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Retro Mode is a feature in Daggerfall Unity where camera renders to a 320×200 or 640×400 resolution target before scaling output into your display area. The feature also comes with postprocess settings for palettization or posterization to crush palette down to fewer colours with neat side-effects like colour banding from nearby light sources.
From 0.13.3, Retro Mode is now in the Game Effects UI. You can access these settings from drop-down arrow at top-left of screen when game is on pause menu.
In addition to previous settings for retro mode and postprocess, you now have the option to adjust render scale into 4:3 or 16:10. Enabling either of these settings will scale output to selected aspect ratio inside your actual screen area. If you have a wider screen, e.g. 16:9, then vertical pillarbox bars are added.
Yeah I know all of that. I'm familiar with palette mode, and while it has its uses, it's still not a true substitute for the real thing. I'm sorry, but retro =/= original experience. Only DOSBox can provide that.
I played OG, on an actual windows 98 PC and had a blast, but after playing unity I just can't go back. Unity adds so many enhancements and fixes some of the stupid design choices like having to wait days to repair your gear, that might be realistic but from gameplay perspective its annoying.
Not to mention mods...
I'm not saying DOS or dosbox version is bad, I'm just saying that its defo not better than unity.
@quaketallica: Thanks for the tipp to set scaler=none - I would never have tried it myself. I think DFU looks better than classic DF (another personal thing), but classic DF plays in DOSBox a lot like the old 320x240 DOS game with scaler=none (and output=ddraw), and it's not (much) pixellated.
@rastrelli: Of course you're right (and I still have a 15" 4:3 monitor). Nevertheless, playing classic DF on a modern 16:9 or 16:10 monitor can come close to the old feeling (placebo or no). Except that no digital monitor can provide the visuals of an old analogue monitor.
I forgot to mention, another thing you can do is mess around with different output modes till you find one you like. I find that output = overlay is sometimes nice, when it works that is.
The controls really aren't hard to follow. I just read the tutorial where they tell you exactly how to do what and it was pretty straightforward to follow.
I am not sure what you are talking about here. DFU just extracts the sprites from the original game. Maybe you are referring to people using mods like DREAM, as that HD upscaled all the textures using a mix of work from artists doing anything from hand drawing to AI upscaling?
Edit: Or you might just have set your filters in the DFU settings to max, that makes the sprites super blurry.
You could have pretty close to the exact same controls in OG Daggerfall as you can in DFU. Back in late 90s when I played it, I was already playing this with controls close to what DFU comes pre-configured with.
https://steamcommunity.com/sharedfiles/filedetails/?id=2800762480
The upscaling is entirely optional.
The "bugfixes" quite frankly are nothing but modifications that are detrimental to established methods of play. So even if it is fun to ride your horse-drawn carriage on the rooftops of cities, Daggerfall Unity fans need to dial back how wonderful it is because pick-pocketing rats and bats is NOT a bug nor is the magica absorption trait.
To get killed by the first imp may have thousands of reasons, among them wrong weapon material or player mistakes, totally unrelated with the character build.
But there are better ways to fight against the imp: At first you need a weapon (or spell) capable of hurting the imp. If you can't hurt it, you better avoid it (survival technique #1 :-)). If all you have in the beginning is an iron weapon, then you better walk past the room he's in - you may come back when you have a better weapon.
With a suitable weapon or spell you attack it, always watching your health. If it gets low, you run away (survival technique #2), until you find an opportunity to heal. Depending on how you judge your chances, you can then try again (and run away again if necessary), or you give up, at least for the time being (you may always come back when you're stronger or better equipped).
If you see no chance to win, there is nothing wrong with exiting the starter dungeon without having defeated the imp (you can even return to the dungeon when you feel strong enough - the imp is waiting for you).
Nothing random there (although it's true that the result of an individual attack is influenced by a roll of the dice).
They probably hate looting the rusty ogre lodge as well. Good thing DFU has that covered.
🤡