Daggerfall:Daggerfall Unity

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Daggerfall Unity is a fan-made open source project to recreate Daggerfall in the Unity engine. This is distinct from DaggerXL, which is an attempt to recreate Daggerfall's original X(n)gine.

Features and improvements[edit]

Daggerfall Unity features a variety of improvements over classic Daggerfall, such as greatly improved graphics, many screen resolutions, easier modding, terrain generation with far greater height variance, and fewer bugs. It also boasts a far greater view distance even without applying mods, equating very roughly to 20 to 25 times that of classic Daggerfall or 15 times that of Daggerfall with the Eye Of Argonia patch. Twenty all-new quests are also now available, which will be spread among a variety of guilds as guild implementation increases.

Progress[edit]

As of July 2019, Daggerfall Unity's latest stable build is version 0.8.6.

Daggerfall Unity vs Daggerfall Tools For Unity[edit]

Though Daggerfall Tools For Unity and Daggerfall Unity are often confused or lumped together, they are not the same thing. Daggerfall Tools For Unity are a set of tools to extract and implement various Daggerfall files in the Unity engine, while Daggerfall Unity is a recreation of Daggerfall in Unity, derived from the tools.

Mods[edit]

Daggerfall Unity currently has a variety mods made by the community, most of which are currently graphical. As not all of Daggerfall Unity's gameplay system are implemented, mods in relation to gameplay are currently limited.

For the latest versions of most of these mods see here.

Graphical[edit]

Name Author Forum Post Description
Real Grass & Plants Uncanny_Valley, updated by TheLacus [1] Adds billboard based grass as well as a variety of 3D plants to Daggerfall.
Birds in Daggerfall Uncanny_Valley [2] Add birds to the skies of Daggerfall.
Distant terrain Nystul [3] Adds distant terrain and increases the height variance.
Enhanced Sky Lypyl [4] Adds a much more detailed sky.
(WIP) Handpainted model replacement project AlexanderSig [5] Converts many decorative sprites into 3D models, and improves some existing 3D models.
(WIP) NPCs Flats jman0war [6] Adds much more detailed NPC sprites.
Realtime Reflections Nystul [7] Adds reflections to water and various surfaces such as floors.
Remove Spiders TheLacus [8] Change spider to look and sound like bears, stats unchanged.
(WIP) Terrain Flats jman0war [9] Adds much more detailed nature sprites.
Compass retexture quasifex [10] A variety of new skins for the in-game compass.

Forum user VMBlast is also contributing to the work of several graphical mods in a separate topic.

Patches[edit]

Name Author Forum Post Description
(WIP) Unofficial Book Patch Eksevis [11] Fixes many errors in Daggerfall's books regarding spelling, grammar, and formatting.
(WIP) No nudity patch username [12] Replaces sprites containing nudity with similar ones without it.
Non-violent corpses patch Jay_H [13] Removes blood and gore from dead enemy corpses.

Add-Ons[edit]

Name Author Forum Post Description
Loading Screen TheLacus [14] Adds a loading screen, including gameplay tips and a variety of screenshots.

Road map[edit]

Please note this is as of the 24th of February, 2019 and may become outdated with time. The most recent version of the overall roadmap is here, and the detailed roadmap for the current development block is here

0.1 (Baseline)[edit]

August 2014 – November 2015

Back-end tools and API for reading Daggerfall's binary files and importing into Unity
Support for key binary assets (images, models, blocks, maps, audio, videos, etc.)
Image processing
Sprite atlas generation
Billboard support
Import of textures
Import of individual models
Import of blocks
Import of exterior maps
Import of interior maps
Import of dungeon maps
Full streaming world, procedural terrain & locations
Tile map and billboard shaders
Object activation
Transitions between interior/exterior
Action objects (lifts, levers, etc.)
Basic enemies (follow, attack, death, etc.)
Animated weapons
Material re-coloring support (iron, ebony, etc.)
Simple combat
Core game framework
INI support
User interface system (custom UI needed).
JSON Formatter support
Serialization of game state for save/load.
Entity system
Text.RSC support
Class support
Character creation
Classic save import
Quick save/load
Initial release with basic exploration and combat.

