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