New builds are now available on the Live Builds page.
Looking to the near future, my personal workload has started to shrink again and I will continue work on rolling out spell effects soon. I somewhat prematurely celebrated my larger July projects wrapping up, only to have some of the smaller projects drag on much longer than expected. We should see a return to more regular incremental updates to magic & effects very soon.
On the plus side, the other developers have continued to work on systems and fix bugs. I'm particularly excited to see the custom class creator and outdoor swimming in this round of builds, as well as magic item drops for loot and stores.
Something that's hard to describe in point form is all the incremental changes forming the rungs of a ladder towards a fully functional magic system. All of these seemingly minor back-end changes such as potion recipe handling and magic item drops, and magic crafting stations, are all important building blocks towards our goal.
I received a little bit of disappointed feedback when potion and magic item crafting stations came online before potions and magic items were ready to go. And I imagine the feedback will be similar now that magic items are dropping but not yet fully functional. The thing to keep in mind is that once all of these threads come together, the final stages of fully opening up spells, magic item, potions, advantages/disadvantages, diseases, etc. will coalesce very quickly.
I've linked the Black Triangles story before, and it's well worth a read if you haven't already. It perfectly describes all the work that goes into making the back-end of a game functional while not much interesting is happening on the surface. The same is true of Daggerfall Unity as the various moving parts begin to mesh.
For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.
Daggerfall Unity is approaching feature parity with classic Daggerfall. In this first post to ModDB in some time, we take a look at the disease system...
Streaming world now uses Unity's own terrain system for maximum features.
Implements a fragment shader for tiling from atlas, with corrections for texture bleeding and mipmap sample errors.
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The aim of this remaster is to use the samples and tools I have at my disposal to produce a cohesive and comprehensive remastering of all the midi files...
Denoised replacement sound effects for Daggerfall Unity
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