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Re: Daggerfall Chronicles

Posted: Mon Apr 30, 2018 10:03 am
by MrFlibble
robot_cousin wrote: Tue Apr 17, 2018 7:29 pm Oh wow, I would love this book. Definitely going to get a PDF version.
JIC, a scanned copy is included with the free release of DF at GOG.com (get by purchasing any other Bethesda game). Scan quality isn't too good but it's readable.
Usernamicus wrote: Sat Apr 21, 2018 4:23 am Give me Skakmat (Nufalga's dragon mentioned in DF Chronicles but never finished & placed in game) and the Military Arms of the Temples in game then I'm happy. :D :D
Military Arms are in the game, they just don't seem to differ from the regular Temples save for the building layout.
Interkarma wrote: Mon Mar 12, 2018 1:38 am I couldn't say for sure, but my feeling is the author was likely handed some design docs or similar information to compile into book format. By the time game was released, some of the information was no longer current. Still an amazing resource however.

Do we have any Daggerfall historians or insiders around here that know more about the creation of Daggerfall Chronicles? It would be interesting to know more!
The Daggerfall Chronicles page from Bethesda's site (Wayback Machine snapshot) seems to imply that the book was their in-house product. Differences from the final release probably stem from the fact that it was written before the game was mastered in its finalised version.

Apparently the Limited Edition (what the people who pre-ordered the game would get) included the hintbook which I assume was Chronicles. An interesting titbit is that game missed its planned release date of 30 August, and those who pre-ordered got everything except the CD with the game in their package (according to these newsgroup messages). The fact that the book was ready before the game's release also seems to suggest that the book was developed in-house.

Re: Daggerfall Chronicles

Posted: Tue Jun 19, 2018 5:40 am
by Timmuborgir
My copy of this split in half. :cry: I was using it all the way up to around 2014. :lol:

Re: Daggerfall Chronicles

Posted: Fri Nov 02, 2018 3:08 pm
by Consequence of Grace
I first got Daggerfall when it was released on CD in the UK in 1996. I got The Daggerfall Chronicles shortly after. It's still in reasonable condition as I take ludicrous care of books and vinyl albums, although a few pages are coming loose.

The Alchemy reagents section seems to be the most inaccurate, as most of the ingredients used do not include ingredients that have the listed property and vice versa. It's like they half implemented Alchemy for the game and then gave up. There are only 20 Standard Recipes that I have found, but there are many spell effects and ingredients for them that would make useful potions, Dispel Magick, Shield, Spell Absorption etc etc.

I'd love to know where this data is located in the game files as I have an Alchemy mod in mind, probably an Alchemist's Guild like the Archaeologist Guild mod. There are many spell effects that could be used and I'd like to revamp all the ingredients and create new recipes and allow identifying Unknown Potions, writing new alchemical formulae, selling potions and recipes etc, but all that's for another thread.


Cheers!

:)

Re: Daggerfall Chronicles

Posted: Wed Nov 07, 2018 4:58 am
by Narf the Mouse
MrFlibble wrote: Mon Apr 30, 2018 10:03 amApparently the Limited Edition (what the people who pre-ordered the game would get) included the hintbook which I assume was Chronicles. An interesting titbit is that game missed its planned release date of 30 August, and those who pre-ordered got everything except the CD with the game in their package (according to these newsgroup messages). The fact that the book was ready before the game's release also seems to suggest that the book was developed in-house.
...So what you're saying is that Daggerfall had bugs before it was even released? :D

Re: Daggerfall Chronicles

Posted: Tue Dec 04, 2018 9:59 am
by MrFlibble
Oh, very certainly!

Re: Daggerfall Chronicles

Posted: Tue Jan 29, 2019 10:48 am
by MrFlibble
BTW guys, are the racial starting stats on pages 22-25 accurate? Is it known from the reverse-engineering work that has been done?

Re: Daggerfall Chronicles

Posted: Tue Jan 29, 2019 4:33 pm
by ACNAero
From what I've heard, they get overwritten by the class attributes, so even if they are accurate then it doesn't make a difference if this is true.

Re: Daggerfall Chronicles

Posted: Wed Jan 30, 2019 1:59 am
by Jay_H
True, but what Daggerfall cuts, Daggerfall Unity can replace.

Re: Daggerfall Chronicles

Posted: Mon Feb 04, 2019 1:48 pm
by MrFlibble
ACNAero wrote: Tue Jan 29, 2019 4:33 pm From what I've heard, they get overwritten by the class attributes, so even if they are accurate then it doesn't make a difference if this is true.
It was my understanding that there's be an intercation of race and class attributes. For example if your class allows starting STR up to 70 but the race caps it at 60 it won't go over 60, and vice versa, if there's a class cap lower than race cap the attribute won't go as high as the race allows.

[Edit] I ran a very quick test with the dungeon demo, picked a male Wood Elf Nightblade and then a male Dark Elf Nightblade, and rerolled stats to see what the AGI would be like. In both cases it fell within the 65-75 range which I think is the Nightblade setting, ignoring the supposed cap of 60 for the Dark Elves (70 for Wood Elves).

Re: Daggerfall Chronicles

Posted: Tue Feb 05, 2019 2:00 pm
by MrFlibble
Upon closer investigation it turns out that the starting stats table is a verbatim copy of the same from Arena. Now Arena is not really convenient to test — it wants you to distribute all bonus points before you can reroll — but apparently the starting stats are indeed race-dependent not class-dependent, unlike Daggerfall.

UESP Wiki describes these unimplemented race attribute bonuses and penalties in terms of +/-10 modifiers (corresponding to the Arena table). However I think that if these were to be implemented (e.g. in DFUnity) as bonuses on top of what you roll for the selected class, these should be +/-5, because the class attributes appear to vary within this range, not in the +/-10 range as Arena attributes.

UESP Wiki only mentions High Elves' immunity to paralysis and Nord's resistance to frost the only functioning race advantages. However I vaguely remember reading somewhere that there were supposedly some other race perks, e.g. Redguards would get a bonus modifier to weapon damage every three levels or something (IIRC). I can't find this info ATM though.