Daggerfall Unity is an open source recreation of Daggerfall in the Unity engine, adding quality of life features and mod support.

For more information visit www.dfworkshop.net

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Daggerfall Unity August 2018

News

New Builds For August 2018

New builds are now available on the Live Builds page.

What's New

  • Implemented custom class creator UI (Numidium) – Note: most advantages/disadvantages still pending implementation as part of effect system rollout
  • Implemented outdoor swimming (MeteoricDragon)
  • Implemented item power information on "Info" messagebox popup (Allofich)
  • Magic items and their powers are now generated in random loot and in merchant shelves (Allofich) – Note: magic item powers are not functional in game yet

Bug Fixes & Improvements

  • Improvements to smooth height changes (MeteoricDragon)
  • Easier to mute sound or music volume (MeteoricDragon)
  • Fixes to crush detection to prevent accidental deaths (MeteoricDragon)
  • Smooth status change feedback added to health, fatigue, spell points bars (MeteoricDragon)
  • Bug fixes to arrow weight handling (Hazelnut)
  • Fix exterior music playing in dungeons and other interiors (Allofich)
  • Fix for music volume incorrectly influencing UI windows (Allofich)
  • Fix for doors rotating incorrectly on load (Allofich)
  • Fix for opening books imported from classic saves (Allofich)
  • Restored several variant changes in item templates overwritten by a previous change
  • Fix for quest parser not detecting end of final message block if empty line not present
  • Clothes in stores now have a random variant assigned
  • Fix for mouse not being captured after alt+tab - clicking in game window should recapture mouse
  • Fixes to "add armor" and "add cloth" console command to correctly use player gender and race

In Progress

  • Implement Illusion effect back-end behaviour - still needs to be wired to front-end effect (Allofich)
  • Certain time-limited items such as summoned items now supported in back-end (Allofich)
  • Started work on potion back-end for recipe handling

Looking to the near future, my personal workload has started to shrink again and I will continue work on rolling out spell effects soon. I somewhat prematurely celebrated my larger July projects wrapping up, only to have some of the smaller projects drag on much longer than expected. We should see a return to more regular incremental updates to magic & effects very soon.

On the plus side, the other developers have continued to work on systems and fix bugs. I'm particularly excited to see the custom class creator and outdoor swimming in this round of builds, as well as magic item drops for loot and stores.

Something that's hard to describe in point form is all the incremental changes forming the rungs of a ladder towards a fully functional magic system. All of these seemingly minor back-end changes such as potion recipe handling and magic item drops, and magic crafting stations, are all important building blocks towards our goal.

I received a little bit of disappointed feedback when potion and magic item crafting stations came online before potions and magic items were ready to go. And I imagine the feedback will be similar now that magic items are dropping but not yet fully functional. The thing to keep in mind is that once all of these threads come together, the final stages of fully opening up spells, magic item, potions, advantages/disadvantages, diseases, etc. will coalesce very quickly.

I've linked the Black Triangles story before, and it's well worth a read if you haven't already. It perfectly describes all the work that goes into making the back-end of a game functional while not much interesting is happening on the surface. The same is true of Daggerfall Unity as the various moving parts begin to mesh.

For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.

Get Ready for Diseases

Get Ready for Diseases

News

Daggerfall Unity is approaching feature parity with classic Daggerfall. In this first post to ModDB in some time, we take a look at the disease system...

New Workshop Members

New Workshop Members

News 1 comment

Please welcome Nystul, LypyL, and InconsolableCellist to Daggerfall Workshop!

Terrain Overhaul

Terrain Overhaul

News

Streaming world now uses Unity's own terrain system for maximum features.

Improved Terrain Tiling

Improved Terrain Tiling

News

Implements a fragment shader for tiling from atlas, with corrections for texture bleeding and mipmap sample errors.

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Daggerfall Soundtrack RemasterV1 1 2

Daggerfall Soundtrack RemasterV1 1 2

Music 1 comment

Changelog 1.1.2 : Once again I forgot underscores in the tracks's names " "song_gday___d.ogg" and "song_gsnow__b.ogg" Sorry again for the drawbacks (even...

Daggerfall Soundtrack RemasterV1 1 1

Daggerfall Soundtrack RemasterV1 1 1

Music

I forgot an underscore in the track "song_gmage_3.ogg" So i replaced it with the 1.1.1 version. Sorry for the mistake, it's why there was no music in...

Daggerfall Soundtrack RemasterV1.1.1

Daggerfall Soundtrack RemasterV1.1.1

Music

A minor fix, i forgot an underscore in the track "song_gmage_3"

Daggerfall Soundtrack RemasterV1 1

Daggerfall Soundtrack RemasterV1 1

Music

Changelog 1.1 : - Some song names fixed to be played on all operating systems - A track name with the correct name (song_5strong) - song_snowing version...

Orchestral and Accoustic Remaster of Daggerfall Soundtrack 1.0

Orchestral and Accoustic Remaster of Daggerfall Soundtrack 1.0

Music

You will find all the tracks of the original game remastered with patience and thoroughness. I tried to remain the most faithful to the original material...

Daggerfall Remastered Music Mod

Daggerfall Remastered Music Mod

Music

The aim of this remaster is to use the samples and tools I have at my disposal to produce a cohesive and comprehensive remastering of all the midi files...

Comments  (0 - 10 of 18)
R&R
R&R

Surprise there isn't a companion and summon spell mods yet.
like adding in a thief companion name Garrett.

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SOVEREIGN1
SOVEREIGN1

Is a full-release pack planned? It's not clear for me what to download to have the game be up-to-date.

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Thezombinator
Thezombinator

Can you make it so you can remove spiders from the port? I'm an arachnophobe and the spiders scare me away from the game

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Guest
Guest

pussy

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Guest
Guest

Man up. They ain't gonna do anything to you in the monitor.

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Maimbot6000
Maimbot6000

Hey dude don't be a ****, Thezombinator can't help their irrational fear.

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derrick47161
derrick47161

is this an ongoing mod,will it ever be complete?

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HybOj_(KingOfWorms)
HybOj_(KingOfWorms)

development never stopped, its quite advanced and massive now

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vcatkiller

People seem to be a little mistaken as to what this is. This isn't Daggerfall for Unity, it's a set of tools for using Daggerfall assets in Unity.

If you want Daggerfall in Unity Interkarma is also producing an absolutely brilliant Unity port of the game using these excellent tools and a few community created mods. It's only in early days but once it matures (which it does seem to be doing rather quickly) it will be the way to play Daggerfall. Go check out Daggerfall Workshop for more information!

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ceriux
ceriux

Is this still being worked on?

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