5+ 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 0.14.0, 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 ### Pango - Fix ground seams on some hardware/drivers #2317 The issue of ground seams visible under certain hardware configs should now be resolved. ![image](https://user-images.githubusercontent.com/10426244/175798306-18ea9575-0b4d-409c-b2d2-1aa15df57706.png) ### KABoissonneault - Quest can target Individual Static NPCs outside of dungeons #2325 With Famous Faces of the Iliac Bay mod installed, quests can now target famous NPCs added to the game world. ![image](https://user-images.githubusercontent.com/10426244/175798392-74bd2a3a-0c45-41d7-8261-5e53de5b7032.png) ### Nattfarinn - Replace ClickToAttack with WeaponSwingMode (Vanilla, Click, Hold) #2319 Click to attack has been replaced with an option for **Vanilla** (hold-and-swing), **Click** (one click per attack) and **Hold** (hold and keep auto-attacking). _Note: If you previously had Click to Attack enabled, you will need to enable again using **Weapon swing mode slider** in below screenshot._ ![image](https://user-images.githubusercontent.com/10426244/175798630-01267de7-c7d3-450d-96c7-3c2664908fba.png) ### Interkarma - Implement Dispel Magic effect with selection popup f5baac8 ### Dispel Magic effect is now fully implemented with spell selection UI. ![image](https://user-images.githubusercontent.com/10426244/175798496-e4ab2675-cbcb-47c8-8ff9-dc8ca2488f44.png) ### Interkarma - Smaller Dungeons setting now available from launcher b62e5fc ### Smaller Dungeons can now be enabled simply from launcher under _Advanced > Gameplay_. Recovery checks have been added so player can change this setting during a playthrough. Player will be warped to exit if this is changed while inside a dungeon. Quests targeting a dungeon will retain whatever setting was active at time quest started. Teleport will detect if anchor was created with a different smaller dungeons setting than recall and warp player back to exit. ![image](https://user-images.githubusercontent.com/10426244/175798542-e7e16c9e-a789-4bf4-ab7d-f5109a9064fa.png) # Fixes & General Improvements **Numidium** * Start difficulty dagger trail in correct place #2343 **Jay_H** * Smuggling reputation change #2304 * Quest fixes for The Possessed Child, Hunt for a Spriggan, The Heirloom #2330 * Quest fixes for Lord Kavar 3, A Mix-Up, Unwanted Houseguest, and add missing display names #2351 **jefetienne** * Make controller cursor and controller-look frame-independent #2322 * Prevent setting null values for setting text in TextBox and TextLabel with empty string #2323 * Add "Done" button to GameEffectsConfigWindow #2324 **KABoissonneault** * Fixed multiple calls to Billboard.SetMaterial #2333 * Per-enemy name for custom enemies #2348 * Fixed "has bow attack" crash for custom enemy casters #2354 * Fixed "PayMoney" quest action infinite money drain #2357 **nkrisztian89** * Made ShowSkillsDialog() protected virtual to allow overriding by mods #2337 **jeniferirwin** * Fix to allow animals loaded in RDBs to make sounds #2340 **ahouts** * Do not list logical drives on Linux and MacOS, use root "/" instead #2336 **jonoser** * Draw circle gizmo at the bottom of BillBoards (editor only) #2321 **andrew-raphael-lukasik** * See DaggerfallLoot items listed in an Inspector window (editor only) #2312 * Fix NullReferenceException at SaveExplorerWindow #2315 * Add mathematics, collections, jobs, burst packages for future use #2316 * Fix DivideByZeroException in DaggerfallGuildServiceDonation #2320 **muttleyxd** * CreateCharClassQuestion: Allow scrolling with controller right stick #2328 **Hazelnut** * Fix IsValueEqual for ColorKey's #2303 * Makes %pgX macros consistent with %gX #2341 * Allow overriding standard guild services #2346 * Fix edge case for arrow generation which would still set the material properties #2350 * Add fireplace animate check box to World Data Editor #2360 **Interkarma** * Upgrade Unity Addressables Package from 1.17.17 to 1.19.11 #2308 * Upgrade Unity Localization Package from 0.8.1-preview to 1.0.5 #2308 * Upgrade Unity Scriptable Build Pipeline Package from 1.17.0 to 1.19.3 #2308 * Fixed several wrong