github Lattymoy/daggerfall-js-source app-v0.1.8288
Update 0.0.113

one hour ago

Patch Notes: Dungeons come back

Spawned and Elite dungeons

  • Walking past a spawned or Elite dungeon no longer starts its despawn timer. The timer (7 in-game days, about 14 real hours online) now starts only when someone enters the dungeon. A dungeon nobody goes into stays where it is.
  • A dungeon that has despawned now comes back 24 real hours later: the same dungeon in the same spot, with fresh timers. Regions that were emptied out repopulate.
  • Your character's save no longer keeps despawned dungeons gone forever. Players who walked an area weeks ago now see the same dungeons as everyone else.
  • Wild Zone halls no longer vanish partway through their day after someone has been inside one.

Patch Notes: Eight field fixes

Quests

  • Quest enemies, like the Fighters Guild's rats, now appear in shops, not only in houses.
  • "Open a Chest" and other quests whose shop is in another town now show that town in the quest list, on the travel map and on the compass.

Homes

  • A home's chests no longer lose their contents when furniture fails to load; anything without a chest or box to go in is set down at your feet.

Combat

  • The Gauntlets of the Rose's second hit now lands on the Oblivion Gate's boss.

Professions

  • Motherlodes appear on the compass from their warning onward, in their own colour, drawn over nearby veins.

Graphics

  • Windows no longer show the street where your building's own wall stands.
  • Fixed Morrowind models (you, NPCs, enemies, horses) turning invisible until restart.

Controls

  • Swing Weapon bound to Left Click (with mouse activate unbound) now survives a restart.

What's Changed

  • FIELD BUGS 2026-10-12g: eight threads from the bug-reports channel by @Lattymoy in #857
  • SPAWN-REBIRTH: spawned dungeons' clock starts on entry, a dead one comes back in 24 real hours (+ audit) by @Lattymoy in #858

Full Changelog: app-v0.1.8270...app-v0.1.8288

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