Search found 48 matches

by Helegad
Sat Nov 24, 2018 12:32 pm
Forum: Creator's Corner
Topic: Daggerfont
Replies: 28
Views: 1859

Re: Daggerfont

Nice work! :)
by Helegad
Mon Nov 05, 2018 2:48 pm
Forum: Mods & Features General
Topic: Build #138: Cart before the horse
Replies: 9
Views: 648

Re: Build #138: Cart before the horse

I'll have to learn how to code for Unity. I've got too many ideas for improving Daggerfall :D
by Helegad
Sun Nov 04, 2018 10:58 am
Forum: Creator's Corner
Topic: The Elder Scrolls: Daggerfall font title
Replies: 29
Views: 6269

Re: The Elder Scrolls: Daggerfall font title

I like your work :) I don't agree that the main art in DFUnity needs to be replaced though.
by Helegad
Thu Nov 01, 2018 10:45 pm
Forum: Mods & Features General
Topic: Build #138: Cart before the horse
Replies: 9
Views: 648

Re: Build #138: Cart before the horse

I agree that this is something worth overhauling. The cart makes very little logical sense and is too "OP". It's a really cool feature but very poorly implemented, in my opinion. I think you should need a horse before you can have a cart. The prices should be changed dramatically too. I would sugges...
by Helegad
Tue Oct 30, 2018 9:56 am
Forum: Creator's Corner
Topic: Tamriel Mixdown
Replies: 35
Views: 3365

Re: Tamriel Mixdown

Was that specifically a DFUnity problem? All SFX respected the volume slider in OG Daggerfall, at least they did for me.

Anybody got any feedback for Tamriel Mixdown?
by Helegad
Mon Oct 29, 2018 5:53 am
Forum: Creator's Corner
Topic: Daggerfall: Music To Travel By
Replies: 13
Views: 1454

Re: Daggerfall: Music To Travel By

Thanks for the kind words :) I'd really like to see DFUnity randomly choose from a selection of appropriate tracks (playlist style) instead of looping the same one over and over until the player changes their location. "15" is one of my favourite tracks, but it's only a one-minute song (not even rea...
by Helegad
Sat Oct 27, 2018 1:40 am
Forum: Modder Discussion
Topic: Reworking found items
Replies: 3
Views: 707

Re: Reworking found items

That's a good idea! It'd also be nice to see persistent dungeon states so you can come across the remains of your enemies if you return and still have your local map in memory.

I've removed the leveled gold on enemies and piles for consistency.
by Helegad
Fri Oct 26, 2018 2:50 am
Forum: Modder Discussion
Topic: Reworking found items
Replies: 3
Views: 707

Reworking found items

As anyone who has played Daggerfall long enough knows, you can find about a million gold's worth of items in on slain foes in any dungeon by level 20, and by the same time, dungeon exploration will not yield any more real surprises. It would be nice to see more consistency in found items and explora...
by Helegad
Fri Oct 26, 2018 2:19 am
Forum: Developer Discussion
Topic: Notebook implementation
Replies: 40
Views: 2565

Re: Notebook implementation

That shouldn't be necessary. Just putting a note in the notebook at the point in time when a map is read, as Pango suggests, will be sufficient. The player can delete it later if they don't want to keep it. This wouldn't need to keep state, just like the finished quests all that's kept is the text ...
by Helegad
Tue Oct 23, 2018 2:34 am
Forum: Mods & Features General
Topic: Loans and collatoral
Replies: 12
Views: 1026

Re: Loans and collatoral

It would be cool to see interest accrued in bank accounts too. I believe this was a feature planned for Daggerfall too.