Classic quests in DFU

For all talk about quests. Creating, testing, bugs, and development progress.
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Interkarma
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Re: Classic quests in DFU

Post by Interkarma » Fri Sep 29, 2017 11:04 pm

Thanks Jay. I'd be interested in that outcome if you're able to test sometime.

I definitely want to preserve the challenge of classic Daggerfall, but I also want people to play and enjoy the game. There should be a point where the average level 1 character isn't being roflstomped by almost everything.

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Interkarma
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Re: Classic quests in DFU

Post by Interkarma » Fri Sep 29, 2017 11:54 pm

I've just made a few more tweaks to reduce enemy speed and range a bit. These are the changes you'll find in next build.
  • Reduced enemy movement speed while attacking to 33%.
  • Reduced base attack speed by 25%.
  • Reduced enemy melee range by 25%.
  • Reduced chance enemy attack will follow strafing player to 50%.
I rolled several fresh player 1 builds ranging from warriors to mages and went toe-to-toe with enemies in Privateer's Hold. Things still feels challenging with these reductions (especially with a mage character), but also fairly achievable. As in classic, the ebony dagger is a game-changer early on.

I'm interested in hearing player's feedback when next built arrives. These numbers can be tuned up and down as required to dial in a good general feel for combat.

EpicSpellsword404
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Re: Classic quests in DFU

Post by EpicSpellsword404 » Tue Dec 12, 2017 8:06 pm

Have you considered different values for different reflex levels?

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Jay_H
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Re: Classic quests in DFU

Post by Jay_H » Wed Feb 21, 2018 9:22 pm

With some well-placed encouragement from Hazelnut, I've begun going through and patching the buggy classic quests. I'm going down in order of filename. So far I've done three.

Fixed:

M0B00Y06: Wild animal in local building. Instant reward bug if you talk to the questgiver.
M0B00Y07: Wild animal in remote building. Instant reward bug if you talk to the questgiver.
M0B00Y15: Slay multiple rodents in a local building. Erroneous reward object name. Mission would end in failure even if successful.

In progress:

M0B00Y17: Pet tiger quest. This is a real mess. The noble NPC belongs to the wrong group and I don't know what the right one is named. S.04 doesn't trigger even though the "tiger is following" message appears. This one needs more work.

I'm storing the fixed versions in this file, which I'll update as I work.

http://drive.google.com/file/d/1cqGp55I ... VuPZ-iKfE1
Last edited by Jay_H on Wed Feb 21, 2018 10:48 pm, edited 1 time in total.
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NikitaTheTanner
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Re: Classic quests in DFU

Post by NikitaTheTanner » Wed Feb 21, 2018 9:36 pm

Yay! Great work, Jay_H! Love the progress! Maybe one day we'll forget about all the bugs in the original quests! That would be the day :lol: Thanks a lot for doing it, I think that everyone, including me, really appreciates it.

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Jay_H
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Re: Classic quests in DFU

Post by Jay_H » Wed Feb 21, 2018 9:39 pm

Thank you :) I didn't actually realize how easy it would be. Interkarma's left the bug notes since August, but I'd been waiting for official bug reports or something :lol: Hazelnut's the one who actually motivated me to it :)
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Interkarma
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Re: Classic quests in DFU

Post by Interkarma » Wed Feb 21, 2018 9:57 pm

This is awesome, thank you for doing this Jay!

If you need a hand or more detail on something, please don't hesitate to pop me an email or PM. I'll do what I can to help.

If you notice any quest actions that don't appear to work as expected, please make note of this and send me a PM of the quest and action. I'll add this to my list and look at it when I can. Most of my back-end progress and fixes come from just playing the quests normally, exploring the different paths they can take, and seeing what happens.

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Jay_H
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Re: Classic quests in DFU

Post by Jay_H » Wed Feb 21, 2018 11:14 pm

Will do :)

Just a small progress report since I had a few minutes free. M0B20Y02, the giants in a dungeon quest, has a note saying "injured _monster_ saying 1020" does not work, but the engine has now caught up to that point. The quest functions without an error.
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Jay_H
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Re: Classic quests in DFU

Post by Jay_H » Thu Feb 22, 2018 1:17 am

Fixed:

M0B30Y08: Kill an undead in a remote building. Granted reward immediately. Didn't give map upon successful completion.
M0B40Y05: Plants vs Loggers. Granted reward immediately. Didn't give map upon successful completion. Spriggan would speak while dead if one-shotted.
M0B50Y09: Dungeon gargoyle. Granted reward immediately. Didn't give map upon successful completion.
M0C00Y11: Outsider quest, slay a scorpion in town. Granted reward immediately.
M0C00Y12: Outsider quest, slay a spider in town. Granted reward immediately.
M0C00Y13: Outsider quest, slay a barbarian in town. Granted reward immediately. Text spoke of multiple barbarians when it was only one.
M0C00Y14: Outsider quest, slay some rats in town. Granted reward immediately.

Some quests are just going to have to be rewritten from scratch since the original DF script language in them was so fringe. To me that's easier than trying to reconcile one point with another.

The pet tiger quest is still at large, and that'll take me some time. But it's the only bugged Fighters Guild quest remaining. All others should work as in classic.
Last edited by Jay_H on Thu Mar 01, 2018 8:39 pm, edited 1 time in total.
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Interkarma
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Re: Classic quests in DFU

Post by Interkarma » Thu Feb 22, 2018 2:00 am

You are a straight-up hero. :)

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