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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 48 29.3%
  • John Coltrane

    Votes: 48 29.3%
  • Kenny G (kc response)

    Votes: 68 41.5%

  • Total voters
    164

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
9,528
Location
Southeastern Yurop
I never play with smaller dungeons on. The large dungeons are a true test of your navigational ability in video games and I think that's what makes them fun to me despite them being procedurally generated and made up of premade blocks, even though handcrafted level design and the art (make no mistake, it is an art, one that modern game developers often fail at and add yellow paint to everything offset their total lack of talent) of guiding the player naturally are usually some of the things I value most in a video game.
Couldn't agree with you more sir.
Colossal Dungeons that can take hours to fully navigate, filled with all manner of monsters and undead. That's true dungeon crawling.
After a while, you kinda start to notice patterns in certain dungeons, which can help in navigating them.
There is also the Recall spell that pretty much every player should have.
 

catfood

AGAIN
Joined
Aug 28, 2008
Messages
9,385
Location
Nirvana for mice
Yeah, there's no real reason to pick the DOS version.

The only thing you'll need to decide for a fresh, unmodded DF Unity install is whether or not you want to play with DF Unity's smaller dungeons feature enabled. Most people agree it improves the game, but it's a personal choice.
The large dungeons is the only reason i even liked the game lmao.
The problem with shorter dungeon crawls is that they mess up the progression of factions. You end up getting too much reputation at too low of a level, and all of a sudden you're being sent out to kill Ancient Liches by your Knightly Order at Level 6. Something twice as big as the current 'Smaller Dungeons' option would probably be ideal. Not completely labyrinthine like vanilla, but definitely not the brevity of Smaller Dungeons.
The game becomes piss easy after a few levels anyway so it doesn't matter that much especially if you use magic (items). The only way to make the game challenging is to either gimp yourself to oblivion in the character creation and abstaining from ever using any sort of magic at all, except maybe for cure potions.
 

RetardedChimp

Novice
Joined
Apr 26, 2010
Messages
8
Spawning quest items behind a secret door in a massive dungeon was one of my least favorite things in DF.

Some of these new mods for DFU are amazing, still don't think I will ever enjoy walking to locations rather than just fast travelling. I always thought boats were underutilized, I'm hoping there is some mod to address that.
 

SharkClub

Prophet
Patron
Joined
May 27, 2010
Messages
1,555
Strap Yourselves In
Spawning quest items behind a secret door in a massive dungeon was one of my least favorite things in DF.
Even though I'm very familiar with Daggerfall's blocks and the placement of secret doors, I do tend to agree that having some of the quest spawns behind secret doors is dickish. It's not too bad if it's a quest monster you have to kill because you can hear them (the Acute Hearing trait helps for this) and try to find a way to their location, but when it's a quest item it's obviously silent so if you don't already know theres a secret door there (or you don't want to exploit a little by using the automap to find them for free) it is a bit annoying.

I highly recommend this mod, it alleviates the problems with hidden doors a lot (you can adjust the volume and pitch of the wind sound effect in the mod settings to make it easier/harder to find them, and it feels a lot less videogamey than relying on the automap): https://www.nexusmods.com/daggerfallunity/mods/211?tab=description
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,228
Location
The Satellite Of Love
Looks like there's been a big update for World of Daggerfall. New mountain geometry which looks kinda like Delta Force, and lots of little locations placed along the roadside. Playing now and found some cool campsites in the woods and a woodcutter's lodge with a pissed off looking dude stood there.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
9,528
Location
Southeastern Yurop
Looks like there's been a big update for World of Daggerfall. New mountain geometry which looks kinda like Delta Force, and lots of little locations placed along the roadside. Playing now and found some cool campsites in the woods and a woodcutter's lodge with a pissed off looking dude stood there.
You found them while travelling on the map on foot/on horseback?
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,228
Location
The Satellite Of Love
Yep, the new version seems to have put a lot more locations within view of roads and trails. I only really remember seeing shrines and occasional bandit camps close to roads before but now there's little huts, campsites, ruined forts, watchtowers, all kinds of stuff.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
9,528
Location
Southeastern Yurop
That's pretty nice.
Original Daggerfall had almost no random encounters other than a monster or bandit here and there.
Assassins with poisoned arrows, those are pretty nasty.
 
