Reath wrote:My old saves don't appear in the load menu at all, even though they worked in the previous build. I started a new character and played for a bit, didn't encounter any other issues.
Thanks for the feedback.
What's happening is that I've made the save importer less forgiving of non-conforming (a.k.a unknown) data. It's basically a toss-up between ignoring potentially bad saves or having a bad save throw an wobbly and crash the program.
Until the save importer API evolves a bit more, I'm going to play it safe. At the end of the day, I'd rather have a save not be visible than potentially crash out the program. Most of these problems will get ironed out eventually. To be honest, the save importer will probably still be getting fixes long after Daggerfall Unity itself is in a playable state (it's seriously that big a job).
By first true release, I'm going to split out the Unity save/load and classic save import to different UI screens. This will let me be a little more adventurous with classic save import without risking locking the player out of Unity saves as well.
Reath wrote:
If you turn the mouse smoothing off, the default mouse sensitivity makes you turn very slowly. It would be nice if the default sensitivity was higher with the smoothing turned off.
I thought about this, but ultimately decided against it. I'd rather you tuned both values to where you're happy than try to make those decisions for you. Generally speaking, non-smoothed mouse should be about twice the sensitivity of smoothed mouse. It will also be different with vsync on and vsync off. I'll think on this again and maybe change this later.