names in FLATS.CFG #2308 * FLATS text strings now part of localization using Internal_Flats table #2308 * Stubbed BOK (book) string tables for introduction to localization #2308 * Localization now loads text assets using WaitForCompletion() #2308 * Fixed localized string not found for Gold info when skipping launcher UI #2308 * Reduce TAA Motion Blending and Jitter Spread pending another fix ca6c4a1 * Missing Prince quest now selects either Castle Faalem or Fortress Fhojum to match classic d86c771 * Fix Morgiah's Wedding improper QuestorPostfailure text d26e63d * Only allow one variant of light or darkness disadvantage 30cfde2 * Improve random treasure alignment to surface 923e1f7 * Improve quest NPC alignment with ground 76d5bdd * Fix progressively sinking loot models with 3D loot models 850066b * Fix multiple sizing and alignmemt issues with painting info popup 89a31a2 * RepairsObjects now properly repairs all items in inventory not just equipped items 6846029 * Fix arrow collider not aligned properly to arrow missile 26e7433 * Fix jewellery drawn on paper doll when not equipped to body 83333a6 * Complete Identify effect to use Chance - player needs to re-create any Identify spells in spellbook for fix bff417a * Fix quest debugger place marker alignment in retro mode 1fbe5ea * Teleport effect is no longer incumbent to fix issues with persistence in combined effects and dispelling anchor 239ad20 * Improvements to Regenerate effect IsLikeKind check to fix issues with duration stacking 8311b81 * Improvements to Fortify effect IsLikeKind check to fix issues with duration stacking 091db29 * Patch bad Free Action data from SPELLS.STD at runtime to fix improper circinate Free Action spell 35e28b1 * Use consistent paper doll colour space to fix colour conversion issue d5d3678 * Fix issue in Open a Chest where two pawn shops were required b6d58ec * Don't allow player to absorb more than cost of spell and patch conditional error 5c2f81c 49f6ae4 * Add INI setting DisableEnemyDeathAlert to disable "Enemy just died" message on HUD a9e817a * Create arrows with CreateWeapon as partial fix for arrows with materials 0bb15b1 e98c58d * Lower default WeaponAttackThreshold sensitivity from 0.03 to 0.01 06f66ff * Fix spymaster wrong info in C0C00Y12 ca51d32 * Make "The Infested House" only target random houses 020272b * Fix "cowled woman" face index in FLATS.CFG 4f658a8 Thank you for helping to test Daggerfall Unity!
v0.13.5-beta
Update GetGroupIndex to simply return input for new items from mods #2280
General Fixes & Improvements
Fix bug where ally/enemy propagation is not performed for Knightly Orders #2297
Fix bug with promptmulti action #2299
Fix Loop for FactionsAndBuildings to include Gem Stores #2273
Fixed calendar showing "23th of Sun's Dusk" #2287
Update/world data editor object data #2272
Fix for switching back to original enemy Team #2271
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. # Summary This release is an improvement update for Daggerfall Unity with bug fixes and new modding support. Version 0.13.5 is intended to be a stable version for general play. If you experience new issues with this version, please report to Help & Support on the [Workshop Forums](https://forums.dfworkshop.net/). # General Fixes & Improvements **JohnDoom** * Option to change interaction mode without notification #2290 **extract** * Add toggle noclip console command - use "tcl" from console to toggle noclip on/off #2277 **Cliffworms** * Update/world data editor object data #2272 **Macadaynu** * Fix for switching back to original enemy Team #2271 **AsesinoBlade** * Fix Loop for FactionsAndBuildings to include Gem Stores #2273 * Add Pawn Shop to the Regional Topic #2285 **KABoissonneault** * Fixed calendar showing "23th of Sun's Dusk" #2287 * Classic parity - Don't show armor values on Character Sheet paperdoll #2293 * PR #2284 mod compilation issue workaround #2300 **Pango** * Only warn about non-optional missing dependencies #2292 **Magicono43** * Add Support For Jewelry Type Items To Be Rendered On Paper-doll if They Have Their Equip Slot Set To The Body, Mod Support #2274 **TheLacus** * Fix missing sound and StaticNPC for imported RMB