Taverns, Custom Loot, Climbing, Languages, Mod Features

Discuss Daggerfall Workshop news articles.
User avatar
Interkarma
Posts: 2621
Joined: Sun Mar 22, 2015 1:51 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Interkarma » Sat Feb 17, 2018 8:43 pm

Yep, really looking forward to first update on spells. Just need some more time to wrap up a few things. Hopefully first post will be up within this coming week.

User avatar
Jay_H
Posts: 1180
Joined: Tue Aug 25, 2015 1:54 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Jay_H » Wed Feb 21, 2018 9:37 pm

My impressions playing the new build:

1. Rain has been sorely lacking and I didn't realize it until now. The new rain effects are excellent! This was one of the things that first endeared me to Daggerfall to begin with: walking around through town on a foggy day, poured on by rain, looking for the house to slay that critter for the Fighters Guild. The immersion was mind-blowing.

2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
**INDEFINITE HIATUS** Current priority list: 1. Writing new DFU quests; 2. Writing Archaeologist content; 3. Revamping classic DF quests. Only in free time, no guarantees made.

User avatar
Interkarma
Posts: 2621
Joined: Sun Mar 22, 2015 1:51 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Interkarma » Wed Feb 21, 2018 9:54 pm

Agree on both points! The weather effects are magical now they're in and really add to that sense of "being there". And I love Hazelnut's work on language skills. They're so much more useful now. I've also been thinking about different builds to take advantage of this new dimension in the game. :)

User avatar
Hazelnut
Posts: 522
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Hazelnut » Wed Feb 21, 2018 10:56 pm

Jay_H wrote: 2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
Glad you like it, it also gives a use for high luck and personality since they're factors. Note that even with 100% lang, per, luck & weapon sheathed there's still a chance that you will fail and have to fight. There's no such thing as a safe dungeon. :lol:

User avatar
Hazelnut
Posts: 522
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Hazelnut » Sun Mar 11, 2018 10:46 pm

Hazelnut wrote:
Wed Feb 21, 2018 10:56 pm
Jay_H wrote: 2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
Glad you like it, it also gives a use for high luck and personality since they're factors. Note that even with 100% lang, per, luck & weapon sheathed there's still a chance that you will fail and have to fight. There's no such thing as a safe dungeon. :lol:
I should mention that the language checks have been reverted to the same as classic now, and the updated formula will be part of the Archaeologists mod which I hope many people will use. The reason for this is that I was still not happy with the way it worked but I didn't want to change the classic formula too much for the purists, so in the end I felt it best to be in a mod so I can make it work as I think it should.

User avatar
Interkarma
Posts: 2621
Joined: Sun Mar 22, 2015 1:51 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Interkarma » Sun Mar 11, 2018 11:10 pm

Sounds good to me! This is amazing work and I know modders are going to have a lot of fun creating guilds and quests once day. There's so much potential in this stuff you're adding right now.

User avatar
Midknightprince
Posts: 631
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Midknightprince » Fri May 04, 2018 5:12 pm

Well better late than never.
Yep, I like it
Check out my YouTube Channel!

Post Reply