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This page was last updated on 10 September 2020, 7:57AM
- Changelogs
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Version v0.2.4
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Ironman
======= - You may no longer delete the most recent save of an Ironman game, unless the only remaining save would be the "(Ironman) Start" save. Deleting the most recent save may only be done from the Load menu.
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Ironman Game Systems
=================== - Upgraded the "Enemies Transition With You" setting. Now, enemies will only transition with you if you are their current target AND they can see you (including you being in their line-of-sight). Also, the speed at which enemies transition with you is now based on how far they were from you when you transitioned. The minimum transition time for an enemy is half of a second. Finally, enemies will transition at a point near where you were when you transitioned, instead of transitioning on top of you.
- Changed the "Disable Pausing" setting to allow the game to pause during Quest-generated message boxes. This will allow you to read what quest enemies are saying to you instead of getting an instant beatdown. This change is experimental and other message boxes may pause the game, but I tried a bunch and couldn't find any in the base version of DF Unity. Message boxes from mods - depending on how they're created - may end up pausing the game.
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Version v0.2.3
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Ironman
======= - Made compatible with 0.10.8+ release. The mod does not use the new UIFactory yet - that will be for a future version. This should have no effect on your playing experience.
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Ironman Game Systems
=================== - Made compatible with 0.10.8+ release. The mod does not use the new UIFactory yet - that will be for a future version. This should have no effect on your playing experience.
- Class-based enemies who use hand-to-hand can now experience degradation on their gauntlets/boots when appropriate (as the player would) IF the "Use Armor Material In Hand to Hand" setting is enabled.
- Enemies will now transition with you out of a location if you try to recall, but cancel the attempt (or anchor) if you have the "Enemies Transition With You" setting enabled. Enemies should not transition with you if you recall away.
- Enemies now transition with you out of dungeons/buildings a little faster. Also, enemy transitioning is a bit more reliable.
- Fixed a bug where you would not be allowed to recall near enemies regardless of what you had the "Disable Recalling Near Enemies" setting set to.
- Removed some Tedious Travel interaction (disabling weather particles, but stopping when disease incubation is over still remains).
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Version v0.2.2
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[Ironman Game Systems]
==================== - Made disabling "Enemies Transition With You" actually prevent enemies from chasing you in/out of buildings and dungeons. Whoops.
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Version v0.2.1
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[Ironman]
======== - Updated Ironman to work with the renaming of the "Disable Exiting Near Enemies" setting in IGS.
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[Ironman Game Systems]
==================== - Renamed "Disable Exiting Near Enemies" to "Disable Quitting Near Enemies" for clarification. If you had this setting previously disabled, you will need to disable it again.
- Added the "Enemies Transition With You" setting. When enabled, this will allow any and all enemies (except for enemies added by a quest) to follow you in and out of dungeons and buildings. This is compatible with Persistent Dungeons in that enemies will not be duplicated during the transition.
- Gloves and boots will now take damage when using them in Hand-to-Hand combat IF the setting for "Use Armor Material In Hand to Hand" is enabled. Since they can already take damage as armor, there's a 50% less chance for them to take damage versus a normal weapon when being used to punch or kick.
- When creating a new character and having the game answer the character creation questions for you, the ebony dagger will now be replaced by a silver dagger IF the "Nerf Ebony Dagger Question" option is enabled in the Ironman Game Systems settings menu.
- You will now get a message popup when guards are summoned due to your traipsing around closed shops.
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Version v0.2.0
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[Ironman & Ironman Game Systems]
============================= - Split Ironman into two mods: "Ironman" and "Ironman Game Systems." The mods can be used independently of each other. All of the settings from v0.1.3 were migrated to Ironman Game Systems. You will need to set your game settings to your liking again. All Ironman Game Systems settings are enabled by default, regardless of whether or not you're playing an Ironman game. So if you like the changes that have been made in Ironman Game Systems, you can use them with the Ironman mod disabled. Please keep me aware of any bugs that you find in Ironman and Ironman Game Systems so I can fix them as soon as possible.
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[Ironman]
======== - Added execution to the court system. Execution is supported for the following crimes: Murder, Treason, High Treason, Piracy, Smuggling, and Criminal Conspiracy. You can only be executed for an executable offense. After being banished from a region once, the courts in that region will attempt to execute you regardless of the crime committed, though you still have a chance to talk your way out of being executed. Additionally, if you have the "Avoid Death" perk from any guilds or temples (currently, no guilds - just the Temple of Stendarr), you will have a chance to survive your execution. Avoid Death is something that was implemented in classic. While the Ironman mod is active, execution is not optional for Ironman games, but may be disabled for normal games in Ironman's settings menu.
