The Steam release of Daggerfall has been updated and is now compatible with Daggerfall Unity “out of the box”. This is great news for Daggerfall players of all preferences. Not only is the classic release on Steam now patched for a better experience, it’s a free and convenient way to get the game files needed to run Daggerfall Unity.
These steps are for Windows only but you can adapt to another platform. You’ll just need to copy over the files installed by Steam to your platform of choice after step 1. Alternatively use the DaggerfallGameFiles method for a curated copy of game files compatible on all platforms.
Step 1 – Install Daggerfall with Steam
Visit the Steam page below and install Daggerfall like you would any other Steam game.
This post is now out of date. Please click link below for updated post.
Original post content follows. This will be left in place as it contains general steps that might still be useful to someone trying to patch the old Bethesda web version or CD and Anthology versions.
Daggerfall is now available on Steam! This is great news for the community and should help Daggerfall Unity reach more players than ever.
Unfortunately, the Steam release does not include Bethesda’s own final patch for Daggerfall, and it’s structured in a way that does not include all game files in correct place to work with Daggerfall Unity out of the box.
I’m committed to better supporting the Steam version in a future release of Daggerfall Unity. In the meantime, you should use the recommended method to install DFU, especially on platforms other than Windows. If you use the recommended method, you can totally skip this whole article and just follow the steps in that link.
But if you absolutely must use the Steam release, here are the minimum steps get up and running with Steam and DFU. Even if you only plan on playing the DOS version from Steam, steps 1 through 3 will show you how patch game for a better DOS experience. Unpatched, the version currently on Steam is the buggiest version available.
These steps are for Windows only, although the same basic process applies for other platforms where the unpatched DOS version is installed.
Step 1 – Install Daggerfall with Steam
This part is easy – visit the Steam page below and install Daggerfall like you would any other Steam game.
As Bethesda does not include their own final patch with Steam release, you’ll need to install this manually for best DOS experience and compatibility with Daggerfall Unity. The official 1.07.213 patch is still available from UESP on page below. Download DAG213.EXE and keep it handy.
Find Daggerfall in your Steam Library then right-click > Manage > Browse local files
This will open the location Steam installed Daggerfall on your PC, which could be a different path to below. Wherever you have it installed, the folder contents should look like this.
Double-click to enter the DF folder, then the DAGGER folder. Copy DAG213.EXE patch downloaded earlier and paste into the DF/DAGGER folder. This folder should look like below.
Now go back to the parent folder The Elder Scrolls Daggerfall and enter the DOSBox-0.74 folder. Double-click DOSBox.exe to open DOSBox application.
From here, we have to do a little work in command line. Type mount C: ../DF exactly as shown below then press Enter.
Do not change these commands or substitute drive letters. Type them exactly as shown below.
You should see a message saying Drive C is mounted like below.
We now have to go into the correct folder and run the patch.
Type C: then press Enter
Type cd DAGGER then press Enter
Type DAG213.EXE then press Enter
When prompted to update, press Y key to apply patch.
When prompted to fix maps, press Y key to apply patch.
You should see the update is successful and can now close DOSBox window.
Step 4 – Copy VID Files
The Steam release is a medium install, while Daggerfall Unity requires a full install. To complete this process, we need to copy all .VID files into the correct place.
First go back The Elder Scrolls Daggerfall parent folder. Then navigate into DF/DFCD/DAGGERFALL/ARENA2 folder. Locate and select the ANIM0000.VID through ANIM0015.VID and DAG2.VID files as shown below. It helps to sort by Type and look for all “VID File” types.
Right-click > Copy selected files or press Ctrl+C to copy.
Now navigate back to The Elder Scrolls Daggerfall parent folder and into DF/DAGGER/ARENA2 folder. Right-click > Paste or Ctrl+V to paste the copied files into this folder.
They should be copied into DF/DAGGER/ARENA2 folder as below. Double-check that ANIM0000.VID through ANIM000015.VID and DAG2.VID are all present.
