In true Ironman, when your character dies, you start over with a new character. My character Bretana died in a trapped hallway and I started Almalexia with a different build. If "Daggerfall is too easy", maybe it's because you make it so. Lexi got a quest and I couldn't find the target. So she failed that quest (but got a crapload of loot and leveled twice), however, I didn't reload. I RPed that the MG got the intel wrong. That is the only quest she has failed, because I allowed myself to make mistakes so that I could learn from them. I've watched the videos and witnessed the enjoyment you are experiencing with Rogue playstyle. That fun was always there.theJF wrote: ↑Sat Sep 28, 2019 6:27 pm Forbidding weapon repair is just getting vindictive now - don't take away my ebony dagger!
Jay informed me that the ironman mod automatically keeps a save from the very start so you re-start without having to go through the entire creation again. Which is very nice.
Daggerfall Roguelike: Join In
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Re: Daggerfall Roguelike: Join In
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Re: Daggerfall Roguelike: Join In
Jay_H wrote: ↑Sat Sep 28, 2019 6:57 pmThere's a no repair rule, and the Ebony Dagger breaks really fast. Skilling into Short Blade just for that is a double-edged sword; you'll have it easy for awhile with your Disc One Nuke, but once it breaks, you'll probably be swinging around a Steel Wakizashi for a looooong time. These are all questions of strategy!
I have a new video to upload:
Gray Fox wrote: ↑Sun Sep 29, 2019 4:36 pmIn true Ironman, when your character dies, you start over with a new character. My character Bretana died in a trapped hallway and I started Almalexia with a different build. If "Daggerfall is too easy", maybe it's because you make it so. Lexi got a quest and I couldn't find the target. So she failed that quest (but got a crapload of loot and leveled twice), however, I didn't reload. I RPed that the MG got the intel wrong. That is the only quest she has failed, because I allowed myself to make mistakes so that I could learn from them. I've watched the videos and witnessed the enjoyment you are experiencing with Rogue playstyle. That fun was always there.theJF wrote: ↑Sat Sep 28, 2019 6:27 pm Forbidding weapon repair is just getting vindictive now - don't take away my ebony dagger!
Jay informed me that the ironman mod automatically keeps a save from the very start so you re-start without having to go through the entire creation again. Which is very nice.
Last edited by Ommamar on Sat Apr 18, 2020 1:13 am, edited 1 time in total.
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Re: Daggerfall Roguelike: Join In
Repairing is forbidden, so making an item that repairs is still forbidden Sure, you can take the Ebony Dagger. Hand-to-Hand is completely unfair, whereas the Ebony Dagger is just a large, but temporary, advantage.Ommamar wrote: ↑Sun Sep 29, 2019 8:05 pm Yah but it does give you a material advantage if used sparingly as in when you run across a enemy that has the material threshold. It might be difficult but what about getting to the mage guild level where you can enchant a repair item or if you get lucky enough to find one (never seen it but doesn't mean it isn't possible). Since it would essentially be a part of the character build would you accept it even though it gives an obvious advantage?
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Re: Daggerfall Roguelike: Join In
I'm going to upload the character I've been using, since it's a fairly good build to survive on. Perhaps that'll motivate some others to give it a shot.
https://drive.google.com/file/d/1TB5fyh ... sp=sharing
https://drive.google.com/file/d/1TB5fyh ... sp=sharing
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Re: Daggerfall Roguelike: Join In
It's so cool to see that this is a thing. The next release of Ironman will contain another mod called "Ironman Game Systems" that adds a number of optional changes. Particularly relevant to this run will be that hand-to-hand will (optionally) require gloves (when punching) and boots (when kicking) of sufficient material to hit relevant enemies. For example, you'll need silver gauntlets to punch a werewolf. At that point, I'm sure Jay could allow for hand-to-hand to be used in this run.
It would be good if someone made cloth, light armor, and chain armor with different materials to support our non-plate hand-to-hand users.
It would be good if someone made cloth, light armor, and chain armor with different materials to support our non-plate hand-to-hand users.
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Oh, that's brilliant. There's the question of gloves degrading with punching use. If that could happen, then I would 100% change the rule.DFIronman wrote: ↑Sun Oct 06, 2019 8:35 pmParticularly relevant to this run will be that hand-to-hand will (optionally) require gloves (when punching) and boots (when kicking) of sufficient material to hit relevant enemies. For example, you'll need silver gauntlets to punch a werewolf. At that point, I'm sure Jay could allow for hand-to-hand to be used in this run.
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Re: Daggerfall Roguelike: Join In
Did this a couple of versions ago; just forgot to update you here.Jay_H wrote: ↑Mon Oct 07, 2019 1:28 pmOh, that's brilliant. There's the question of gloves degrading with punching use. If that could happen, then I would 100% change the rule.DFIronman wrote: ↑Sun Oct 06, 2019 8:35 pmParticularly relevant to this run will be that hand-to-hand will (optionally) require gloves (when punching) and boots (when kicking) of sufficient material to hit relevant enemies. For example, you'll need silver gauntlets to punch a werewolf. At that point, I'm sure Jay could allow for hand-to-hand to be used in this run.