My level 8 Battlemage created a "cheap light" effect lasting 1 + 1 per 1 level rounds.
So 1 + 8 => 9 rounds, or around 45 real life seconds if I'm not mistaken.
First, measured is more around 37s, I feel cheated But I assume that's Unity not having accurate timing
Second and more importantly, if he casts that spell then goes to sleep, or decides to go to the next town, the spell is not over when he's finished.
That lead to a funny situation when a vampire cast a sleep spell on me: I felt asleep, wake up, fell asleep again, etc... but I digress
Dev build/Linux: spells don't expire during resting and traveling [RESOLVED]
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Dev build/Linux: spells don't expire during resting and traveling [RESOLVED]
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Re: Dev build/Linux: spells don't expire during resting and traveling
I think a round in classic is equal to an in-game minute. I'm not sure if Daggerfall Unity is following that. If done the round=minute way, that should help with solving this, since the in-game minutes would have changed after a rest or fast travel.
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Re: Dev build/Linux: spells don't expire during resting and traveling
yes, 1 round = 1 in-game minute, so with the standard 12x time compression that's where the 5 seconds real life time come from. It's not followed consistently in the game though, if for example fights happened 12 times faster than real time, it would make for frantic combats
Anyway, that's the root issue, it seems those 60 rounds/hour do not pass for spells while sleeping or traveling.
Anyway, that's the root issue, it seems those 60 rounds/hour do not pass for spells while sleeping or traveling.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
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Re: Dev build/Linux: spells don't expire during resting and traveling
Thanks, this is on my internal tracker to resolve before 0.5 stable.