Taverns, Custom Loot, Climbing, Languages, Mod Features

Discuss Daggerfall Workshop news articles.
User avatar
Interkarma
Posts: 3364
Joined: Sun Mar 22, 2015 1:51 am

Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Interkarma » Thu Feb 15, 2018 8:26 am

This blog post covers the new gameplay and mod features added over the last few weeks.

http://www.dfworkshop.net/taverns-custo ... -features/

User avatar
Hazelnut
Posts: 720
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Hazelnut » Thu Feb 15, 2018 9:06 am

Climbing! Woooooo yeah. 8-)

Definitely another signature aspect of daggerfall.

Also, I should also mention that Allofich/R.D. implemented the food menu and hunger tracking for taverns. Collaboration is awesome. :)

User avatar
Interkarma
Posts: 3364
Joined: Sun Mar 22, 2015 1:51 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Interkarma » Thu Feb 15, 2018 10:51 am

Crap, I knew that and forgot when writing the update. I'll fix that now.

Edit: Fixed! Thanks for the prompt. My apologies Allofich. :)

User avatar
NikitaTheTanner
Posts: 280
Joined: Sun Oct 18, 2015 7:57 pm

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by NikitaTheTanner » Thu Feb 15, 2018 2:33 pm

Awesome! The game is getting more and more complete, it's incredibly exciting! Kudos and many thanks to Interkarma and all of the contributors, it's almost magic(pun intended!) how quickly new features are added! :D

FilthyCasual523
Posts: 44
Joined: Tue Feb 06, 2018 6:06 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by FilthyCasual523 » Thu Feb 15, 2018 5:32 pm

Amazing progress as usual, guys! :)

Mike
Posts: 162
Joined: Sun Feb 19, 2017 6:49 pm

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Mike » Thu Feb 15, 2018 9:46 pm

I've been away for a little while, and am once more surprised at how quickly things are moving along thanks to the many dedicated core contributors (Interkarma of course, and especially Allofich, Hazelnut, TheLacus, and others). Can't wait to see more updates to the Roadmap - as others already noted elsewhere, by the time 0.5 is finished, 0.6 and 0.7 will probably be done as well! Excited to see even more progress in 2018. Thanks, everyone!

R.D.
Posts: 257
Joined: Fri Oct 07, 2016 10:41 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by R.D. » Sat Feb 17, 2018 11:59 am

Interkarma, I just took a look at the blog entry for the new release.
Allofich has put serious time and effort into this feature to make it less buggy than classic while working exactly the same way.
This isn't quite true, climbing still needs more work. It includes what I could to get it working like classic but I haven't figured it out exactly so this is more of an approximation than most of the stuff I've put in. The skill check is from classic but I haven't figured out exactly when it's called. Also you can't climb out of the water yet unfortunately. But if you could edit the blog post a bit to not "falsely advertise" how good the climbing is, I'd appreciate it. Maybe just note that climbing is in now but will probably go through some more work in the future.

User avatar
Interkarma
Posts: 3364
Joined: Sun Mar 22, 2015 1:51 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Interkarma » Sat Feb 17, 2018 12:23 pm

It's never my intention to mislead anyone or misrepresent contributor's work. I've updated this text now to state more work is required while still remaining very positive on how the feature is working now. Just let me know if you'd like any further clarification added. :)

R.D.
Posts: 257
Joined: Fri Oct 07, 2016 10:41 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by R.D. » Sat Feb 17, 2018 12:42 pm

Thanks, I'm sure you don't mean to misrepresent anything. I figure you just assumed I had made it classic-exact, which it isn't. Thanks for the quick response!

User avatar
Jay_H
Posts: 1522
Joined: Tue Aug 25, 2015 1:54 am

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Post by Jay_H » Sat Feb 17, 2018 7:51 pm

Are you going to give us little devpost updates, or are we going to have to wait for a major spell milestone to see what's all gone into the process? :)

Ah, I just noticed you said you'd discuss it soon. Ah well, there's the answer.
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

Post Reply