gameobjects #2248 **Hazelnut** * Prevent shops being treated like FG #2276 * Make preset button in mod settings more obvious #2279 * Update GetGroupIndex to simply return input for new items from mods #2280 * Allow setting some TravelPopup properties from override classes #2281 * World Data Editor - Fix truncation of water level in start markers #2282 * Extract abstract class from DaggerfallBillboard and move summary struct into MobileUnit base class #2284 * Fix bug where ally/enemy propagation is not performed for Knightly Orders #2297 * Fix 2 usages of Clamp() that were not assigning the result #2298 * Fix bug with promptmulti action #2299 * Don't override faction id if the replacement id is zero #2302 **Interkarma** * Fix improper quest resource cast f4d1668 * Disable non-classic feature option Advanced Climbing by default fe3c0a2 * Add CustomDisplayName property for PotionRecipe 887366d
v0.13.4-beta
This release contains several updates to rendering and lighting. This includes new default shaders, Gamma > Linear colour space change, lighting review, and update to postprocessing stack. As of 0.13.4, these changes are now out of preview.
General Fixes & Improvements
Fix Boethiah flat index in FACTION.TXT - requires starting new game (Interkarma) be87afe
Fixed custom textures for NPC billboards not having a collider (KABoissonneault) #2255
Added actions property to task class (Macadaynu) #2249
Rendering Update
Please also update your mods and check compatible with 0.13
More details about rendering update in blog posts linked below.
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. Downloads are below release notes under **Assets**. # Rendering Update ** *Please also update your mods and check compatible with 0.13* ** This release contains several updates to rendering and lighting. This includes new default shaders, Gamma > Linear colour space change, lighting review, and update to postprocessing stack. As of 0.13.4, these changes are now out of preview. More details about rendering update in blog posts linked below. **Part 1** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update/ **Part 2** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update-part-2/ **Part 3** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update-part-3/ # New Features * Adds World Data Editor to Unity DFU editor tools (Hazelnut) #2267 Tutorials by Hazelnut on how world data works for Daggerfall and an overview of the World Data Editor's features can be read here: https://forums.dfworkshop.net/viewtopic.php?t=2857 # General Fixes & Improvements * Remove leftover elements of Baltham Greyman Pt2 (Jay_H) #2240 * KoW Totem Reputation fix (Jay_H) #2269 * Enemy corpse custom texture fix (KABoissonneault) #2242 * Fixed custom textures for NPC billboards not having a collider (KABoissonneault) #2255 * Virtual "Open" effect for exterior doors (KABoissonneault) #2264 * Floating Origin change now also adjusts EnemyMotor's "last grounded" (KABoissonneault) #2270 * Color picker tweaks and fixes (TheLacus) #2244 * Added actions property to task class (Macadaynu) #2249 * Randomize dye color for clothing items created by quests (Ralzar81) #2253 * Allow cast when held to be overridden and modified by mods (Hazelnut) #2254 * Fix Boethiah flat index in FACTION.TXT - requires starting new game (Interkarma) be87afe * Fix position of arrow count label at different aspect ratios (Interkarma) d4fc32b * Allow stronger ColorBoost settings up to a max of 8.0 (Interkarma) b794256 * Default sky follow main camera viewport rect (Interkarma) b5a5fad * Save settings on exit game (Interkarma) 5ba0e15 * Change texture layout of portrait in large HUD (Interkarma) ce09920 * Fix talk manager exception from improper quest resource cast (Interkarma) f4d1668
v0.13.3-beta
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 posts linked below.
Mod compatibility has improved substantially. Many mods incompatible with 0.13.0 are either now compatible with 0.13.3 or will soon have a release providing compatibility.
Fixes & General Improvements In 0.13.3
Please help mod authors by testing their updated mods with this release and providing them with your feedback.