Unwanted

Cologno

Unwanted
Joined
Jan 3, 2024
Messages
293
That's pretty nice.
Original Daggerfall had almost no random encounters other than a monster or bandit here and there.
Assassins with poisoned arrows, those are pretty nasty.
That was normal in the OG game? Huh, could've sworn with stock install of DFU I was getting a lot more variation than that along with monsters and bandits. Some randoms were really cool too, like whole battles between some knights and orcs/goblins/whatever. Never starved for gear in the beginning.
 

RetardedChimp

Novice
Joined
Apr 26, 2010
Messages
8
That's pretty nice.
Original Daggerfall had almost no random encounters other than a monster or bandit here and there.
Assassins with poisoned arrows, those are pretty nasty.
That was normal in the OG game? Huh, could've sworn with stock install of DFU I was getting a lot more variation than that along with monsters and bandits. Some randoms were really cool too, like whole battles between some knights and orcs/goblins/whatever. Never starved for gear in the beginning.
In OG I remember I used to always get werewolves attacking me if I slept/waited outside a dungeon entrance. Some thieves guild quests always seemed to have archers and other human enemies spawn and ambush you when you fast travel back to town to turn in quest.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
9,528
Location
Southeastern Yurop
That's pretty nice.
Original Daggerfall had almost no random encounters other than a monster or bandit here and there.
Assassins with poisoned arrows, those are pretty nasty.
That was normal in the OG game? Huh, could've sworn with stock install of DFU I was getting a lot more variation than that along with monsters and bandits. Some randoms were really cool too, like whole battles between some knights and orcs/goblins/whatever. Never starved for gear in the beginning.
In OG I remember I used to always get werewolves attacking me if I slept/waited outside a dungeon entrance. Some thieves guild quests always seemed to have archers and other human enemies spawn and ambush you when you fast travel back to town to turn in quest.
Some quests can also trigger these random encounters.
 

RetardedChimp

Novice
Joined
Apr 26, 2010
Messages
8
The new
Spawning quest items behind a secret door in a massive dungeon was one of my least favorite things in DF.
Even though I'm very familiar with Daggerfall's blocks and the placement of secret doors, I do tend to agree that having some of the quest spawns behind secret doors is dickish. It's not too bad if it's a quest monster you have to kill because you can hear them (the Acute Hearing trait helps for this) and try to find a way to their location, but when it's a quest item it's obviously silent so if you don't already know theres a secret door there (or you don't want to exploit a little by using the automap to find them for free) it is a bit annoying.
For an open world game, even as a kid the whole concept of finding one mummy wrapping sitting on the floor behind a secret door in some massive labyrinth for the Mages guild struck me as a dumb excuse to force a dungeon dive. There are apothecaries in town and crypts nearby but they only accept the specific mummy wrapping from the dungeon. They should have had us recovering a unique magic amulet or something not able to be purchased next door.

Made me feel justified house-ruling a limit of 30 mins of actual dungeon exploring for a quest item until I just "]" teleport until I'm there. Usually in some random block miles from where I was looking.
 

BruceVC

Magister
Joined
Jul 25, 2011
Messages
8,337
Location
South Africa, Cape Town
Spawning quest items behind a secret door in a massive dungeon was one of my least favorite things in DF.
Even though I'm very familiar with Daggerfall's blocks and the placement of secret doors, I do tend to agree that having some of the quest spawns behind secret doors is dickish. It's not too bad if it's a quest monster you have to kill because you can hear them (the Acute Hearing trait helps for this) and try to find a way to their location, but when it's a quest item it's obviously silent so if you don't already know theres a secret door there (or you don't want to exploit a little by using the automap to find them for free) it is a bit annoying.

