although I've only ever managed to climb upward in Daggerfall.If you jump while running forward, you should jump forward. Might be skill-dependent, but I don't know for sure.
All exterior doors lead to the same point inside the dungeon, there aren't really multiple entrances in Daggerfall.
How small is the tunnel downward? You might be able to jump or fall on to the opposite wall and activate climbing mode, although I've only ever managed to climb upward in Daggerfall.
Spoiler: You'll need to know this for later, but (click to show/hide)although I've only ever managed to climb upward in Daggerfall.If you jump while running forward, you should jump forward. Might be skill-dependent, but I don't know for sure.
If you don't have anything against cheating and have updated your game to the most recent patch, you can just use the [ and ] keys to teleport between the quest target spawn locations and the exit.I don't have any problem using cheating to get past bugs, but the buttons don't work. I do have the latest patch.
What are the consequences of failing a mission? Because I'm pretty much done trying.
I remember that problem. I believe the strafing issue is tied to the number of cycles Daggerfall is running by in Dosbox. Try increasing and decreasing the cycles using Ctrl+F12 (increase) and Ctrl+F11 (decrease).That's something i didn't thought about but it makes sense, i remember when i had to configure the cycles, Daggerfall seemed to require high value in order to run smoothly, much higher than nearly every other games i had running through dosbox.
The water movement may also be linked to the cycles but it could also be your character having low swimming skill. Using a spell or item that gives water walking will make moving through water much faster.
So what does the alpha milestone mean? For Daggerfall Unity, this means we are now at broad feature parity with classic Daggerfall. Not only is the game playable from start to end, but all the core gameplay systems from classic are implemented and available. Hitting alpha means that development will shift from adding new gameplay features to refinement and fixing bugs. There are also a few features unique to Daggerfall Unity that I’ve been saving for the alpha cycle. Check out the roadmap (https://www.dfworkshop.net/projects/daggerfall-unity/roadmap/) to see what’s coming up next.
That video pushed me to play it again with those mods.
I forgot how horribly hard those spiders could be on low levels characters, on the temple of dibella i joined in the far away region of Menevia (i decided to just ignore the Daggerfall main quest chain for this character run), after a couple of easy fetch quest "collect that painting from a friend in a tavern and bring it back" i got a quest to rescue someone lost in a dungeon.
So many save/reload due to those spiders when your character fail their paralyze resistance to their spells, but finally found that guy and took him back to the temple.
I hope some people will be able to complete their companion/mercenaries projects, it would be very interesting (and such a refreshing novelty in Daggerfall) to be able to bring more people with you on your adventures, especially with mods like Warm Ashes (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1087)
Windows
C:\Users\Username\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity
Linux
/home/username/.config/unity3d/Daggerfall Workshop/Daggerfall Unity
Mac
/Users/Username/Library/Application Support/Daggerfall Workshop/Daggerfall Unity
Advantages
Random dungeons for guild quests, etc. will be reduced to roughly the size of Privateer's Hold. This makes random questing faster and reduces chance of finding impossible block combinations.
Some interior blocks are more complex than others so there's still lots of variability.
New layouts are compatible with quest system as interior blocks should always have quest markers.
The new dungeon is created from random border and interior blocks of the source dungeon so will be thematically the same style and use same texture tables as original.
Disadvantages
If player is already inside a dungeon subject to this change, you'll probably be dropped into the void. Please ensure your character is outside before toggling this setting.
If you have quests targeting a random location, they may no longer be functional. Best to clear your active quests before toggling this setting. Main story quests should be fine provided they aren't currently targeting a random dungeon.
Unforeseen issues might result from this change. Please consider it experimental only. Feature may or may not become part of Daggerfall Unity 1.0. It might evolve into something else or be cut completely.
So to me there will always be a nostalgia factor at play so regardless of modern games and etc... i always come back from time to time to Daggerfall thanks to dosbox, but recently i made the move to Daggerfall Unity finding the modding possibilities to improve vastly the potential Daggerfall never reached (as lots of planned features (https://web.archive.org/web/20141225202024/http://www.svatopluk.com/daggerfall/museum/) were cut during development).
Spoiler: Meanwhile in my playthrough (click to show/hide)
"dump personality," they said
Continuing my roleplay catacomb exploration, I was attacked by a thief and promptly killed him. This is one of the best drops I had with this character so far, and it's out of a measly thief - an enchanted dwarven-grade dai-katana!Spoiler (click to show/hide)
Continuing my roleplay catacomb exploration, I was attacked by a thief and promptly killed him. This is one of the best drops I had with this character so far, and it's out of a measly thief - an enchanted dwarven-grade dai-katana!Spoiler (click to show/hide)
I'd never set foot in a dungeon if it was permadeath; it'd just be more economical to pick the lock to a bookstore and fence all the books the following day to a pawn shop to become fabulously wealthy. Yawn.Pretty sure reloading an earlier save after death is how its supposed to work. Otherwise it would just delete the save and we'd have to savescum.
