Daggerfall Unity 0.10.16

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BansheeXYZ
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Re: Daggerfall Unity 0.10.16

Post by BansheeXYZ » Sun Dec 22, 2019 6:35 pm

Ralzar wrote:
Sun Dec 22, 2019 3:06 pm
Edit: "You lose your grip!" When it fails perhaps?
I was about to suggest this exact line a few months ago, then totally forgot about it. I keep thinking that I'm falling because I depressed the key too far or something.

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jayhova
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Re: Daggerfall Unity 0.10.16

Post by jayhova » Mon Dec 23, 2019 5:57 am

This thread has gone a bit off-topic. However, I would suggest adding these things to a mod I proposed. I would like to add the ability to receive textual feedback when things happen that are not visually or by other means obvious. Lots of switches to control what events get feedback and how much.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. Alpha 0.10.7

hannafamilycomputer
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Re: Daggerfall Unity 0.10.16

Post by hannafamilycomputer » Thu Jan 02, 2020 4:29 pm

A suggestion (since I don't think it needs it's own thread, and this update added bashing closed doors)

I think doors that are bashed open/closed should swing open/closed faster than if you are opening/closing them normally. It seems weird that when you break the lock with your weapon the door just opens slowly.

Maybe you could even have them bounce back a little, if it's possible to alter the animations and create seperate ones for bashing and opening doors.

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Jay_H
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Re: Daggerfall Unity 0.10.16

Post by Jay_H » Thu Jan 02, 2020 6:10 pm

That's the same as classic, so if someone decided to do that I presume it'd be a mod. (Less overhead that way ;) )

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