DFU vs Classic Differences: Master List
- mikeprichard
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Re: DFU vs Classic Differences: Master List
There are many changes listed throughout this topic that aren't yet in the first post, but here's another important fix in DFU compared to classic (incorrect weapon displayed damage ranges): viewtopic.php?f=4&t=2300
- Interkarma
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- Joined: Sun Mar 22, 2015 1:51 am
Re: DFU vs Classic Differences: Master List
I don't think the dodge fix is mentioned either. Classic uses a wrong input in the formula so that a higher dodge skill makes monsters harder to hit rather than player harder to hit. We fixed this one also.
- mikeprichard
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Re: DFU vs Classic Differences: Master List
Wow, never knew that! That's pretty bad.Interkarma wrote: ↑Sun Jul 21, 2019 10:27 pm I don't think the dodge fix is mentioned either. Classic uses a wrong input in the formula so that a higher dodge skill makes monsters harder to hit rather than player harder to hit. We fixed this one also.
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Re: DFU vs Classic Differences: Master List
Ok, I either reworded or added these:
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-Armor rating values are understated in the "info" popup.
-Weapon damage values are overstated in the "info" popup.
-The "Dodging" skill makes enemies harder to hit when it's supposed to make the player harder to hit.
-Some static NPCs are mistakenly given the beldam status and will trigger a Witch Coven menu instead of a dialog window.**
- mikeprichard
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Re: DFU vs Classic Differences: Master List
Great, thanks. By the way, are all of the below bugs and issues in the first post still unaddressed as of the latest DFU build? I had thought e.g. the advantages/disadvantages issue and maybe some others below are now fixed.
BansheeXYZ wrote: ↑Fri Dec 28, 2018 5:21 pm Bugs & oversights in classic's final version 1.07.213 that have been fixed in DFU (** means unaddressed)
========================================================
-Non-flying enemies can spawn on water tiles.**
-Non-flying enemies walk on water tiles in pursuit of you.**
-Custom classes with a forbidden material disadvantage are able to equip shields of that material type.**
-Being in a shop during its "closed" hours makes the shelves lootable, and you can simply loiter or teleport there regardless of thieving ability.**
-Nothing stops you from buying spells you already have and a duplicate entry appears in your book.**
-A gold sound effect plays when buying stuff from shelves, but not spells, rooms, and food.**
-Static NPCs can reference themselves in the third person when asking them for work.**
-Some advantages/disadvantages in the custom class editor can be added together despite conflicting with each other or your race's natural advantages.**
-The spell effects "Charm, Disintegrate, Drain, Pacify, Soul Trap, and Silence" have elemental selection in the spell maker.**
-The spell effect "Charm" is described as a reputation booster, but pacifies human humanoids.**
-The spell effect "Pacify Humanoid" does not pacify human enemies despite them belonging to that category.**
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Re: DFU vs Classic Differences: Master List
Some of those are likely to be fixed by 1.0, but no one really responded to most of them when I pointed them out. Some were already talked about plenty. He'll fix them if he wants, and it's not like anyone uses charm or pacify, so it's not a big deal. You're better off just getting the weapon enchantments for rep boosts, because that isn't broken.
- mikeprichard
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Re: DFU vs Classic Differences: Master List
Good point, but several of those (e.g. the custom class issues and water issues) are clearly bugs, which I think may already be fixed or will soon be fixed. Anyway, we'll see soon enough, since 1.0 isn't that far away.
- Hazelnut
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Re: DFU vs Classic Differences: Master List
Those two should be addressed AFAIK, except that you can teleport into a shop to avoid lockpicking I believe. I've not actually tried it, but it's a valid thing to do I suppose. However you can't just loiter, I fixed that ages ago so please either post a bug report or don't say is unaddressed.mikeprichard wrote: ↑Sun Jul 21, 2019 11:36 pm Great, thanks. By the way, are all of the below bugs and issues in the first post still unaddressed as of the latest DFU build? I had thought e.g. the advantages/disadvantages issue and maybe some others below are now fixed.
BansheeXYZ wrote: ↑Fri Dec 28, 2018 5:21 pm Bugs & oversights in classic's final version 1.07.213 that have been fixed in DFU (** means unaddressed)
========================================================
-Custom classes with a forbidden material disadvantage are able to equip shields of that material type.**
-Being in a shop during its "closed" hours makes the shelves lootable, and you can simply loiter or teleport there regardless of thieving ability.**
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: DFU vs Classic Differences: Master List
Thanks, I haven't been keeping up. I will remove those.
Added:
reworded
and a forgotten QoL
Added:
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-The armor type "Chain" does not show its metal, thus a character forbidden from all metal materials can nonsensically equip chain.**
-Shields can spawn with inapplicable material/construction types like "Leather" and "Chain".**
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-Your race's natural advantages/disadvantages don't appear as null-point entries in the custom class editor, thus you can duplicate or contradict them.**
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-Controls: clicking on a lootless corpse disables its clickability so that nearby lootable corpses are easier to click.[LESS CLICKS]
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: DFU vs Classic Differences: Master List
Couple more features coming soon(tm):
-Warning message if try to rest in towns
(viewtopic.php?f=5&t=2133&start=20#p26098)
-Spellbook tooltip indicating spell's magic school
(viewtopic.php?f=4&t=2297&p=26915#p26915)
-Warning message if try to rest in towns
(viewtopic.php?f=5&t=2133&start=20#p26098)
-Spellbook tooltip indicating spell's magic school
(viewtopic.php?f=4&t=2297&p=26915#p26915)