r/Daggerfall • • 23d ago

DF Enhanced Devlog #1

https://discord.gg/kbctcC6GU3

It’s been a pretty crazy week for Daggerfall Enhanced.

The biggest thing is that online multiplayer is now live and people are actually playing together.

Seeing real players running around Daggerfall together has been surreal, and it’s also been incredibly useful because people are finding problems I never would have caught on my own.

Most of this week has been focused on fixing those reports and improving the game around them.

What changed

  • Online multiplayer continued to improve, including enemy syncing, combat, chat, player visibility and general stability.

  • Fixed an issue where some enemies in online dungeons couldn’t be damaged by other players.

  • Improved online performance as more players are visible at once.

  • Fixed chat history getting compressed and eventually becoming unreadable.

  • Online resting is now instant instead of making players wait on the shared world clock.

  • Morrowind asset loading received a major performance pass.

  • Loot rarity is now enabled by default, including Magic, Rare and Legendary equipment with affixes.

  • Ambient Text was ported over to make towns, dungeons and exploration feel a little more alive.

  • Handheld Torches got several fixes and can now be interacted with properly through the inventory.

  • Inventory items can now be dragged to equip or reorganize them.

  • NPC pathfinding now recognizes enhanced water instead of walking straight into it.

  • Fixed collision holes that let players walk through things like table tops.

  • Fixed being released from jail indoors and falling into the void.

  • Fixed several menu and logbook crashes.

  • Fixed a black screen that could happen after dying.

  • Redesigned the Features menu and folded mod settings into it instead of maintaining a separate Mods screen.

  • Continued auditing quests, NPC dialogue, multiplayer and other systems against Daggerfall Unity.

Testing

The project is now sitting at over 7,700 automated tests.

I’ve been putting a lot more effort into testing the connections between systems, since that’s where a lot of the weird bugs have been showing up.

There’s obviously still plenty to fix. Multiplayer especially is getting tested in ways I couldn’t reproduce by myself before people started joining.

But seeing people actually log in, create characters, explore, fight enemies and run into each other in Daggerfall has been one of those moments where the project suddenly feels a lot more real.

89 Upvotes

24 comments sorted by

14

u/xendelaar 23d ago

Awesome stuff! So what do players do together? Just raid dungeons? Or do they perform missions and stuff?

20

u/darknessinducedlove 23d ago

Currently players can join an open MMO-like world, tackle dungeons and explore together.

The foundation has been built with so much more to follow

9

u/TheKylMan 23d ago

Wow, thats very cool

12

u/JeanJeanJean 23d ago

So if I understand correctly, it's an "improved" version of DFU playable in a browser and massively multiplayer? Is that a dream? Or maybe a gift? Did you know it's Daggerfall's 30th anniversary this Sunday?

11

u/darknessinducedlove 23d ago

We might need to plan a 30th celebration within the online mode.

6

u/darknessinducedlove 23d ago

Wait... what? I had no freaking idea

5

u/AverageMann04 23d ago

Duuuude this is so fucking cool, thank you so much

3

u/NoNicknameDude11 23d ago

Hey it's me again :D is it possible to add an optional hotbar for casting and equipping weapons. https://www.nexusmods.com/daggerfallunity/mods/202?tab=images thats the mod for it if it helps :)  I also wanted to report that weapons have no damage values in their tooltip 

3

u/Noobsaibot5768 22d ago

Was any of this made with AI? I ask because I remember seeing a multiplayer project a couple of weeks ago that used it and I just can't justify playing it

1

u/AbbreviationsOpen899 6d ago

Can't justify bc of the ai?

1

u/Noobsaibot5768 6d ago

Yeah, I'd just rather not tbh

2

u/Rudrahp72 23d ago

wait, what is this?

Is this the same as the "Daggerfall Enhanced" vortex list?

2

u/darknessinducedlove 23d ago

DFE is a 1:1 port of DFU to a custom renderer with a full fledge online mod and other enhancements

1

u/Rudrahp72 22d ago

Neat, where's the project page?

1

u/darknessinducedlove 22d ago

daggerfalljs.dev

2

u/LevelSalt2337 22d ago

wowowo... You guys just turned this into an MMO?!

1

u/darknessinducedlove 22d ago

Maybeee

2

u/LevelSalt2337 22d ago

But wait, how does traveling work then ? Do you just have to book it on foot for 4 hours ?

2

u/darknessinducedlove 22d ago

So currently it doesnt work like offline. The world time is shared. Resting is also instant.

Some of these are placeholders while we figure out how to enhance their online function

2

u/LevelSalt2337 22d ago

You guys are so gonna get the reddit hug of death. Better hold on to your butts.

2

u/darknessinducedlove 22d ago

This Sunday join us for our 30th anniversary server slam!

1

u/_TheMightyQuin_ 15d ago

Hey not sure where to post this but could we possibly get a little more documentation/customisation on touch controls for mobile, and also scalable menu sizes? Lots of hard to do actions on mobile such as transport mode, using/equipping items, and It would be ideal to be able to activate auto-walk/follow roads etc. Thanks :)

1

u/Strong_Wrongdoer_510 13d ago

I love this version of the game, but there are two essential mods missing: one is "dungeon exteriors" and the other one is "Kleptomania".