Uh oh, I hate being overestimated
mikeprichard wrote: ↑
Tue Aug 13, 2019 4:27 am
2) How Charm/Pacify spell effects work (no significant changes from classic?)
I have no experience with Charm and Pacify in classic, nor have seen anyone use them. That'll be something to test.
3) How stealth works (no significant changes from classic? - I recently updated the UESP Daggerfall:Stealth page to clarify movement speed's effects on Stealth, including how crouch/sneak "modes" work in relation to the Stealth skill)
Equal to classic. IIRC Interkarma said a stealth trigger occurs when you're near enemies moving at 50% or less speed, or in other words, walking. The stealth key is therefore redundant but functional. If I'm wrong about that specific detail, in any case he said it matches classic.
4) Various problems with quests (no significant changes from classic? - locating hard-to-find quest items in dungeons/NPCs in palaces, figuring out how to kill critters in houses that don't immediately spawn for quests, etc.)
I only know of one major difference regarding quest execution for now, with a rather unusual corner case where an item and a monster are supposed to spawn at the same place. DFU can't handle that yet but Interkarma intends to fix it when there's sufficient data on it. I don't think there'll be much to speak of regarding quests per se.
Quest mods will be a good section to carve out due to their unusual installation method, and some general Q&As regarding them, their difficulty level, common hang-ups while playing them, and so on.