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Interkarma
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Re: Re Twitter

Post by Interkarma » Sat Sep 01, 2018 7:51 pm

Thanks for the encouragement! It really helps me to stay motivated. :)

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mikeprichard
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Re: Re Twitter

Post by mikeprichard » Sun Sep 02, 2018 3:59 am

Effects roadmap updated! But I don't see Slowfall in the list - is it included as part of another listed effect?

And another question on the effects roadmap - some effect numbers (25, 32, 36-38, 41-42, maybe 45+?) don't appear in the list. Did those reference effects in the game code that were never actually implemented in vanilla Daggerfall?

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Interkarma
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Re: Re Twitter

Post by Interkarma » Sun Sep 02, 2018 4:59 am

I have forgotten to add Slowfall to list. I'll fix this soon, it's on my near-term list to implement.

The numbers are based on classic's Primary/Secondary numbering system. Not all effects are present in classic Daggerfall, and I don't include them on roadmap. The first table on this page lists them out with a tick for removed or not implemented effects.

http://en.uesp.net/wiki/Daggerfall:SPELLS.STD_indices

I have no plans to implement effects not present in classic. Restoring cut content is more of modding thing.

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mikeprichard
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Re: Re Twitter

Post by mikeprichard » Sun Sep 02, 2018 5:08 am

Thanks for the answers! And I wouldn't expect base DFU to implement any effects not used in vanilla Daggerfall - as you say, that's modding territory. Good luck as you keep moving through the effects - looking forward to messing around with the new spells. :)

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Jay_H
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Re: Re Twitter

Post by Jay_H » Mon Sep 03, 2018 5:06 pm

Tormenting the city watch with Invisibility True (which doesn't break when I attack them).
This isn't going to be like levitate, where you'll let us cast it on enemies, right? :D
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with roughly 200 all-new quests.
I write quests but have no technical knowledge.

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Interkarma
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Re: Re Twitter

Post by Interkarma » Mon Sep 03, 2018 8:37 pm

Magical concealment effects do allow for casting on others. One of my next jobs is to make the effect work on enemy mobiles. Will also need this support for enemies to cast it upon themselves.

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Jay_H
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Re: Re Twitter

Post by Jay_H » Mon Sep 03, 2018 9:04 pm

Oh, good. Once this is available in quests I'll be setting up traps with invisible-true Vampire Ancients and so forth. Good thing Daggerfall doesn't have a See Invisible effect :lol: Thanks Interkarma!
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with roughly 200 all-new quests.
I write quests but have no technical knowledge.

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Interkarma
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Re: Re Twitter

Post by Interkarma » Mon Sep 03, 2018 9:13 pm

You are an evil, evil person. :lol:

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mikeprichard
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Re: Re Twitter

Post by mikeprichard » Mon Sep 03, 2018 10:24 pm

Looks like Detect Enemy will need to be the next new spell effect!

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Jay_H
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Re: Re Twitter

Post by Jay_H » Fri Sep 14, 2018 11:34 pm

All effects for poison spells are implemented, so it should be fairly easy to add a poison to weapon and apply spell on strike.
Wait, does this mean players could actually use poisoned weapons? Or would it just be enemies like in classic?
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with roughly 200 all-new quests.
I write quests but have no technical knowledge.

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