Daggerfall Unity 0.10.4 Release

Discuss Daggerfall Workshop news articles.
User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Daggerfall Unity 0.10.4 Release

Post by Hazelnut »

Yeah no problem Interkarma, this was on me - was rushing before going away. I want to check the fence and normal shop prices are as classic and see what the whole deal is. There has to be a significant advantage for TG members IMO, although this was probably another area where they compromised - I would imagine original DF plans were the fence would have been only one to allow selling stolen stuff.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Daggerfall Unity 0.10.4 Release

Post by Hazelnut »

I've reverted this change now. It's clear from the DF chronicles that the TG fence was originally intended to provide a way of selling stolen stuff for 50%. As it is, there seems little advantage from gaining access to this service unfortunately.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Fiore1300
Posts: 4
Joined: Mon Jul 31, 2017 1:52 am

Re: Daggerfall Unity 0.10.4 Release

Post by Fiore1300 »

That's almost certainly right, Hazelnut. In later games stolen items are all tagged and exclusively sold only to fences.

As for magic items, I imagine enchanters at the Mages Guild or elsewhere would be the ideal merchant. But given where the project is now that sort of thing would fall to the initiative of modders.

Post Reply