We now have everything ready to install Daggerfall Unity.
Step 5 – Download Daggerfall Unity
If you haven’t already, go to the Releases page and download latest version of Daggerfall Unity. Downloads are below the Assets foldout as shown.
When downloading for Windows, it is highly recommended to use the 64-bit version unless you have a very old PC that does not support 64-bit.
Unzip your download somewhere like C:\Games\Daggerfall Unity\0.13.5. It is recommended to unzip into a folder matching the version downloaded.
Double-click DaggerfallUnity.exe to run the game.
Step 6 – Set Correct Path
When prompted by Daggerfall Unity, navigate to above The Elder Scrolls Daggerfall/DF/DAGGER folder. By default this will be in path:
Provided everything was patched and copied correctly, the launcher window will turn green like below. If you are still missing .VID files, jump back to Step 4 and double-check all .VID files were copied into correct folder.
Press OK and continue to set your resolution.
Click Test then OK if you’re happy with resolution setting.
Congratulations! You’re now ready to play Daggerfall Unity.
Step 6 – Find Some Mods
Once you have everything setup, you might like to mod the game. The Daggerfall Unity Nexus page has hundreds of mods available ranging from graphical upgrades to new gameplay experiences.
In this third and final instalment, Daggerfall Unity’s rendering review wraps up by fixing more bugs and giving Retro Mode some overdue love. Preview release 0.13.3 is now available on Releases page.
To quickly recap, this review set out to resolve problem of specular “shine” from Unity’s default Standard shader, switch to more accurate and flexible linear lighting space, and upgrade postprocessing stack to PPv2. Along the way, we fixed many small problems with loose texture mods and reviewed lighting. Almost every part of the game involved with drawing something to screen was inspected and tuned up if tuning was needed.
Thanks to community feedback, we were able to address several issues created by initial 0.13 preview release. Our new shaders were extended to support more PBR capabilities. The game received an extensible “Effect Settings” UI to configure postprocessing and other effects at runtime. We helped several mod authors overcome compatibility issues so their mod works with 0.13 and beyond.
With all the large changes now settling down, we could start refining a few things. Here’s what’s new in 0.13.3.
Remove Nature Shadows
Projecting shadows from 2D billboards comes with downsides. These are just 2D cutouts rotating to face camera, so their shadow either twists and turns with billboard or stays fixed in place. Fixed shadows look better overall, but results in any asymmetry becoming disconnected from cutout when seen from the wrong angle.
Nature shadows had other tradeoffs too. In deferred rendering, screen objects always receive shadows, which means trees received self-shadow artifacts while rotating. To workaround this problem, it was necessary to render nature objects in transparent queue which doesn’t write to depth buffer. This in turn created other problems with rendering elements relying on depth information.
After trialling more solutions and workarounds, it became obvious these shadows were causing too many issues for a minor aesthetic hack that only looked good some of the time. Considering classic didn’t have tree shadows either, the best solution was to simply remove them.
If you prefer these nature shadows despite their limitations, you can switch them back on by opening settings.ini and changing “NatureBillboardShadows=False” into True.
Please keep in mind that enabling nature shadows will revert them to transparent rendering queue, so trees and other nature billboards will not operate fully with effects requiring depth information – Ambient Occlusion, Retro Mode Postprocess, ColorBoost, to name a few.
Retro Mode Enhancements
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.
Previously this aspect correction was only available as a hacky workaround by fiddling with resolution and UI scaling settings, which was error prone and didn’t work under all platforms. Now with this in Game Effects UI, you can switch around these settings at runtime without restarting game.
