OK, this is definitely going on my mod list. This can't be too hard to do! Reminds me of the modded Skyrim spells like "pocket universe."TesmaniaK wrote:When I'm deep inside a dungeon , I often yearn for a Summon Banker spell
I've theorized an economic overhaul mod that would change a lot of how Daggerfall Unity calculates and uses gold. Enemies at level 1 would drop between 2 and 10 gold; leather armor would sell for 1 apiece; iron weaponry, 3-6 gold; daedric perhaps a few hundred at most. Houses, horses, spells, and ships would all be drastically affected. I never have liked how in classic, money becomes superfluous once you can buy a house With rising weapon repair costs, money could be kept at a continual balance, and quest rewards might mean a lot more; if that merchant's offering you 60 gold to steal a document from a competitor, that might actually turn your head.TesmaniaK wrote:There's way too much gold way too soon.
DFU really is Daggerfall on hard mode for now, IMO. Maybe it's just because I'm unused to not using the classmaker, but my combat odds seem significantly worse than in classic.TesmaniaK wrote:Maybe use console -> set_health nnn to heal thyself?
I did some testing awhile ago, and spell resistance in classic is really, really bugged. Willpower had zero effect, and everything was instead determined by PC level vs monster level. I didn't refine it much further than that introductory conclusion, but it told me enough. Since then I've set all my characters at 10 willpower and never suffered.TesmaniaK wrote:All my heroes have Spell Absorption as CharGen Advantage, but that hardly works before the really tough casters appear. No spider or imp ever added a single Spell Point this way, nor any low level humanoid or Nymph or Daedroth or Wraith or plain vamp.
I expect spiders and scorpions to use non-magical paralysis effects somehow, so they wouldn't be absorbed. I could be wrong.
If texture replacements get far enough along, that's conceivable. Right now we're replacing static textures like walls and floors, but I can imagine (not as an expert) the ability to create a new peasant-class that we could skin as orcs within the Orsinium area.TesmaniaK wrote:Why not have friendly Orcs wander the streets, grunting and all. Good for one's language skill, and at some point maybe even chat and ask directions...