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From the patch notes: "Always consume teleportation anchor when recalling". Seriously?
It's not a change, it's a fix. :) The Anchor is always burned when casting Teleport in Daggerfall. This was accidentally broken in a previous update while fixing a another bug, causing the Anchor to persist when teleporting within the same interior. This is now fixed in 0.14.4 so Teleport works correctly again.
Post edited August 22, 2022 by Interkarma
Thanks. Looks like I haven't used Recall in classic Daggerfall for a while.

Do you think DFU mods for Recall might be affected by this change?
Post edited August 22, 2022 by Greywolf1
This patch note in 0.14.4 is fixing a regression bug introduced by 0.14.0. It's not a change to game mechanics, Teleport has always worked this way in DFU.

In general though, I wouldn't expect any changes in 0.14 to impact Teleport mods. These kinds of mods replace effects with their own version, overriding the default effect entirely with custom logic. If you do encounter mod compatibility problems with a new release, best to let the mod creator know so they can fix mod. :)
Thanks again. I had seen the patch note and reacted spontaneously, because I didn't think that Daggerfall has always worked this way (by the way, even uesp.net doesn't mention it, unless I missed something). Then I was concerned that the change affected the Teleport mod I'm using (the one with several anchors), and wondered if it's a good idea to install the new DFU version, or if I should better wait. No major problems, to be honest (and spontaneous reactions are problematic, too).

I think the main point is that the change fixes a bug introduced recently and restores the functionality of classic Daggerfall. Everything else, like modding impact, is secondary (in the sense that if a modder exploits such a bug, he'll have to accept that the exploit is removed sooner or later). Which means I'll install the new version, whether or not it changes the behaviour of this Teleport mod.

Gameplay- and design-wise I understand that anchors are removed once the caster returns. Being a lazy person, I find it convenient to set an anchor at the dungeon entrance / exit and to be able to return there at any time. To have to set a new anchor every time I return to it is not a big deal, but why should it be necessary at all (for a lazy person like me)?
I know that I can use the console, too, but I prefer in-game actions.

By the way (and being a bit inconsistent), I liked the [ ] cheats of classic Daggerfall. The ones which teleported you to a few interesting locations of a dungeon, including the quest target location, but not to the exit. You would arrive in an unknown place, with no clue what you would find there, and if you could return to the known part of the dungeon. Nice thrill, and an interesting change of perspective: You don't start at the entrance and search the way to the quest target. Instead you try to return from somewhere in the interior to the exit (which may not be always possible - at least I remember dungeons where I couldn't find the exit, which creates a sense of loneliness and desperation).
Post edited August 23, 2022 by Greywolf1
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Greywolf1: From the patch notes: "Always consume teleportation anchor when recalling". Seriously?
Are you referring to the GOG Cut having been updated, or did you just "manually" update DfU?
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Greywolf1: From the patch notes: "Always consume teleportation anchor when recalling". Seriously?
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HunchBluntley: Are you referring to the GOG Cut having been updated, or did you just "manually" update DfU?
I don't use the GOG Cut at all, but download and install DFU and the mods / mod updates I want directly (the GOG Cut mod selection is a bit odd for my taste, and its DFU default settings, too).
I saw that a DFU update was available, had a look at the patch notes (DFU homepage), was surprised to see the Recall change, and decided to clarify the issue before I update DFU. In addition, I'm not in a hurry to update DFU, because I want to do it in a way which minimises risks arising from (potential) conflicts between the new DFU version and mods.
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HunchBluntley: Are you referring to the GOG Cut having been updated, or did you just "manually" update DfU?
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Greywolf1: I don't use the GOG Cut at all, but download and install DFU and the mods / mod updates I want directly (the GOG Cut mod selection is a bit odd for my taste, and its DFU default settings, too).
I see. I was just curious whether GOG has bothered to update their package beyond the initial round of mod removals due to unhappy creators.