Daggerfall Unity Quest Pack #1

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Midknightprince
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Re: Daggerfall Unity Quest Pack #1

Post by Midknightprince » Fri Nov 02, 2018 5:55 am

Ahh I just love updates..
I always wonder what creative new ways you've discovered to destroy us..
It's a good feeling to know we are thought of :)
Or, maybe we'll just do a quiz for a hermit wizard, it's all the same to us..

The few, the proud, The Dungeon Rats !
Check out my YouTube Channel!

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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H » Fri Nov 02, 2018 6:42 am

Yes, the new spell additions are going to be a big game-changer. I've meddled in various ideas, but I don't have anything concretely planned yet. Some of it depends on how spells will be cast on enemies.

Something I'll put on the post-1.0 wishlist is the ability to cast spells on the PC as a quest action. Nothing like getting teleported to a dungeon, silenced, and ambushed as part of a Mages Guild quest, right? :)

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pango
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Re: Daggerfall Unity Quest Pack #1

Post by pango » Fri Nov 02, 2018 7:16 am

Looks like Thoth has a secret deal with Anubis... :wink:
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Interkarma
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Re: Daggerfall Unity Quest Pack #1

Post by Interkarma » Fri Nov 02, 2018 7:18 am

Jay, I stubbed out the "cast aSpell spell do aTask" action the other day. Once this is done, I'll add "cast aSpell spell on aFoe".

I'm thinking it would be fairly trivial at that point to make a variant "cast aSpell spell on player". :twisted:

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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H » Fri Nov 02, 2018 7:25 am

Add what you think you can handle, I'll swing at every ball I get :) I'm curious as to how spell resistances will play in. For example, I could set up a quest action to paralyze the PC, but it would be useless against a High Elf, theoretically. You may not be at liberty to answer that yet, so I'm just throwing that in the air for when there's a concrete answer.

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Interkarma
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Re: Daggerfall Unity Quest Pack #1

Post by Interkarma » Fri Nov 02, 2018 7:41 am

My feeling is quest author should have free reign to apply spells that fit their narratives, and these scripted spells should be able to go directly onto player or monster bypassing the the usual inter-entity mechanics like resist, reflection, and immunity. Scripted spells are god-tier casting - like something your DM might use to spice up a game and unnerve a powerful group.

Anyway, it's just as easy to add variants to respect things like immunity. I'm open to suggestions. Just keep in mind that I'm not going to spend a lot of time on this, and the way I describe above will be the initial implementation. :)

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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H » Fri Nov 02, 2018 1:00 pm

That is absolutely everything I could ask for. I'll be happy to see it, at your own pace :) Everything you add to the quest system is a treasure trove. My big preference would be god-mode spells, though I see some good use behind resistance-bound spells too.

Magicono43
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Re: Daggerfall Unity Quest Pack #1

Post by Magicono43 » Fri Nov 16, 2018 8:14 am

My Favorite editions so far in the Mages guild are the pacifist student escort and the group of students escort around three different places. I know they are so simple, but they add a surprising amount of flavor to the old kill and carrier quests. Good job with the writing on these so far, very nice work, looking forward to more in the future from yourself and the community (:

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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H » Fri Nov 16, 2018 1:51 pm

Thank you! :) I really agree, I'm trying to find more pacifist quest ideas. One of the things that bugged me about classic DF quests was this:

Thieves Guild: All in towns, never combat
Knightly Order: All in dungeons, always combat
Dark Brotherhood: All in dungeons, always combat
Fighters Guild: Mostly in towns, always combat
Mages Guild: Mixed, usually combat

So when you took a Knight or Dark Brotherhood quest, you knew without a doubt it would be in a dungeon, and when you took a Thief quest, you knew it would always be in a city and easy. I don't think that's how the guilds should work.

As I've said before, all it takes for a good quest is to mix an interesting narrative with a good mechanic and the rest takes care of itself :)

Magicono43
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Re: Daggerfall Unity Quest Pack #1

Post by Magicono43 » Fri Nov 16, 2018 2:21 pm

Not sure if you also made the quest where a random peasant comes up to you about some fantastic creature in a town and she asks you to kill a mummy in a dungeon that is owned by their kind. That may have been from "Dangerous Exteriors" but i'm not sure.

I did like that one as well, pretty much no random quests like that besides carriers giving you letters after fast traveling.

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