I highly recommend this mod, it alleviates the problems with hidden doors a lot (you can adjust the volume and pitch of the wind sound effect in the mod settings to make it easier/harder to find them, and it feels a lot less videogamey than relying on the automap): https://www.nexusmods.com/daggerfallunity/mods/211?tab=description
Absolutely, I used this mod and it helps

And the Enchanted Compass mod makes a huge difference with navigating the vast world of DFU

https://forums.dfworkshop.net/viewtopic.php?t=4798
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
3,802
Location
Nantucket
https://www.pcgamer.com/the-guy-who...al-daggerfall-style-rpg-with-a-custom-engine/

The guy who made Daggerfall Unity is working on his own original Daggerfall-style RPG with a custom engine​

"I've already started working on a new game, but it's going to be something of mine this time," Clayton said in an interview with DualShockers. "I do genuinely love that old style of game. The thing I'm building is in the same vein. You're talking big world, complex systems, mod support, that's all of the stuff I want to explore, and I want to take that experience of Daggerfall Unity and put it in the new game."
He's also moving away from Unity in favor of his own game engine, one he actually started working on before Daggerfall Unity, which he's "revived ... to be a little more modern." The world and story of the new game are rooted in a Dungeons and Dragons campaign he ran for friends back in the 1990s, although he said the story will be "optional," as he prefers games where players "can find their own stories."

All of that is still very far off, though. Clayton said on Twitter that he's "still really early in tech stage" and isn't ready to make any sort of formal announcement, and that his plan is to "start at a smaller scale and build up as I find my feet."

As for the future of Daggerfall Unity, it's finished but it's not done: Clayton said the game is transitioning to a "community-led project" with the help of contributor kaboissonneault. "Kab is one of the core contributors to DFU and highly active in its mod scene and community," Clayton tweeted. "Kab is also looking for people to help review and test PRs on git, so get in touch with him if that's something you have the experience and can help with. Kab will be leading the charge to 1.1 release of DFU. There are more bugfixes and mod features coming in the near future."
A challenger appears!

https://forums.dfworkshop.net/viewtopic.php?t=6672
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
888

Daggerfall Unity 1.1.1​



image
Betony market from the mod 'Betony Restored' by Cliffworms

Getting Started​


If this is your first time installing Daggerfall Unity, please visit Installing Daggerfall Unity and Other Information for help getting started.

Summary​


This is the stable release of the first community update for Daggerfall Unity. If you experience new issues with this version, please reach out to @KABoissonneault on Discord or the /r/daggerfallunity subreddit.
Mods should not have been broken by this release. If anything stops working, make sure your setup is correct. The only files you should copy from an old DFU installation are the .dfmod files. Visit the Mods menu on the launcher to make sure everything is there.

What's Changed​


If you have not seen the changes from the v1.1 Release Candidate, you can find them here: https://github.com/Interkarma/daggerfall-unity/releases/tag/v1.1.0-rc
Some highlights include:
  • New in-game tutorial
  • Crash fixes
  • Setup improvements, like improved player logs, settings folder being more accessible, and ability to navigate hidden folders during the initial DFU configuration
Changes in v1.1.1:

Feature showcase​

Portable Install​


A big new setup feature for 1.1 in general is "Portable Install". Portable Installs will make your DFU installation store and read all its settings and saves from inside the installation folder, rather than the computer's user settings. This makes it easier to manage multiple DFU installations, can make it easier to move the installation to another machine, and can avoid polluting user settings.
To enable a Portable Install, simply create a new file named "Portable.txt" in your DFU folder. On Mac and Linux, the capital letter is important.

image

image

When you next run DaggerfallUnity, you will go through the setup again, and the game should now create a folder called PortableAppData in your installation folder to store all these settings. Again, you will have no DFU saves and no mod settings, since you've just started from scratch. You can copy-paste these from the regular user settings if you want.

image

Did you know that you could make the DFU setup faster by dropping DF's arena2 folder directly under DaggerfallUnity_Data/StreamingAssets/GameFiles ? Use this to make a truly portable DFU installation that contains everything necessary to run.

image

Finding your settings​


It is now much easier to find your settings, whether you're using traditional user settings or the new 'portable install' settings.

image

A simple double-click on the 'settings folder' shown on the launcher screen should open your file explorer to this folder. In it, you can find the "settings.ini" settings file, the "Player.log" logs, your Mods configurations, and your saves.

image

Player logs are pretty essential any time you hit an issue, especially since they're much more readable in v1.1. Be sure to always include them when reporting issues.
Note that if you reboot the game to find this folder again, your Player.log will be overwritten! If you needed logs from the previous play session, check "Player-prev.log" instead.

Acknowledgements​


I would like to thank again all the contributors and reviewers that made this release possible. This project can only persist through distributed efforts.
 

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