

This is on by default, but you can toggle off using Enhanced > Interface > Arrow counter in startup UI. Of course if you open the Journal log (default L) it will go straight to Active Quests, and if you open Notebook (default N) it will go directly there instead.Ī small but very nice feature is an arrow counter next to compass for archers. Click the “dialog notes” button to cycle through Active Quests, Completed Quests, and Notebook. No matter if you open the quest log or notebook, they’re all part of the same UI. This feature even required improvements to quests, there’s no question he went the extra mile on this one.
#Es daggerfall casting spells upgrade#
In a perfect example of rounding out a feature, Hazelnut’s upgrade will track maps given to you from all sources. Up until now, you’ve had to write these down and track yourself. Sometimes you will find maps in the game, or they will be given to you as a reward from a quest.

This is nice way to look back and see what you’ve achieved with the character so far. Rather than vanish forever, you will now have a record of quests you’ve completed. Just click the journal entry and hit Yes to load up the location for fast travel. This is a huge quality of life improvement over remembering name and entering it into the “find” box on travel map manually. My favourite new feature is the ability to click on an entry in Active Quests to initiate fast travel to that location. You can copy just the most recent message or the entire conversation if you want. If an NPC drops an interesting rumour in conversation, hit “copy to logbook” button to make a note of it. Here are the highlights of using our upgraded journal. In typical Hazelnut fashion, he hasn’t just implemented a basic notebook, he’s completely upgraded the quest journal and carefully thought out how everything fits together.

This is one of those features I didn’t know how much I needed until I actually played with it. The Notebook feature (default key N) didn’t really do anything in classic Daggerfall and did not exist at all in Daggerfall Unity until now. Player Notebook & Journal Upgrade (Hazelnut) Everything goes about as well as expected. Here’s a short video where I pick a fight with some denizens of Mannimarco’s lair. Magic in Daggerfall Unity suddenly doesn’t feel quite so one-sided, and magical encounters have become very dangerous again. I can’t put into words just how amazing Allofich’s work on this has been. And unlike in classic where the monster’s entire payload of spells are released instantly, they now make more intelligent decisions and release spells at sensible casting intervals. Enemies might stand their ground and hurl a fireball, or approach and attack player with a touch spell. This means ancient liches and vampires are serious threats again, imps are more than just a nuisance, and scorpions and spiders will just wreck your happy feelings with paralysis.Ī lot of work was required in enemy AI to select spells based on touch or range. This was going to be a solely bug-fix build, but amazing work kept on rolling in and I’ve decided to get these new features out to you now rather than wait until November.īuilding on top of my work on the magic & effect system, Allofich has wired up foes to hurl spells back at the player. To cap off a great month of progress, we have one more round of builds for October.
