github Lattymoy/daggerfall-js-source app-v0.1.10308
Update 0.0.291

latest releases: app-v0.1.10314, app-v0.1.10312
3 hours ago

Patch Notes: Daggerfall Enemy Expansion

New mod: Daggerfall Enemy Expansion

  • Kamer & Kab's Daggerfall Enemy Expansion 1.3.4 is in the Mods pane and is on by default. Online, the room's setting applies to everyone in it.
  • The mod's fifty new enemies are registered, with their art. While the mod is on, its changes to sixteen classic monsters and two classic classes apply, and quests can name the new enemies.
  • The new enemies animate and stand at the size the mod gives them. Their glowing parts glow, and their spirits are drawn see-through, in dungeons, in towns and in the Overworld's bands. Female riders and Dark Slayers fall as their own female corpses, and the Hell Hound's corpse burns on outside dungeons too.
  • The new enemies now turn up in the world: every dungeon type, the water, and each climate's towns by night, wilderness by day and wilderness by night use the mod's encounter tables. Laboratories pick one of two tables each, the same one every visit and for every player. Arriving in a town by fast travel or a load picks that climate's town-night table, as in Daggerfall Unity.
  • The new enemies cast their own spells. The mod's four new spells join the spell list and are hidden from shops, as in Daggerfall Unity. Each spellcaster casts its own book: King Lysandus his Bolt of Vengeance, the spellcasting classes by their level.
  • The new enemies' attacks carry their effects:
    • The Blood Spider's bite leeches blood.
    • The Gloom Wraith's touch silences.
    • The Fire Daemon's touch burns.
    • The Will-o'-wisp's touch wracks.
    • The lizard men paralyse like a spider.
    • The bat and the ghouls carry disease.
    • The nymph tires you.
  • Blunt weapons do half damage to the Skeletal Soldier and silver does double, as against the Skeletal Warrior. While the mod is on, Barbarians no longer take that rule, as in the mod. Each new enemy has its own kind (beast, humanoid, undead, daedra) for racial bonuses, Detect, Dispel and Pacify, and its own language.
  • The Troll gets back up. Ten seconds after it falls, a new Troll stands where the body lay, unless a spell's missile burns the body to ash first. Fire is the Troll's weakness; blades and arrows do nothing to the body. The body can't be searched. A Troll still down when you save keeps its time on load, and a burnt one stays burnt, after a reload and for a player who arrives later. The mod's "Disable Troll Respawn" setting keeps them down. Online, every player sees the same body rise or burn.
  • With Morrowind attached, the new enemies stand in Morrowind's bodies where Morrowind has the same creature: the Goblin, the wolves, the Troll, the Boar, the Mudcrab, the Ogre, the Dremora Churl, the golems, the ghouls, the Scamp, the Dwemer centurions, the Skeletal Soldier and the ghosts (seen through). The lizard men stand as Argonians, and the new classes as people. The riders, the flyers and the creatures Morrowind lacks keep their Daggerfall sprites.
  • With Roleplay & Realism: Items' realistic enemy equipment on, the mod kits every class enemy, the classic classes included:
    • The new classes are armed as the class they are drawn from: a Knight Rider fights as a Knight, a Druid as a Mage, a Bounty Hunter as an Assassin (with the Assassin's chance of a poisoned blade).
    • Class enemies wear their second weapon.
    • Armour follows what each class may wear. With Roleplay & Realism: Items' new armour on, a class that may not wear plate sometimes wears the chain or leather set instead. A Monk wears about half the armour it did, and Rangers and Burglars wear their classic pieces rather than chain or leather.
  • In There's a Hole in the Bottom of the Ocean's abyss, the new classes are treated as monsters, as that mod's own code does.
  • Fix: the vampires, the ancient vampires, the frost and fire daedra and the fire atronach no longer cast shadows, sprite or Morrowind body, as in Daggerfall Unity.
  • Fix: with realistic enemy equipment, an enemy no longer holds a two-handed weapon and a shield at once, and an orc's poisoned blade is rolled before its gear turns orcish, as in Daggerfall Unity.
  • The mod's pictures leave memory once drawn.
  • The new enemies' names are translated into every language the game offers. Before this, they showed in English everywhere, as in Daggerfall Unity.

Meaner Monsters and Daggerfall Enemy Expansion now work together

  • With both mods on (the default, and always online), Meaner Monsters plays as MUDEX, the version its author Ralzar made for Daggerfall Enemy Expansion. Meaner Monsters itself asks players to make this switch.
  • MUDEX sets the health, damage, level and armour of 35 monsters, classic and new. The Grizzly Bear now hits for 1-20 with 50-100 health, and the Goblin for 4-15.
  • Every dungeon type gets themed encounter tables that don't scale with your level, beside its usual one. A crypt might be a lich's, a vampire's, a mummy's, a necromancer's or a haunted one.
  • Without Daggerfall Enemy Expansion, Meaner Monsters works exactly as before. Changing either switch takes effect the next time the game loads.

What's Changed

  • DEX: Daggerfall Enemy Expansion 1.3.4 (Kamer & Kab), in slices by @Lattymoy in #1067

Full Changelog: app-v0.1.10256...app-v0.1.10308

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