- Added the "Execution In Normal Games" setting. While execution is always enabled in Ironman games, you can disable it for your normal games, if you so prefer. Execution is enabled by default.
- You will now be released at full health/mana/stamina after being banished. This should prevent instant death for those who get released during the day with the "Take Damage from Sunlight" disadvantage.
- Ironman games will now save your court status. Meaning, if you kill the game task on the court window, you're still going to be in court when you reload.
- Ironman games will now only quit after the pending quitsave has been completed. This may not have been an issue in previous versions, but the method of doing so before was hacky. This should prevent any possible save corruption on the Quitsave as a result of exiting the game naturally or by killing the task normally (force-kills and game crashes could potentially - but are unlikely to be - an issue, as they probably won't trigger OnApplicationQuit(), which is where saving occurs).
- Changed the save/load game system a bit. You can now only load the most recent save. This is useful for people who like to play with the Autosave mod and don't tend to spend too much time Quicksaving. Also, the Quicksave key (default: F9) now saves as "(Ironman) Quicksave" instead of "(Ironman) Current" and quitting the game will generate an "(Ironman) Quitsave" save, which becomes your most recent save.
- Killing the Daggerfall Unity task with "Disable Exiting" enabled now saves the game before it exits.
- If you saved shortly after receiving the "surrender to guards" dialogue, you will now get another chance to surrender to guards when reloading the game.
- Prevented the ability to Quicksave in menus when playing Ironman games.
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[Ironman Game Systems]
==================== - Integrated with the Tedious Travel mod. Players with Tedious Travel installed will now get a message once a disease exceeds its incubation period and their travel will be stopped. Also, weather particles will be disabled during travel as this seems to cause issues. I can make that optional, if so desired. If whoever's currently maintaining the Tedious Travel mod would like to fold these changes into it, that would be great.
- Integrated with the Airships mod. The transport window will work as if you had DREAM compatibility enabled. If you own an airship and a ship, you will be prompted with a message, asking if you want to summon your airship.
- Integrated the with Archaeologists mod for "Always Use Classic Pacification" setting.
- Integrated with Roleplay & Realism mod for "Modify Critical Strike" setting.
- Added the "Disable Recalling Near Enemies" setting. If enabled, this prevents you from being able to recall when enemies are nearby.
- Added the "Disable Transport Near Enemies" setting. When enabled, this will prevent you from opening the transport window while enemies are nearby. If pausing is disabled, and you leave the transport window open, the window will automatically update based on whether or not enemies are nearby. Also, your current mode of transport will be greyed out when this option is enabled because stuff like being able to choose "Foot" while you're already on-foot always irked me.
- Added the "Disable Resting on Horseback" setting. If enabled, you will not be able to rest while on horseback.
- Added the "Always Use Classic Pacification" setting. When enabled, Ironman Game Systems will try to ignore any modification to the pacification formula by other mods, and instead use Daggerfall Unity's formula. This is compatible with (and made in response to) the fantastic Archaeologists mod for those who don't like the heightened pacification chances, but appreciate the extra language skill gain.
- Added the "Prevent Guard Pacification" setting. When enabled, guards may be pacified momentarily, but will begin to attack you almost immediately after their pacification.
- Added the "Can Surrender Once Identified" setting. When enabled, guards no longer need to hit you in order to bring up the surrender prompt and lower your reputation score. They will need to be within a fairly short distance of you in order to identify you. If your legal rep is above -10, they will not be able to identify you from your back; however, they can still identify you from the side.
- Added the "Use Armor Material In Hand To Hand" setting. When enabled, the material level of your gloves (when punching) and boots (when kicking) will be checked against the enemy's resistances to see if damage will be delivered or ignored. In other words, you now need at least silver gauntlets to punch a werewolf.
- Added the "Nerf Ebony Dagger Question" setting. When enabled, the "An ebony dagger" answer at character generation will be changed to "A silver dagger" and you will receive that at the beginning of the game instead. This is due to the fact that unless you're roleplaying or have Ebony/Short Blades prohibited, there's really no reason not to choose the ebony dagger as it's a huge advantage at game start. This has no effect on characters who choose to have their questions answered for them automatically.
