DFU vs Classic Differences: Master List

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
BansheeXYZ
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DFU vs Classic Differences: Master List

Post by BansheeXYZ » Fri Dec 28, 2018 5:21 pm

I'm assembling a master list of categorized differences between DFU and Classic (not including missing features) with consistent wording. Please let me know if I'm missing anything. Asterisk* means incomplete or unimplemented.

Fixed Bugs & Oversights from v1.07.213 **pending
======================================
-Buggy collision can get you stuck, propel you upward, or drop you into the "void".
-Loot piles can disappear from your house or boat.
-Items can disappear from your wagon.
-Dropping gold destroys it instead of actually dropping it onto the ground or into your wagon.
-Containers with drawers aren't always lootable.
-Lootable container contents reset and replenish just by loading from savedata, not by leaving the area.
-Armor rating values given in "info" attributes are wrong and don't match equipped values.
-Wandering NPCs can get stuck on each other and flicker rapidly.
-Lights in dungeons can emit a loud static sound.
-If you save in town, loading that save can fail to spawn certain static NPCs until you fast-travel back into town.
-Surrendering to guards for breaking and entering doesn't work.
-A gold sound effect plays when buying stuff from shelves, but not spells, rooms, and food.**
-If you teleport to an indoor anchor while on horseback, you will still be on your horse.
-The quest system assigns male names and pronouns to female quest-givers.
-Static NPCs can reference themselves in the third person when asking them for work.**
-Found items can sometimes have wrong, abnormally high sell values.
-Swinging a weapon while levitating drains more stamina.
-Framerate influences the rate at which your running skill improves.
-Shields never get damaged like other armor pieces.
-You can jump across the surface of water without falling in.
-You can't jump on horseback.
-If you load a game that was saved before a prepared targeting spell was fired, the game crashes when you fire.
-If you hotkey "recast" a spell that was just deleted, the game crashes.
-A targeting spell costs spell points before you actually fire it.
-Ships don't accept letters of credit as payment for trip cost
-The explored areas of a dungeon map are wiped upon leaving the area.
-Some static NPCs in castles Daggerfall, Wayrest, and Sentinel have missing portraits.
-Nothing stops you from buying spells you already have and a duplicate entry appears in your book.**
-Double-clicking to buy a spell closes the buy window.**
-The "I'm At" button on the region map doesn't work when zoomed in.
-Clicking a message window to close it registers a click on what was behind it.
-If you own a ship, you are forced to fast-travel by ship.
-Fast traveling recklessly by ship over a mostly water route can result in a negative trip cost.
-Moving platforms continue to move on screens that pause the game.
-Moving platforms can move through you instead of crushing you.
-In random areas of a dungeon, you can rest infinitely without interruption because the game fails to find a valid spawn location for the interrupting monster.
-Some advantages/disadvantages in the custom class editor can be added together despite conflicting with each other or your race's natural advantages.**
-You cannot fast-travel with pacified enemies nearby.
-Lots of misc quest bugs.


Interface Changes *optional **requested
=================
-Controls: default to mouse-look and allow interaction while in mouse-look. [LESS CLICKS]
-Controls: click to swing and retain mouse-look while swinging.* [LESS CONFUSING]
-Controls: dismount automatically when trying to enter a building on horseback. [LESS CLICKS]
-Feedback: display store hours when clicking locked store doors instead of requiring info mode.** [LESS CLICKS]
-HUD: display swapped health and stamina bar colors.* [LESS CONFUSING]
-HUD: display arrow counter when a bow is equipped.* [LESS CLICKS]
-Inventory Screen: display your encumbrance. [LESS CLICKS]
-Inventory Screen: display more inventory slots at once.* [LESS CLICKS]
-Inventory Screen: display the amount of gold you're carrying and its weight.** [LESS CLICKS]
-Inventory Screen: display an item's attributes when hovering cursor over item.** [LESS CLICKS]
-Inventory Screen: display the stacked quantity of gold pieces in loot piles. [LESS CLICKS]
-Inventory Screen: display no message when picking up gold. [LESS CLICKS]
-Inventory Screen: display the material type of helmets and shields.*
-Inventory Screen: make potions and ingredients stackable. [LESS CLICKS]
-Inventory Screen: default to "Remove" instead of "Equip" when clicking loot piles. [LESS CLICKS]
-Inventory Screen: display scrollbars in scrollbar area. [LESS CLICKS]
-Inventory Screen: display no message window when trying to use unusables. [LESS CLICKS]
-Character Screen: display your reputation next to guild rank under "Affiliations." [LESS CONFUSING]
-Character Screen: make "Level" clickable and display requirements for next level.** [LESS CONFUSING]
-Logbook Screen: make quest locations clickable fast-travel links.** [LESS CLICKS]
-Interior Map Screen: repurpose all mouse functions for map manipulation. [LESS CLICKS]
-Interior Map Screen: display vertical marker over player and exit. [LESS CONFUSING]
-Exterior Map Screen: repurpose all mouse functions for map manipulation. [LESS CLICKS]
-Exterior Map Screen: display directional arrow instead of blinking dot for player. [LESS CONFUSING]
-Region Map Screen: when using "Find", search for keyword matches anywhere in the location name. [LESS TYPING]
-Save/Load Screen: make slots unlimited instead of 6.*


Mechanics Changes *optional **incomplete
=================
-Houses that used to say "this house has nothing of value" can now be entered.
-You can jump higher and retain mouse-look while jumping.
-Mixing a wrong recipe no longer creates a junk "Potion of Unknown Power."
-Repairs are instantaneous instead of taking days. *
-You can climb down, sideways, and across ceilings. *
-Torches, lanterns, and candles can be lit to create light.*
-Enemy AI is smarter. *
Last edited by BansheeXYZ on Sun Feb 03, 2019 2:27 pm, edited 19 times in total.