If you’re coming from an older version of Daggerfall Unity and have already setup Retro Mode based on the old hacky method, please reset your game resolution back to something with correct aspect ratio for your monitor. For example, if you have a 1920×1080 monitor and set your game resolution to 1280×960 to force the aspect change, please set your game resolution back to 1920×1080 or some other 16:9 resolution. You also no longer need to enable “FreeScaling” option, which has been removed from 0.13.3. This is now all handled automatically in-game from checkboxes shown above, along with fixes for problems created by the old FreeScaling option.
One final note about Retro Mode – now that you can switch settings at runtime and change aspect ratio, not all mods will support runtime switching of resolution or aspect. Any mods rendering to a stacked camera (e.g. Enhanced Sky, Distant Terrain) will need added support for runtime resolution switching (update: Enhanced Sky has this support from v3.0.2). Also custom UI mods might need to add aspect handling based on how they calculate screen position. If you have problems with a mod in Retro Mode, try restarting game, switching off aspect correction, or switching off Retro Mode entirely.
The best way to introduce ColorBoost is by talking about darkness in dungeons. Daggerfall dungeons aren’t dark, exactly. They’re actually quite bright near player then ramp down sharply into darkness after 30 metres or so. This is technically a requirement of lower draw distance in classic, but it creates a uniquely claustrophobic feeling. In classic, even light sources fade into darkness at range. To put it another way, there’s a high contrast between brightness levels depending on distance from player.
See below classic screenshots for example. Here our player is standing near throne lift in Privateer’s Hold. Note how environment around player is rather bright then ramps down into blackness at farthest point.
If you walk down toward that farthest point and turn around, now the brightly lit area near throne is plunged into darkness and world near player is bright instead. Step back a few more metres and area above stairs becomes totally black. Even those bright torches will fade away.
Daggerfall Unity uses a modern naturalistic lighting system where this kind of thing doesn’t happen. Lights have radius and intensity, and geometry is either touched by some amount light or not. In a naturalistic environment, torches don’t stop casting light behind themselves just because player walked a few dozen metres away.
It’s not quite feasible to capture classic’s rendering and lighting perfectly here (totally different engines and lighting systems after all) but it is possible to create more contrast between near and far brightness to capture this same atmosphere.
Let’s start with a screenshot of Daggerfall Unity, once again at top of stairs in Privateer’s Hold looking down. Note how distant torches still affect the wall behind them, and scene overall is rather uniform in brightness. A ramp down into darkness isn’t present at all.
Now ColorBoost comes into play. This postprocessing effect can both increase brightness near player and produce ramp down into darkness inside dungeons. Compare above screen with one below, and note difference in contrast between near and far points. Even the torches start to fade into darkness at range.
In addition to atmosphere, this gives you another way to tune brightness to your preference. Some ColorBoost will brighten things up without completely flattening or over-brightening whole scene. The dungeon falloff effect has adjustable strength down to 0 (disabled).
Here’s a another shot of stairs in Daggerfall Unity at 320×200 16:10 Retro Mode with adjusted ColorBoost settings. This is finally approaching reasonable parity with classic Daggerfall’s dungeon atmosphere despite underlying engine differences.
ColorBoost was originally intended to help in Retro Mode with posterization / palettization enabled, and it’s recommend to use a good amount of ColorBoost in combination with those effects. But you can enable ColorBoost at any time, with or without Retro Mode, and it will work alongside your mods, lighting setup, and other settings.
Speaking of mods and settings, you’ll likely need to dial-in ColorBoost to suit your environment and preferences. Everyone can have a unique setup and world can light very differently as a result. For this reason, ColorBoost config page has several sliders to help dial-in Radius of effect, global Intensity, strength of effect in Dungeons, Exteriors, Interiors, and control Dungeon Falloff. Like all effects, ColorBoost is disabled by default.
