Just discovered you can do this:
This gives you both the disadvantage points from "lower" AND from "unable". So you are getting rewarded twice without an increase in the disadvantage.
Easiest solution would be to not let them both be in the list at the same time right?
[0.13.5] Player can add both variants of light or darkness powered magery [RESOLVED 0.14]
- Ralzar
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- Interkarma
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Re: Character Creation bug/exploit
I raised this one a while back, and I ultimately closed issue after discussion was derailed.
viewtopic.php?t=1709
I'll move this one to Issues and take another look.
viewtopic.php?t=1709
I'll move this one to Issues and take another look.
- Magicono43
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Re: Character Creation bug/exploit
Next I get the opportunity, I'm probably going to make a mod that attempts to re-allow some of the DOS exploits that were fixed in DFU. Not because I have any attachment to these exploits but just so it can be linked whenever the argument ever comes up, lol. "You want the old exploits back? Fine, just use this mod, now what's your argument again?"Interkarma wrote: ↑Sun May 01, 2022 10:12 pm I raised this one a while back, and I ultimately closed issue after discussion was derailed.
viewtopic.php?t=1709
I'll move this one to Issues and take another look.
- billyloist
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Re: [0.13.5] Player can add both variants of light or darkness powered magery
That's a good solution I think. I've seen some people being actually upset that they can no longer make High Elf supermen being immune to everything like the good old days. Makes me miss glass cannon High Elves from Morrowind
- Ralzar
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Re: Character Creation bug/exploit
Can't you just link Daggerfall on Steam?Magicono43 wrote: ↑Mon May 02, 2022 3:37 amNext I get the opportunity, I'm probably going to make a mod that attempts to re-allow some of the DOS exploits that were fixed in DFU. Not because I have any attachment to these exploits but just so it can be linked whenever the argument ever comes up, lol. "You want the old exploits back? Fine, just use this mod, now what's your argument again?"Interkarma wrote: ↑Sun May 01, 2022 10:12 pm I raised this one a while back, and I ultimately closed issue after discussion was derailed.
viewtopic.php?t=1709
I'll move this one to Issues and take another look.
- Seferoth
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Re: [0.13.5] Player can add both variants of light or darkness powered magery
Cant we leave this one alone? I use this a lot...and if it's same in classic then we could leave it alone. If not i would also like a mod to restore this exploit.
- Jay_H
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Re: [0.13.5] Player can add both variants of light or darkness powered magery
There's no question this is unintended behavior in Daggerfall. I made a list of the point benefits gained from each of these disadvantages: https://en.uesp.net/wiki/Daggerfall_Mod ... advantages
The point is, being able to nearly triple the point benefit and receive no compensating disadvantage cannot possibly be Daggerfall's intent.
Minor nuances aside, "Inability to Regen Magicka" is almost functionally the same as "Unable to Use Magic in Darkness," but everywhere. The game inexplicably assigns them the same point benefit in each case, which should not be so; "Inability to Regen Magicka" should probably give an even greater point benefit, but that's outside our scope here.Darkness-Powered Magery:
Lower Magic Ability in Daylight: -7
Unable to Use Magic in Daylight: -10
Inability to Regen Magicka: -14
Light-Powered Magery:
Lower Magic Ability in Darkness: -10
Unable to Use Magic in Darkness: -14
The point is, being able to nearly triple the point benefit and receive no compensating disadvantage cannot possibly be Daggerfall's intent.
- Seferoth
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Re: [0.13.5] Player can add both variants of light or darkness powered magery
It's not a bug so it does not need to be fixed. This exploit can be avoided by simply not using it. Not every exploit needs fixing, only those that are unavoidable.
- XJDHDR
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Re: [0.13.5] Player can add both variants of light or darkness powered magery
So arguing that this is an exploit, but also not a bug is contradictory.exploit [ verb ik-sploit; noun eks-ploit, ik-sploit ]
(in a video game) the use of a bug or flaw in game design to a player’s advantage or to the disadvantage of other players.
And no, DFU's stance has always been to fix bugs in the base game's code (if not never introduce the buggy behaviour to begin with). That a bug can be avoided has never, to my knowledge, been a justification for keeping it in.
If you want this to remain in the game, you're welcome to present proof that this isn't a bug.
I'm not so sure that I agree. "Inability to Regen Magicka" just means that you can't rest to replenish magicka. You can still cast spells after drinking a Restore Power potion. Conversely, there is no potion or enchantment in the game that will negate an "Unable to Use Magic in Darkness" disadvantage.Jay_H wrote: ↑Mon May 02, 2022 11:41 pm Minor nuances aside, "Inability to Regen Magicka" is almost functionally the same as "Unable to Use Magic in Darkness," but everywhere. The game inexplicably assigns them the same point benefit in each case, which should not be so; "Inability to Regen Magicka" should probably give an even greater point benefit, but that's outside our scope here.
My DF Unity mods:
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- Interkarma
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Re: [0.13.5] Player can add both variants of light or darkness powered magery [RESOLVED 0.14]
As this topic appears to going the way of the last one, I've made a decision to fix this bug. From 0.14, player can only add one variant of light or darkness disadvantage each.
Thank you everyone for your input.
Thank you everyone for your input.