Rendering Update
Fix volume collider blocking spells and other missiles 7dd444d
Fix StreamingWorld.TrackLooseObject "mapPixelX" and "mapPixelY" (KABoissonneault) #2268
Fix retro mode colour accuracy with higher precision render textures c3ad29a
Changelog complet
# 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 posts linked below. **Part 1** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update/ **Part 2** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update-part-2/ **Part 3** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update-part-3/ **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 0.12.3](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.3-beta) instead.** # Impact to Mods Mod compatibility has improved substantially. Many mods incompatible with 0.13.0 are either now compatible with 0.13.3 or will soon have a release providing compatibility. If you are a mod author and encounter any difficulties rebuilding your mod for 0.13.3, 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. # New Features * RetroMode Enhancements * ColorBoost effect and config page # Fixes & General Improvements In 0.13.3 * Don't use transparent queue for standalone cutout billboards so they operate with AO and other depth effects 21d574c * Fix volume collider blocking spells and other missiles 7dd444d * Nature billboard shadows now optional and disabled by default 2bcc80b * Flag window textures in archives 171-173 to support emissive from replacements 2f2a63a * Allow changing retro mode settings at runtime eaecd0e * Remove global UI FreeScaling method, this is now part of retro mode aspect correction * Change protections on MaterialReader Uniforms to public 221af7c * Fix StreamingWorld.TrackLooseObject "mapPixelX" and "mapPixelY" (KABoissonneault) #2268 * Fix retro mode colour accuracy with higher precision render textures c3ad29a * Hide spell icons when pause options dropdown is open 3868879 * Refine automap panel sizing with custom screen rect ac23cea Thank you for helping to test Daggerfall Unity!
v0.13.2-beta
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 posts linked below.
Mod compatibility has improved substantially as of 0.13.2. Many mods incompatible with 0.13.0 are either now compatible with 0.13.2 or will soon have a release providing compatibility.
Fixes & General Improvements In 0.13.2
Please help mod authors by testing their updated mods with this release and providing them with your feedback.
Fix loading normal, parallax, metallic maps as linear fc2fe09 3f20b43
Fixed spell missiles and arrows colliding with post process layer object 7dd444d
Fixed standalone billboards not interacting with ambient occlusion 21d574c
Rendering Update
Changelog complet
# 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 posts linked below. **Part 1** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update/ **Part 2** https://www.dfworkshop.net/daggerfall-unity-0-13-rendering-update-part-2/ **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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.3-beta) instead.** # Impact to Mods Mod compatibility has improved substantially as of 0.13.2. Many mods incompatible with 0.13.0 are either now compatible with 0.13.2 or will soon have a release providing compatibility. If you are a mod author and encounter any difficulties rebuilding your mod for 0.13.2, 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. # New Features * Effect Settings UI # Fixes & General Improvements In 0.13.2 * Do not use texture compression for retro-sized textures (Interkarma/TheLacus) 192a82e #2250 * Fix texture replacement error loading compressed normal map c377fe6 * Fix loading normal, parallax, metallic maps as linear fc2fe09 3f20b43 * DaggerfallDefault shader support for metallic maps 8a88f8f * DaggerfallDefault shader tidy up and minor improvements da1a00e 27c403b 5680fe4 * Fix replacement terrain texture array not created as linear 4225a78 * Fix tilemap shader compile error and filter mode 31e2252 * Refactor terrain texture array loaders b907d2a * Only use Color32 fallback loader for albedo textures 230bac2 * Minor tidy up of DaggerfallTilemapTextureArray shader 9ba1d8b * Normal, parallax, metallic support in DaggerfallTilemapTextureArray shader 982a071 8bcf345 * Decouple default torch and player torch intensity e7f4961 * Optimise right-mouse automap rotations e6a4964 * Fix creating terrain tilemap texture as linear 8b10f85 * Expose UnderwaterFog to modders db08f2b * Change dungeon underwater fog colour to better match surface 4032f90 * Allow mods to set dungeon water colour on automap 2474427 * Fix out-of-range error in FormulaHelper.CalculateCastingCost (KABoissonneault) #2247 * Tune item-based torch light - now much brighter (Hazelnut) #2263 * Increase default torch brightness 5b0b313 # Hotfix 0.13.2b * Fixed spell missiles and arrows colliding with post process layer object 7dd444d * Fixed standalone billboards not interacting with ambient occlusion 21d574c Thank you for helping to test Daggerfall Unity!
v0.13.1-beta
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.
