Taverns, Custom Loot, Climbing, Languages, Mod Features
- Interkarma
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- Joined: Sun Mar 22, 2015 1:51 am
Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
Yep, really looking forward to first update on spells. Just need some more time to wrap up a few things. Hopefully first post will be up within this coming week.
- Jay_H
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Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
My impressions playing the new build:
1. Rain has been sorely lacking and I didn't realize it until now. The new rain effects are excellent! This was one of the things that first endeared me to Daggerfall to begin with: walking around through town on a foggy day, poured on by rain, looking for the house to slay that critter for the Fighters Guild. The immersion was mind-blowing.
2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
1. Rain has been sorely lacking and I didn't realize it until now. The new rain effects are excellent! This was one of the things that first endeared me to Daggerfall to begin with: walking around through town on a foggy day, poured on by rain, looking for the house to slay that critter for the Fighters Guild. The immersion was mind-blowing.
2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
- Interkarma
- Posts: 7253
- Joined: Sun Mar 22, 2015 1:51 am
Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
Agree on both points! The weather effects are magical now they're in and really add to that sense of "being there". And I love Hazelnut's work on language skills. They're so much more useful now. I've also been thinking about different builds to take advantage of this new dimension in the game.
- Hazelnut
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Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
Glad you like it, it also gives a use for high luck and personality since they're factors. Note that even with 100% lang, per, luck & weapon sheathed there's still a chance that you will fail and have to fight. There's no such thing as a safe dungeon.Jay_H wrote: 2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Hazelnut
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Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
I should mention that the language checks have been reverted to the same as classic now, and the updated formula will be part of the Archaeologists mod which I hope many people will use. The reason for this is that I was still not happy with the way it worked but I didn't want to change the classic formula too much for the purists, so in the end I felt it best to be in a mod so I can make it work as I think it should.Hazelnut wrote: ↑Wed Feb 21, 2018 10:56 pmGlad you like it, it also gives a use for high luck and personality since they're factors. Note that even with 100% lang, per, luck & weapon sheathed there's still a chance that you will fail and have to fight. There's no such thing as a safe dungeon.Jay_H wrote: 2. For the first time in 20 years I might consider making a character with language skills! I popped into a room with a few enemies and was greeted, "Harpy pacified by Harpy skill." This is huge! To make a character who can speak properly with orcs and then go to Orsinium, for example, is a fascinating point to me, or to get a "free pass" in a dangeous dungeon just because you know the language. Then the Streetwise/Etiquette points are going to be really cool, too.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Interkarma
- Posts: 7253
- Joined: Sun Mar 22, 2015 1:51 am
Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
Sounds good to me! This is amazing work and I know modders are going to have a lot of fun creating guilds and quests once day. There's so much potential in this stuff you're adding right now.
- Midknightprince
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Re: Taverns, Custom Loot, Climbing, Languages, Mod Features
Well better late than never.
Yep, I like it
Yep, I like it
Check out my YouTube Channel!