DFU vs Classic Differences: Master List

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
R.D.
Posts: 350
Joined: Fri Oct 07, 2016 10:41 am

Re: DFU vs Classic Differences: Master List

Post by R.D. » Sun Dec 30, 2018 3:53 pm

-"Cast when held" enchantments appear on items that cannot be equipped.
-The enchantment for quest rewards is almost always "Fortitude".
I assume you got this from that bug report a while back, but these were issues in DFU, not something from classic.

Regarding shields:
Need more info on this and whether it belongs in the bug section.
In classic, shields add to armor rating but they are never damaged (their "condition" will never worsen). When a hit is done on the player or an AI character, the game damages one of the armor slots (Boots, Cuirass, Gauntlets, Greaves, Helm, Left Pauldron, Right Pauldron) of the character that was hit, but it never damages shields.

In DFU, if a body part that is protected by the currently equipped shield (i.e., has armor rating added to it) is selected to be damaged, the shield is damaged instead.
Surrendering to guards for breaking and entering doesn't work.
Never heard this one before. Do you know what happens if you try?
Also I don't think we have guards coming after you for breaking and entering in DFU yet, so this wouldn't really be fixed over classic yet.

BansheeXYZ
Posts: 193
Joined: Fri Oct 23, 2015 8:19 pm

Re: DFU vs Classic Differences: Master List

Post by BansheeXYZ » Sun Dec 30, 2018 5:44 pm

R.D. wrote:
Sun Dec 30, 2018 3:53 pm
I assume you got this from that bug report a while back, but these were issues in DFU, not something from classic.
Yes, I must have misunderstood. Removed for now. However, Interkarma says the "cast when held" thing happens in classic, too in this thread. Is he right?
In classic, shields add to armor rating but they are never damaged (their "condition" will never worsen). When a hit is done on the player or an AI character, the game damages one of the armor slots (Boots, Cuirass, Gauntlets, Greaves, Helm, Left Pauldron, Right Pauldron) of the character that was hit, but it never damages shields.
K, added.
Never heard this one before. Do you know what happens if you try?
Also I don't think we have guards coming after you for breaking and entering in DFU yet, so this wouldn't really be fixed over classic yet.
Your hp goes to 1 and the guards just keep attacking you. I added it because I didn't want to forget. It looks like crime is going to be addressed soon anyway.

I don't suppose you know why armor rating differs between info and equipped (i.e. a steel cuirass is +4 in info, and +9 equipped)? Is it really a bug in classic? If so I need to move it there. Not sure how classic got patched so many times and never fixed it.

R.D.
Posts: 350
Joined: Fri Oct 07, 2016 10:41 am

Re: DFU vs Classic Differences: Master List

Post by R.D. » Mon Dec 31, 2018 2:28 pm

I don't suppose you know why armor rating differs between info and equipped (i.e. a steel cuirass is +4 in info, and +9 equipped)? Is it really a bug in classic? If so I need to move it there. Not sure how classic got patched so many times and never fixed it.
Yes, it seems to be a mistake. The armor ratings are larger values internally, then divided for display on the inventory screen. For some reason it divides by 10 for the info popup and 5 for the number shown by the paper doll. In the case of steel the internal value is 45, which becomes +4 in info (divide by 10 and round down) and +9 for the paper doll (divide by 5).
However, Interkarma says the "cast when held" thing happens in classic, too in this thread. Is he right?
Yeah I saw him say that and wondered about it, but I don't remember ever seeing that happen in classic. At any rate, the cause of the problems in that bug report were something in the DFU code, nothing to do with classic.

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pango
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Re: DFU vs Classic Differences: Master List

Post by pango » Thu Jan 03, 2019 11:18 pm

Fixed bug: elevators stop moving while you're in game menus
A very famous bug in classic!
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

BansheeXYZ
Posts: 193
Joined: Fri Oct 23, 2015 8:19 pm

Re: DFU vs Classic Differences: Master List

Post by BansheeXYZ » Fri Jan 04, 2019 2:23 am

pango wrote:
Thu Jan 03, 2019 11:18 pm
Fixed bug: elevators stop moving while you're in game menus
A very famous bug in classic!
Does this include other moving platforms like the ones that move horizontally via lever?

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Re: DFU vs Classic Differences: Master List

Post by Jay_H » Fri Jan 04, 2019 2:37 am

pango wrote:
Thu Jan 03, 2019 11:18 pm
Fixed bug: elevators stop moving while you're in game menus
A very famous bug in classic!
I think it's better said that you stop moving but the elevator keeps going, right? Or is that a different one?
Try over 140 all-new quests in the first Daggerfall Unity Quest Pack.

BansheeXYZ
Posts: 193
Joined: Fri Oct 23, 2015 8:19 pm

Re: DFU vs Classic Differences: Master List

Post by BansheeXYZ » Fri Jan 04, 2019 2:59 am

Added:

Code: Select all

-Moving platforms continue to move on screens that pause the game.
-Moving platforms can move through the player instead of crushing them.
...
-Inventory Screen: display no message when picking up gold. [LESS CLICKS]

BansheeXYZ
Posts: 193
Joined: Fri Oct 23, 2015 8:19 pm

Re: DFU vs Classic Differences: Master List

Post by BansheeXYZ » Sat Jan 19, 2019 1:02 pm

Added:

Code: Select all

-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.**

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