- Added the "Modify Shop Burglary" setting. When enabled, you can no longer freely loot shops after they have closed. The success for stealing from a shop is the same as it would be if you were stealing from a home. Additionally, every 10 seconds, a check is made to see if the guards will be summoned to arrest you for Breaking & Entering. The chance for this NOT to happen is (((Luck * 2.5) / 5) + Stealth). This should stop happening at 100 Luck and 50 Stealth, 50 Luck and 75 Stealth, or any other sufficient combination.
- Added the "Modify Critical Strike" setting. If enabled, Critical Strike will no longer grant a bonus to your chance to hit, but instead, grant a bonus to your damage. The bonus scales linearly with your Critical Strike skill. With 100% Critical Strike, you have a 20% chance to crit for 2.0x damage. With 1% Critical Strike skill, you have a .2% chance to crit for 1.01x damage. Critical Strike scales with greater than 100 Critical Strike skill. CLASS-BASED ENEMIES WILL BENEFIT FROM CRITICAL STRIKE AS WELL!
- Added the "Modify Loan System" setting. Currently, this just disables the ability to borrow money from a bank. In future versions, loans will be re-enabled and players will be punished severely for defaulting on their loans.
- Fixed the "Disable Pausing" setting. It now works as intended without any known issues*. The game will remain paused while the console is open, regardless of what this option is set to. This is by design as the console is mostly only useful for debugging/development, fixing a technical issue, or cheating. (Known Issue) The game will be paused if a message box pops up while traveling via Tedious Travel.
- Renamed "Disable Exiting" to "Disable Exiting Near Enemies"
- With every game load, the UnityEngine.Random seed will be updated to prevent some frustrating issues where "random" occurrences will always work out to not be so random.
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Version v0.1.3
- Disabled "disable pausing" for now. It caused too many issues with the game and wasn't ready for release yet anyway. Enabling it in the Ironman settings mod menu won't do anything.
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Version v0.1.2
- Fixed a bug where SAVE0 would be overwritten at the start of the game. Saves were not being enumerated by Daggerfall Unity that early on, causing the game to think none existed at the point of saving. Sorry!
- Added mod setting to disable exiting the game when enemies are nearby. The process can still be killed.
- Added mod setting to disable pausing. Gameplay will NEVER be paused (including ANY menus) when enabled. This isn't fully finished yet because 0.1.2 is a rush release due to the SAVE0 bug.
- Slightly beautified the Ironman messages at game start.
- Fixed an incredibly minor issue where the "Delete Save" and Save/Load buttons would display when first opening the Save Game or Load Game menus.
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Version v0.1.1
- Adjusted how saves were deleted to address a possible bug.
- When playing an Ironman game, the game will now be saved when you attempt to exit the game. This includes by using the pause menu's exit button, Alt-F4/CMD-Q, and killing the task.
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Version 0.3.0
- ====================[Ironman Game Systems] ====================
- ==================== [Ironman] ====================
- Added a new option, "Show Ironman Notice When Starting New Games" - enabled, by default, you will now see a message every time you start a NEW character that explains how the Ironman save deletion feature works. This is to further assure users that their save files should be safe as long as they do not name Ironman characters the same as their other characters.
- Moved the "Enable Execution in Normal Games" option to Ironman Crime Systems and renamed it to "Allow Execution As Punishment" - this option must be enabled for you to have the possibility of being executed by the legal system in Ironman-mode and regular games.
- The prison sentence speed-up cheat key no longer works in Ironman-mode games.
- Beautified the Ironman messages at the start of the game.
- Updated to actually work with the latest version of DF Unity (v0.10.26) - sorry for the delay. A lot has changed in Daggerfall Unity and I've made a number of changes under the hood. Please let me know about any bugs ASAP as I should now have the time to fix them - at least in the near future.
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Version 0.1.0
- First release.
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- Author's activity
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September 2020
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10 Sep 2020, 7:57AM | Action by: DFIronman
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10 Sep 2020, 7:57AM | Action by: DFIronman
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10 Sep 2020, 7:43AM | Action by: DFIronman
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10 Sep 2020, 7:35AM | Action by: DFIronman
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08 Sep 2020, 3:03AM | Action by: DFIronman
Changelog added
Change log added for version 0.3.0
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08 Sep 2020, 3:02AM | Action by: DFIronman
Changelog added
Change log added for version 0.3.0
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08 Sep 2020, 2:59AM | Action by: DFIronman
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08 Sep 2020, 2:57AM | Action by: DFIronman
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08 Sep 2020, 2:35AM | Action by: DFIronman
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08 Sep 2020, 2:30AM | Action by: DFIronman
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08 Sep 2020, 2:29AM | Action by: DFIronman
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