Daggerfall Mod:DFRemake/Gameplay Changes
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This page lists the major changes in design and gameplay from the original game. While we don't wish to change the gameplay too much, there are a number of improvements that can be done.
Contents
Dialogue[edit]
- NPCs will not be able to point the way to Thieves Guild's or Dark Brotherhoods related to quests (which will already be marked on the player's map anyways).
- NPCs' knowledge of quest goal players or houses will be based on their faction affiliations.
Dungeons[edit]
- Dungeons will not 'regenerate' when re-entered after having been explored. Monsters will respawn after a certain duration of time.
- Dungeon auto-maps will not be lost after leaving them.
Character Creation[edit]
- Characters can not chose more than one 'lower/no magic ability in <>' disadvantage.
Crime[edit]
- House doors in cities use 'real' locks with difficulty levels rather than being opened by any successful lockpicking roll.
- Lockpicking takes time to attempt, but can be used infinite times on doorways to try to open them. Players are informed when they have a 0% chance of success.
- Players will be kicked out of shops if they loiter past their closing hours.
- Players are simply not allowed to loiter in a city rather than having guards set after them for it.
- Bashing or lockpicking your own ship or house door is no longer a crime.
- Players will go to court with the crime of resisting arrest instead of dying when defeated by guards (as it occassionaly happened in the original game).
Enemies[edit]
- Spriggans will ressurect themselves twice as documented in the manual.
- Atronach will have elemental auras as in the manual.
- Undead take damage from sunlight as in the manual and partially in the game. This will also have the effect of making the Daggerfall undead dissapear at the appropriate time.
General[edit]
- Monsters encountered in the wilderness will not always appear directly in front of the player.
- General stores will have only one horse and cart each for game balance purposes when broken into.
- Your house contains hold and keep items.
- Map annotations will appear in the form of nodes which show text when moused over, as in Morrowind, making the automap more managable.
- The timer for equipping weapons does not run when the game is paused.
- Daedra Lords will not ask to be summoned again when they can not offer another quest; nor will they grant a quest with a goal of an artifact the player has already found.
- Banks will set a local crime level on a player and send out bounty hunters all over the Illiac Bay for defaulting on a loan.
- The bank 'trust' system will be somehow tweaked so that so that vast amounts of money cannot be immediatly loaned from countries the player has just visited.
Guilds[edit]
- The Warrior's Guild will be open at all hours, making its 24-hour room and board actually useful.
- Guilds give an overview of all available resources when you request to join.
Law and Order[edit]
- Commiting a crime when any NPC can see you instantly puts a bounty on your head, instead of only being calculated when a guard catches you.
- Guards have to come within a certain distance of the player to threaten to arrest them, rather than doing so when the player takes any kind of damage and is being chased by guards.
- Crimes stack on top of each other rather than replacing each other and are all taken into account in jail time or fines.
- Killing guards is a huge crime.
- Anyone considered 'scum' by a region has guards set after them immediatly.
Spells[edit]
- Create Item will create temporary items as in the manual.
- The light spell will not go through objects when you get too close to them.