Narf the Mouse
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Re: DFU vs Classic Master List

Post by Narf the Mouse » Fri Dec 28, 2018 5:36 pm

Let's not turn this into a "versus" thing. Without Classic, DFU wouldn't exist.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

BansheeXYZ
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Re: DFU vs Classic Master List

Post by BansheeXYZ » Fri Dec 28, 2018 5:40 pm

Narf the Mouse wrote:
Fri Dec 28, 2018 5:36 pm
Let's not turn this into a "versus" thing. Without Classic, DFU wouldn't exist.
This isn't a debate thread, it's a list of differences for new users to appreciate all the work that's gone into DFU. If I'm a new user and I download DFU, what tells me all this besides what I've made here?

ACNAero
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Re: DFU vs Classic Master List

Post by ACNAero » Fri Dec 28, 2018 5:43 pm

What about the changes to languages and using language skills? I remember it was changed to work automatically on proximity, but I'm not sure if that was kept or reverted to classic functionality.

BansheeXYZ
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Re: DFU vs Classic Master List

Post by BansheeXYZ » Fri Dec 28, 2018 5:52 pm

ACNAero wrote:
Fri Dec 28, 2018 5:43 pm
What about the changes to languages and using language skills? I remember it was changed to work automatically on proximity, but I'm not sure if that was kept or reverted to classic functionality.
Dunno, I haven't really tested that stuff. I doubt pacifying would ever be automatic, but it probably shouldn't involve a toggle either.

My bug list is definitely missing a bunch of stuff. I'd like to hear from Interkarma to see if there are any spells that didn't do what they said and he had to fix. Or if he made any changes to spell availability on merchants.

A lot of the Daggerfall buglists online include bugs from old versions that got fixed in 213. It took a while to verify all the real ones, but there's also stuff I couldn't test because it was too specific or didn't give steps to reproduce. One list claimed that the daedra of knowledge won't talk to barbarians, for example. Another list says a custom character can randomly start with 1000hp.

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Hazelnut
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Re: DFU vs Classic Master List

Post by Hazelnut » Fri Dec 28, 2018 6:36 pm

ACNAero wrote:
Fri Dec 28, 2018 5:43 pm
What about the changes to languages and using language skills? I remember it was changed to work automatically on proximity, but I'm not sure if that was kept or reverted to classic functionality.
It was reverted to what UESP says is the classic pacify formula. It always worked automatically, with the only difference in DFU is getting a message to inform you that you pacified something. Assume the whole thing is an abstraction of talking to the mob and persuading them you are not someone they need to fight. The Archaeologists mod has an updated formula that increases the usefulness - that's where I moved the formula changes when I reverted them.

ACNAero
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Re: DFU vs Classic Master List

Post by ACNAero » Fri Dec 28, 2018 6:57 pm

Hazelnut wrote:
Fri Dec 28, 2018 6:36 pm
It always worked automatically, with the only difference in DFU is getting a message to inform you that you pacified something.
Huh. I thought you had to sneak up on them and talk to them for it to work in classic.

goes to the googles.

Huh, well, apparently not. :oops: Well, glad to see that classic isn't as clunky as it seems, if nothing else :p.

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Jukic
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Re: DFU vs Classic Differences: Master List

Post by Jukic » Fri Dec 28, 2018 7:43 pm

I think such a list is essential ! well done Banshee! :geek:

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Hazelnut
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Re: DFU vs Classic Master List

Post by Hazelnut » Fri Dec 28, 2018 9:34 pm

ACNAero wrote:
Fri Dec 28, 2018 6:57 pm
Hazelnut wrote:
Fri Dec 28, 2018 6:36 pm
It always worked automatically, with the only difference in DFU is getting a message to inform you that you pacified something.
Huh. I thought you had to sneak up on them and talk to them for it to work in classic.
This is why I felt a little feedback message was worth doing.

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pango
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Re: DFU vs Classic Differences: Master List

Post by pango » Fri Dec 28, 2018 10:01 pm

Impressive list! And yet I'm pretty sure a lot is missing, I will certainly forget (or not be aware of) a lot of differences too... in reverse, don't mind if I mention some changes I worked on, it's just that I remember those more vividly than others:
- more than 6 save slots, slots list by character
- quicksave (f9), quickload (f12)
- improved 3d map (higher depth of view, better controls)
- I saw in code that armor damage takes shield into account (the shield takes part of the damage)
- scrollbars: in classic you have to click repeatedly on up or down arrow buttons to scroll lists
- region map: find location by substring, not only prefix
- region map: "L" key to list all (known?) locations
- region map: "I'm at" button works when zoomed in
- town maps: can be scrolled by mouse dragging
- inventory screen: mode defaults to REMOVE instead of EQUIP if you click on a loot pile
- inventory screen: Ctrl key + click to split a stack
- fast travel: boats accept letters of credit
- dungeons: light mechanics (dark dungeons, but candles, torches and lamps can be used to make light) (optional)
- gameplay: can start a game outside of a dungeon (optional)
- shops: quality hint text as scrolling text instead of messagebox (optional)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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