Cheat away, me hearties.
If I knew more about Unity and modding, I'd mod two such things- maybe make a 15-20% chance for a found ingredient item to be replaced by a potion (you seriously just don't 'find' the things, although it makes joining a faction that sells them a significant choice), and something like a 'writ of training (skillname)' as a sort of one-time training blurb you can find and use out in the world, perhaps on the same droptable as maps and recipes. It'd be a helpful way to train skills like Dragonish or whatever for when your guild is making demands on minimum skill levels.
running is pretty much in everyones build.
If you install the Archaeologists mod and then get a locator, you can use it in the dungeon after exploring some 25% of it and it'll draw a circle straight towards the objective- super handy if you have a way to replace locators and/or you're getting desperate to find your objective. 10/10 would totally recommend this mod.I had the mod but didn't knew about the locator, thanks for pointing this, i'll have to get a locator to cut the dungeon crawling time when looking for the elusive quest targets.
Still doing the first dungeon, going through it with different characters and stuffGreat. Now I can't unsee it.
Still doing the first dungeon, going through it with different characters and stuffGreat. Now I can't unsee it.
I now have so much gold that I have to keep it in my wagon, or my carry weight shrinks down to nothing. Between lucky finds and a shopping spree, I now have two magical pieces of malachite that cast Ice Storm and Fire Storm, a dagger that casts Toxic Cloud, a Wisdom-enhancing vest, a bra and skirt that absorb spells, and an evening gown that gives Water Walking. It feels good after years of being foiled by water sections and unable to deal with single skeletons.Go to a bank. You can deposit your gold and exchange it for a letter of credit, which works as currency in most situations.
After my experience in the last quest, I click on anything that looks vaguely suspicious lest I miss a teleporter or secret wall. But in the Sepulchre of Darkenezzar, I clicked on a floating black skull and it instantly killed me. I didn't know that was a possibility.
I kind of wish there was some way of circumventing the carpal tunnel inducing search for hidden doors in dungeons. I'll never understand why people in the 90s thought fake walls with absolutely no visual distinctions are a good mechanic. Like at least displace the texture a little.
After my experience in the last quest, I click on anything that looks vaguely suspicious lest I miss a teleporter or secret wall. But in the Sepulchre of Darkenezzar, I clicked on a floating black skull and it instantly killed me. I didn't know that was a possibility.
It's a bit annoying that bookstore's don't buy books. Libraries too for that matter.
Also, remind me - I seem to rememeber there being a brick-activated hidden door in the tutorial dungeon, but I couldn't find it any of my starts. Am I mistaken, or where is it?
Be careful when you join, the mage guild is hardcore crazySpoiler (click to show/hide)
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Second one was pretty standard, had to go kill a former priest of Kynareth. Everything went smoothly, get back to Gothway Gardens, and the damned Temple stiffed me on my 173 gold reward >:(.
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.
That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.
That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?
1st one dunno yet since haven't got that far, I think it might just be a random chance thing. 2nd one I don't think so, but opening spellbook pauses the game at least. So you dont get attacked while its open. Then if you want to re-cast the same spell, its just "Q" and you can cast it again.
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.
That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?
1st one dunno yet since haven't got that far, I think it might just be a random chance thing. 2nd one I don't think so, but opening spellbook pauses the game at least. So you dont get attacked while its open. Then if you want to re-cast the same spell, its just "Q" and you can cast it again.
Found out that the backspace key opens up the spell book! Also, running into an issue with spell absorption. I'm not actually gaining any mana when I hit myself with an AoE, just getting enough back to basically even out what I spent. Any idea what I'm doing wrong?
Actually, nevermind about spell absorption. I found a mod that adds mana regen like in the newer elder scrolls games.
https://forums.dfworkshop.net/viewtopic.php?f=12&t=1653
Has a settings menu you can access from the mod menu that lets you tweak how much you regen etc.
It seems they limited house selection.I remember it used to have many varity of houses sold in daggerfall bank,but now it's just one.Did I missed something?
Jumped across a gap into a corridor that very quickly kills you if you try to walk through it. Had to levitate through it while a rat was attacking me and the door on the other side was locked.
A quick google search shows that reddit has heard of it, and it's the exact same corridor:
(http://i.imgur.com/bT1Nz2g.png)
(They drew red to indicate the damaging floor.)