0.2 (Items)[edit]

November 2015 – April 2016

Enhanced action object support (implemented by Lypyl)
Setup helper
Travel map interface (implemented by Lypyl)
Dungeon and interior automap interface (implemented by Nystul)
Assorted mods integrated
Integrate horizontal floating origin
Item support
Inventory interface

0.3 (Loot)[edit]

April 2016 – September 2016

Initial mod framework (implemented by Lypyl)
Serializable automap (implemented by Nystul)
Serializable loot containers
Initial loot
Random treasure
Drop items to ground
Drop gold to ground
Monster loot
Enhanced save/load interface
Rest interface

0.4 (Quests)[edit]

September 2016 – February 2018

Quest file support
Initial quest virtual machine
Addition of world metadata to support questing
Initial faction support
NPC names, building names
Initial Info mode
Location exterior automap (implemented by Nystul)
Initial progression – increase skills, level up (implemented by Allofich)
Reputation gain/loss (simple)
First pass at non-mage playthrough of main quest
Serialization of quest state
Location and building discovery
Keybind interface (implemented by JustinS)
Book reader and books in random loot (implemented by InconsolableCellist)
Lockpick (implemented by Allofich)
Pickpocket (implemented by Allofich)

0.5 (Spells)[edit]

February 2018 – October 2018

Magic system
Initial spells & effects support
Potion support
Enhanced effect-entity relationship
Spellbook interface
Refine town NPCs (behaviours, can kill, talk)
Initial "Talk" interface
Odd jobs (talk: tell me about work)
Random encounters on rest
Progress quest support
Updated character motor
Initial dungeon water
New motor states: swim, levitate, crush
Magic item support
Artifact support
Weapon material vs enemy handling
%var support in character sheet

0.6 (Shops & Banking)[edit]

October 2018 – December 2018

All basic shop features (no item decay/repair yet)
Bank UI with ability to purchase ship/house
Transport UI (foot/horse/cart/ship)
Player housing (including ship)
Letters of credit
Gold to have weight
Enforce encumbrance and wagon limits
Progress related spell and quest support

0.7 (Guilds & Services)[edit]

December 2018 – May 2019

Reputation gain/loss (full)
Join and progress in all guilds
Spell maker
Item maker
Potion maker
Item decay/repair
Basic guild services (no summoning)
Tavern services
Building schedules (e.g. door locked at night)
Building NPC schedules (e.g. shopkeep gone at night)
Progress related spell and quest support

0.8 (Crime & Punishment)[edit]

June 2019 – July 2019

Working guards in towns (Allofich)
Pickpocketing (Allofich)
Steal button in shop trade window
Lockpick strength for town buildings
Guard response to detected breaking & entering
Skill check and guard response to detected theft of private property (Numidium)
Bash exterior doors to enter building (Numidium)
Court UI (Allofich)
Prison UI (Allofich)
cast aSpell spell on aFoe quest action
add foe aFoe face / drop foe aFoe face quest actions
Allocate time for refinement of magic and quest systems

0.9 (Character & World)[edit]

We are here right now. July 2019 –

Vampirism
Lycanthropy
Custom class creator (Numidium)
Advantage/Disadvantage specific effects
Complete Magic items powers and side effects (25 of 26 completed)
Complete artifact specific effects (20 of 23 completed)
Complete levelling and character loop
Summoning services
Updated character motor
New motor states: swim, levitate, climb, crush (Allofich/MeteoricDragon)
Implement Jump skill formula, refine movement speed, and tune gravity to better match classic
Close city gates at 18:00 and open at 06:00
Implement pause menu detail slider to set quality level without restarting game
Allocate time for refinement of magic and quest systems

Daggerfall Unity will exit pre-alpha around this time.

Alpha[edit]

All core gameplay features now implemented
Decouple all game text from executable
Enhancements to translation mod support
Select class with questions
Large classic HUD with icons and mouse cursor toggle
Secondary keybind interface for keybinds not present in classic
Autowalk/autorun toggle, sneak toggle, walk/run toggle keybinds
Large number of classic quest fixes (Jay_H)
Continue fixing bugs and refining systems

Beta[edit]

All game features now supported
Continue fixing bugs and refining systems
Final stages of development
Standalone release candidates

1.0 (Release)[edit]

Final milestones
Standalone distribution
Post-release support

See Also[edit]

The Daggerfall Workshop website The main development page, including updates and news.

The Daggerfall Workshop forums Web forums with help, support, and up-to-date information regarding Daggerfall Unity and its mods.

Live Builds The page to download current and past versions of Daggerfall Unity.


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