DFU vs Classic Differences: Master List

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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BansheeXYZ
Posts: 548
Joined: Fri Oct 23, 2015 8:19 pm

Re: DFU vs Classic Differences: Master List

Post by BansheeXYZ » Mon Sep 23, 2019 6:57 am

Added interface changes

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-Controls: eliminate the cart prompt when exiting dungeons and castles.* [LESS CLICKS]
-Rest Screen: raise loitering limit up to 12 hours.* [LESS CLICKS]
-Rest Screen: display confirmation prompt when resting is vagrancy. [LESS CONFUSING]
-Guildmaster Screen: display quests as selections instead of getting randomized offer.* [LESS CLICKS]
Mechanics

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-You are no longer instantly found when committing vagrancy.

Consequence of Grace
Posts: 65
Joined: Fri Oct 05, 2018 4:06 am

Re: DFU vs Classic Differences: Master List

Post by Consequence of Grace » Sat Nov 30, 2019 10:51 pm

BansheeXYZ wrote:
Fri Dec 28, 2018 5:21 pm
Bugs & oversights in classic's final version 1.07.213 that have been fixed in DFU (** means unaddressed)
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Excellent list! Good work.


:)

L57
Posts: 182
Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: DFU vs Classic Differences: Master List

Post by L57 » Sun Jan 12, 2020 2:48 pm

-Houses that used to say "this house has nothing of value" can now be entered.
May sound weird, but I preferred vanilla take on this. It gave some space for imagination that there were craft workshops or manufactories in the game, and now you *see* there are living building mostly in towns.

Also it means all houses are always occupied during the day, which looks strange as well. :roll: Hope this will be returned to classic mode one day,

Lokkrin Zhataros
Posts: 156
Joined: Thu Nov 21, 2019 9:27 pm

Re: DFU vs Classic Differences: Master List

Post by Lokkrin Zhataros » Tue Jan 14, 2020 5:26 am

L57 wrote:
Sun Jan 12, 2020 2:48 pm
-Houses that used to say "this house has nothing of value" can now be entered.
May sound weird, but I preferred vanilla take on this. It gave some space for imagination that there were craft workshops or manufactories in the game, and now you *see* there are living building mostly in towns.

Also it means all houses are always occupied during the day, which looks strange as well. :roll: Hope this will be returned to classic mode one day,
Personally I like the new way of allowing you to essentially have access to any building. It lets you find out for yourself if the house has anything of value or not. Not having any access to a particular house is kinda silly.

I do agree that the ability to have free, open access to all houses during the day is a bit too much and not realistic. Maybe half the houses can have open access during the day and the rest remain locked, yet still accessible via lockpicking/open spell. Why would all residents freely welcome you or any stranger into their home, even during the day.
Last edited by Lokkrin Zhataros on Tue Jan 14, 2020 6:50 am, edited 2 times in total.
Using Dagerfall Unity alpha 0.10.17

BansheeXYZ
Posts: 548
Joined: Fri Oct 23, 2015 8:19 pm

Re: DFU vs Classic Differences: Master List

Post by BansheeXYZ » Tue Jan 14, 2020 6:12 am

L57 wrote:
Sun Jan 12, 2020 2:48 pm
May sound weird, but I preferred vanilla take on this. It gave some space for imagination that there were craft workshops or manufactories in the game, and now you *see* there are living building mostly in towns.

Also it means all houses are always occupied during the day, which looks strange as well. :roll: Hope this will be returned to classic mode one day,
I think it was a good change overall. It's kind of weird to deny entry to a door that is physically there. Why not let the player see for himself if there's anything "of value". It's not like any other houses have anything of value. If they were trying to go for an abandoned house thing, they should've changed the message to say it's boarded up and had graphics for it.

L57
Posts: 182
Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: DFU vs Classic Differences: Master List

Post by L57 » Tue Jan 14, 2020 11:44 am

Lokkrin Zhataros wrote:
Tue Jan 14, 2020 5:26 am
Personally I like the new way of allowing you to essentially have access to any building. It lets you find out for yourself if the house has anything of value or not. Not having any access to a particular house is kinda silly.
You can pretend that Agent decided himself to not go inside instead of player, that's how I always perceived it :D I understand your point, of course. But there is another side of coin. You may have 'visible' access to any house, but in fact there are many things that are implied to exist, but still invisible for you. And sometimes closed buildings look like lesser evil.

Would you prefer to see ports and shipyards in DF even if they are inaccessible? I'd defintely prefer this instead of complete absence of such infrastructure (and even slightest signs of this), as it was done in Daggerfall.

You could have access to everything, but in fact such approach severely limits what remains behind the scenes.

In this particular case I imagined there were workshops where carpenters, lumberjacks and other guys do their work or something like that. And these building are indeed mostly lack any interest for player character who want to steal some jewelry or rare book or at least useful finished products instead of half-stuff.

Of course, this is a minor issue, not worth talking about even that much. I'm ok with current DFU approach. However, inaccessible houses could still be added as optional feature to keep authentic spirit of classic. Because, why not?

And yeah, closed (but accessible) houses still must be added for sure! :roll:

Lokkrin Zhataros
Posts: 156
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Re: DFU vs Classic Differences: Master List

Post by Lokkrin Zhataros » Tue Jan 14, 2020 1:09 pm

Yes, I can understand your playstyle and agree. There are a fair number of changes/features that were made in DFU vs classic that should probably remain optional. I suppose some classic features can be reimplemented via mods as well.
Using Dagerfall Unity alpha 0.10.17

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