Experimental Smaller Dungeons

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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Interkarma
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Re: Experimental Smaller Dungeons

Post by Interkarma » Tue Feb 05, 2019 8:06 am

Narf the Mouse wrote:
Tue Feb 05, 2019 4:39 am
* Completing the dungeon was satisfying, rather than "Light! Light at last! I can see the sky!" :lol:
I think we all know that feeling. :lol:

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jayhova
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Re: Experimental Smaller Dungeons

Post by jayhova » Wed Feb 27, 2019 2:09 am

I was thinking it might be a good idea to allow mods etc to override the small dungeon setting for say quests for which a large dungeon would be appropriate or even necessary.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. 0.7.91

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Jay_H
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Re: Experimental Smaller Dungeons

Post by Jay_H » Wed Feb 27, 2019 3:03 am

Hmm, I myself don't see the need. If I want to stall for time, I can send them to a main quest dungeon or to multiple dungeons :lol:
Try the first Daggerfall Unity Quest Pack with roughly 210 all-new quests.
I write quests but have no technical knowledge.

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jayhova
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Re: Experimental Smaller Dungeons

Post by jayhova » Wed Feb 27, 2019 4:40 am

Jay_H wrote:
Wed Feb 27, 2019 3:03 am
Hmm, I myself don't see the need.
Perhaps the quest will require the recovery of a quantity of things instead of one. Perhaps a dungeon could have 10 quest items in it and the quest requires the the PC retrieves 5 of them. Who knows. Maybe the dungeon in question was the home of a particular people. To complete the quest you must recover 5 examples of armor or weapons. Perhaps you are paid more or gain notoriety for recovering more.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. 0.7.91

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