Search found 252 matches

by mikeprichard
Mon Jan 21, 2019 5:10 pm
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

Yeah, the "magic" label can be confusing, but you've cleared things up - thanks!
by mikeprichard
Mon Jan 21, 2019 7:24 am
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

Interkarma - forgive me for being dense and beating a very dead horse, but please confirm I'm correct here: in the new DFU system, immunity to magic will still effectively provide immunity to disease/paralysis/poison, as I believe those three effects are (almost?) always transmitted to the player vi...
by mikeprichard
Sun Jan 20, 2019 2:42 am
Forum: General
Topic: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity
Replies: 16
Views: 290

Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Unfortunately, the info in the Daggerfall Chronicles is often inconsistent with how classic Daggerfall actually plays, so take that info with a large grain of salt.
by mikeprichard
Sun Jan 20, 2019 2:09 am
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

Yeah, I was just about to confirm exactly what you just said (including the need for the classic popup messages to be added to DFU) - sorry about that! Now that I'm finally able to test things on my main PC again, I'll be sure to do that before I post any more "suggestions". Cheers!
by mikeprichard
Sun Jan 20, 2019 1:58 am
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

Sorry, Interkarma, I do completely agree with the magic vs. disease/paralysis/poison interaction. My suggestion instead is to no longer allow combinations of advantages/disadvantages from the same category (i.e. immunity to fire combined with critical weakness to fire). I do see from your earlier po...
by mikeprichard
Sun Jan 20, 2019 1:45 am
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

Thinking about this some more, if DFU is going to improve on this aspect by making the significant (albeit necessary) changes mentioned above, I suggest that further logical corrections are made. Specifically, if a custom character has any resistance/immunity advantage or low tolerance/critical weak...
by mikeprichard
Sat Jan 19, 2019 11:12 pm
Forum: General
Topic: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity
Replies: 16
Views: 290

Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Agree with Al-Khwarizmi here. I never thought those "safe areas" in dungeons were unintended; in fact, they also made perfect sense to me within the logic of the game world. That said, I obviously don't have the knowledge of the game code others here have.
by mikeprichard
Sat Jan 19, 2019 10:49 pm
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

Oh, wow... that changes everything then. Your response just below mine in the September 2018 topic I linked above indicated you were leaning against making that change, but I have to (reluctantly) agree that plugging that classic loophole is probably the sensible thing to do. I and other players who...
by mikeprichard
Sat Jan 19, 2019 10:22 pm
Forum: Bug Reports
Topic: Dev build/Linux: "fake" dungeon doors do nothing when clicked
Replies: 3
Views: 73

Re: Dev build/Linux: "fake" dungeon doors do nothing when clicked

Assuming the underlying bug isn't fixable (i.e. by preventing the incorrect/unusable door texture from appearing in the dungeon in the first place), I'd also prefer a message along the lines of pango's suggestion, but one that makes it extremely clear that the door isn't really a door and will never...
by mikeprichard
Sat Jan 19, 2019 10:16 pm
Forum: Bug Reports
Topic: 0.7.2 Player can add both variants of light or darkness powered magery
Replies: 29
Views: 437

Re: 0.7.2 Player can add both variants of light or darkness powered magery

So if I'm reading this and Allofich's notes correctly, it seems the classic exploit I mentioned will still be in DFU, as the categories of immunities/weaknesses involved are of different types - i.e. magic immunity overrides disease/paralysis/poison (critical) weakness in classic data. What Allofich...