Fixes & General Improvements In 0.13.1
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.
Rendering Update
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 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.3-beta) instead.
Changelog complet
# 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.3-beta) 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](https://forums.dfworkshop.net/) in General. # Fixes & General Improvements In 0.13.1 * Embed PostProcessing v3.1.1 stack 071022f * Disable "magic dither" call in builtin postprocess shaders to eliminate unwanted noise in retro rendering mode 88ace56 * Remove dangling script from PlayerAdvanced prefab 8544d1d * Add advanced setting for anti-aliasing method, supports None/FXAA/SMAA/TAA c6f01a2 b55a615 * DaggerfallDefault shader parallax map (height map texture) support 983b1ee Thank you for helping to test Daggerfall Unity!
v0.13.0-beta
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.
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.
Rendering Update
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 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.3-beta) instead.
Changelog complet
# 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.3-beta) 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](https://forums.dfworkshop.net/) in General. Thank you for helping to test Daggerfall Unity!
v0.12.3-beta
General Fixes & Improvements
Fixed custom enemies using ids above 145 not having any sounds #2227
Added missing formula override for FormulaHelper.SavingThrow #2235
Fix duplicate name when same block used twice in one town a42ca59
Downloads are below release notes under Assets.
Exclude guild halls from same-building assignment check 2627562
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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
v0.12.2-beta
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
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
Fix "Tell Me About" giving different person locations than "Where Is" #2203
Improve presentation of quest A0C00Y16 #2199
Fix badly formed XML comment #2212
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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
v0.12.1-beta
General Fixes & Improvements
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
Fix dialog not displaying when adding a face #2192
Fix texture cracking in horizontal scroll thumb d2b25ea
Downloads are below release notes under Assets.
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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](https://forums.dfworkshop.net/viewtopic.php?p=56219#p56219) 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
v0.12.0-beta
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.
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.
Daggerfall Unity has been updated to Unity 2019.4.28f1. Anyone working with the source project should now update to this version.
Edit: The next stable release is [0.12.1](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.1-beta).
Changelog complet
# 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.12.1-beta). 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.
v0.11.7-beta
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.
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.
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.
Downloads are below release notes under Assets.
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) 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.
v0.11.6-beta
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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.11.5-beta).
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. _Note: If you have installed 0.11.5 or 0.11.6, please update to [0.11.7](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.11.7-beta) 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](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.11.5-beta).
v0.11.5-beta
Added "Accessibility" panel in DFU settings, with 4 new settings to select building colors in the Automap #2147
General Fixes & Improvements
Fix multiple exterior npc bugs #2155
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
Featured Changes
Changelog complet
# Getting Started If this is your first time installing Daggerfall Unity, please visit [Installing Daggerfall Unity and Other Information](https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360) for help getting started. _Note: If you have installed 0.11.5 or 0.11.6, please update to [0.11.7](https://github.com/Interkarma/daggerfall-unity/releases/tag/v0.11.7-beta) 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
v0.11.4-beta
Added new time-related text macros
Fix typo in DFU macro %pg1 bug
Fixed ArgumentOutOfRangeException on loading game with new dungeon models
General Fixes & Improvements
Fix automap update not triggering on some occasions
Reset ship ownership on new game start bug
Re-fix riding sprint in mods bug
Prevent levitating and swimming diagonally from being 40% faster bug
Changelog complet
# 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
v0.11.3-beta
World: Fix classic bug relating to %ef macro not using correct local race for building names
MeshReplacement: Fix regressions of new scripts not added to mod-added models
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
RuntimeMaterials: Fix bug where dungeon texture not applied if runtime material not attached to base object
Localization: Fix exception when determining size of new font atlas using deprecated fields
Quest Debugger Input Changes
If you are not a quest author or dont care about quest debugger, you can ignore these changes.
Changelog complet
# 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

Captures d'écran

Screenshot de Daggerfall Unity