Jumped across a gap into a corridor that very quickly kills you if you try to walk through it. Had to levitate through it while a rat was attacking me and the door on the other side was locked.
A quick google search shows that reddit has heard of it, and it's the exact same corridor:
(http://i.imgur.com/bT1Nz2g.png)
(They drew red to indicate the damaging floor.)
Would jumping help? You're on the floor less that way.It only helps a little bit.
We'll see how merciful Stendarr is to witches!Wait a minute ! Does she weighs the same as a duck (https://www.youtube.com/watch?v=zrzMhU_4m-g) ?
She ain't floating so she's clearly not a witch.QuoteWe'll see how merciful Stendarr is to witches!Wait a minute ! Does she weighs the same as a duck (https://www.youtube.com/watch?v=zrzMhU_4m-g) ?
She might be breathing underwater, but that doesn’t discount the fact that she didn’t float. Not a Witch. Might be a mermaid or a Selkie though, so no promises.She ain't floating so she's clearly not a witch.QuoteWe'll see how merciful Stendarr is to witches!Wait a minute ! Does she weighs the same as a duck (https://www.youtube.com/watch?v=zrzMhU_4m-g) ?
... unless she used her foul witchcraft to cast waterbreathing instead!
She might be breathing underwater, but that doesn’t discount the fact that she didn’t float. Not a Witch. Might be a mermaid or a Selkie though, so no promises.Wouldn't they take on an aquatic form? Probably a vampire. I teleported back, so she didn't get exposed to any sunlight.
A little necromancy spell,
Daggerfall Unity has reached a new milestone , it is now officially out of Alpha releases, the project is now in Beta
https://www.dfworkshop.net/daggerfall-unity-beta-0-11-0-milestone-accomplished/
(note for those interested but that have never tried : Daggerfall has been fully playable to the end since a long time in that amazing DFU , so don't worry about the words alpha and beta, just get it, get the mods you want and enjoy DFU)
Do you have a screenshot of it?
Edit: Searching, I guess it was this? If you're playing with mods that is. https://i.redd.it/064xse8spse41.png
I believe it's replacing the base games brick wall. They're used as teleporters sometimes. It seems like a mod has changed it's appearance to make it stand out. The symbol is one that stands for Oblivion.
If it's a teleporter, running into it or using it may take you somewhere else in the dungeon. It might not, however, as the brickwalls are also used to block off corridors that don't lead anywhere. Or sometimes they just don't do anything.
I don't know if the hd mod you're using have different textures for the different type of teleporters (the one that work, the one that do nothing and the one that is a trap), but be carefull with them, sometime it's a damage trap that can kill your character if he doesn't have enough health.
edit : oh the developer of Warm Ashes updated it !!
https://forums.dfworkshop.net/viewtopic.php?p=51621#p51621
fantastic.
(edit : if you had a warm ashes.dfmod in your ...\DaggerfallUnity_Data\StreamingAssets\Mods\ from a previous beta, delete it, the Warm Ashes mod is back at using the quests and questpacks folders system instead)
Hmm, so this mod doesn't happen to randomly spawn sabre-tooth tigers in the general store or anything? because that was kind of brutal. Perhaps it not this mod doing it but something is behaving fishy. Also had a bunch of grizzlies try and maul me at the inn.
I suspect it was something to do with this:
-Added measures to keep Wilderness Encounters from happening on loading a save.
Certainly both times it happened straight after I loaded a save. Anyway a massive slow down vanished when I disabled the mod, so I'll just play without.
When a player enters a farm there is a chance that farm is to be raided. Depending on reputation, your side will be dependent on how the region sees you. If you are a known criminal, you will be with the bandit forces.
You do not have to participate in these raids, however they will continue without you. Do your business and get the hell out, or you might find the Farm you are at fall to ruin. You'll be updated periodically if a set of units are depleted. If all of the farm guardsmen have been killed, the raid ends and the farm will be destroyed. (Not permanently) If the bandits are taken out first then the farm will be saved. Right now I am in the process of writing a quest to reward the player and give text according to what is happening. I'm also adding random chances of other types of raids like orc raids and giant raids but they will be smaller events and not well organized as the bandits will be.
Even unmodded, the game keeps track of wars, alliances, famines, plagues and even witch hunts, but doesn't actually use these data... until now.
FEATURES:
- wars: the enemy army will clash with the locals', prisoners will be will be executed;
- banned factions: guards will hunt down their members (this may include you);
- plagues: rats will rule the place, bodies will be gethered in stacks and burned;
- witch hunts: ashes of the burned witches; random chance that witches will attack the town;
- crime waves: thieves and assassins even in daylight (and they may help you if you belong to their faction).