First Look At Spells

Discuss Daggerfall Workshop news articles.
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Interkarma
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First Look At Spells

Post by Interkarma » Mon Apr 23, 2018 12:47 pm

The Magic & Effects system has progressed to where it's now possible to cast spells in Daggerfall Unity to damage others and heal yourself. Full article and a short video below.

http://www.dfworkshop.net/first-look-at-spells/


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delvisomanda
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Re: First Look At Spells

Post by delvisomanda » Mon Apr 23, 2018 5:01 pm

Well, it's working fine, but of course, there's a lot of things in the spellmaker that I don't know what they are, I'll have to watch a tutorial or something. :lol:

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Al-Khwarizmi
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Re: First Look At Spells

Post by Al-Khwarizmi » Mon Apr 23, 2018 7:21 pm

Absolutely amazing. The project advances towards feature completeness at a breakneck pace! Also, (SPOILERS AHEAD), I went straight to the video and, for some reason, I knew it was going to end with lots of HALT!ing.

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Interkarma
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Re: First Look At Spells

Post by Interkarma » Mon Apr 23, 2018 7:34 pm

You called it. :lol:

The bit that I edited out at the end is I caught myself in that poison cloud DoT, and had made it powerful enough that my level 1 test char could barely heal ahead of it. I died a few seconds later when it all went from fun and games harassing the city watch into dying of poison while they beat me down at the same time. Daggerfall has a way of turning against you in an instant.

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Midknightprince
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Re: First Look At Spells

Post by Midknightprince » Tue Apr 24, 2018 2:48 am

The spell maker works, all the different effects look pretty nice, and enemies seem to have weakness to certain spells, frost D to ice, undead to poison (go make a frost spell, kill everything else, then a frost D).
Odlly enough, fire D's seem to get hurt as much from flame spells as everything else, but that spell is op for me 5-10 + 5-10 per lvl at lvl 30 or 40 something, and area effect....my guy has no hair, very painfull.
Havent checked the guards yet, that ones new to me, but its gonna be fun.
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Interkarma
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Re: First Look At Spells

Post by Interkarma » Tue Apr 24, 2018 3:50 am

There's no spell resistance/absorption/vulnerability or anything like that just yet. Just raw damage and heal effects passing through to entity. Some of the monsters have more hit points however (and humanoid foes scale with player) which might contribute to that seeming to be case.

My next job is to build out some of the linkages between other systems so this can start falling into place.

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Interkarma
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Re: First Look At Spells

Post by Interkarma » Thu May 03, 2018 1:33 am

Just added levitate effect and having some fun with it. Thought I'd share here for the folks who aren't on Twitter.

https://twitter.com/gav_clayton/status/ ... 3792607232

Seterwind
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Re: First Look At Spells

Post by Seterwind » Thu May 03, 2018 2:41 am

Oh lordy this is fun!

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Jay_H
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Re: First Look At Spells

Post by Jay_H » Thu May 03, 2018 5:18 am

Hahaha, the stuff of nightmares! Daggerfall guards flying to your bedroom window, shouting "Halt! Halt!"
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

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Interkarma
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Re: First Look At Spells

Post by Interkarma » Thu May 03, 2018 6:07 am

Jay_H wrote:
Thu May 03, 2018 5:18 am
Hahaha, the stuff of nightmares! Daggerfall guards flying to your bedroom window, shouting "Halt! Halt!"
:lol:

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