General Improvements & Fixes
This release also brings several minor fixes and refinements:
Don’t use transparent queue for standalone cutout billboards so they operate with AO and other depth effects
Fix volume collider blocking spells and other missiles (fixed in 0.13.2b)
Flag window textures in archives 171-173 to support emissive from replacements
Allow changing retro mode settings at runtime
Remove global UI FreeScaling method, this is now part of retro mode aspect correction
Fix overlapping text in popup message boxes with FreeScaling enabled
Change protections on MaterialReader Uniforms to public
Fix StreamingWorld.TrackLooseObject “mapPixelX” and “mapPixelY” (KABoissonneault)
Fix retro mode colour accuracy with higher precision render textures
Hide spell icons when pause options dropdown is open
Refine automap panel sizing with custom screen rect
We have now reached the end of rendering review in 0.13. Unless a blocking issue is found, the “preview” tag will be dropped from next release. Moving forward, there are no more large changes scheduled to engine or rendering, only bug fixes and minor refinements. This is to ensure best possible stability and mod compatibility moving towards 1.0.
If you are a mod author, please ensure your mod is rebuilt and tested compatible for 0.13.3. This release is very close to next full Beta release without “preview” tag.
Thank you for reading, and for playing Daggerfall Unity!
Our rendering update and review continues with 0.13.2 now available on Releases page. This release fixes bugs, expands capabilities of new shaders, and helps mods reach compatibility with 0.13. Let’s unpack everything new in this release.
Expanded Default Shaders
0.13 introduced new default shaders, the small programs which tell your GPU how to render objects and materials. These new shaders better reproduce classic’s colours and flat albedo look without all the unwanted specular shine that comes with Unity’s Standard shader, but did not support a PBR workflow by design. While this was suitable for classic textures, and mod authors could still use custom PBR materials in their .dfmod, any loose texture mods had less support than before.
From 0.13.2, default shaders now support albedo+normal+parallax+metallic maps, allowing loose texture mods to have an optional PBR workflow just by dropping the right textures into a folder. We also fixed several problems loading these optional maps in asset pipeline and extended this PBR support to terrain tilemap shader.
A good example of this kind of mod is Vanilla Normal Mapped which adds normal+parallax+metallic maps to complement classic colour textures. Screenshots below compare standard DFU textures and boosted by Vanilla Normal Mapped mod in 0.13.2.
These new capabilities in default shaders allow mods to intentionally reintroduce specular based on their materials, while still avoiding unwanted specular when using classic textures only. The big advantage of rolling our own shaders is more control over the rendering process.
Without proper alpha blending at the time, DOS Daggerfall used a stippling effect for water surface (a kind of black pixely noise) and a bright blue fog effect when submerged.
Daggerfall Unity improves water surface with a dark water plane and slime highlights, invoking murky and stagnant water suitable for dungeons. But when you submerge, we used the same bright blue fog effect underwater. After listening to feedback, we’ve changed the submerged effect to use a dark blue-green slime colour to better match water surface.
In case you want something different, we’ve also exposed the underwater fog to modders. See this topic for details on how to set underwater fog colour/density and some tips on updating surface plane as well.
Shout-out to King of Worms for his persistence around tweaking dungeon water and driving this change.
Increased Torch Brightness
On the subject of feedback, we heard several times the brightness of default and item-based torch were retuned improperly and looked too dark. We’ve now increased brightness of both default and item-based torch, and decoupled how these are handled so they can be tuned independently in future. Screenshot below compares local torch brightness when using a lantern with item-based torch in 0.13.0 vs. 0.13.2. You’ll note that 0.13.2 is brighter and more comparable to lantern in 0.12.
In addition to torch brightness, we also heard that retro rendering mode is too dark and tends to crush colours towards black. This kicked off a review into better matching classic’s brightness, particularly in retro mode rendering. During this review, we noted classic dungeons are very bright near player then ramp down to near black based on distance from camera. Because Daggerfall Unity’s retro mode uses naturalistic lighting and selects palette colours in a post-process, it does not properly capture this effect.
The solution was to introduce a new effect called ColorBoost to default shaders which juices up colours local to player and ramps down over a short distance. This better matches brightness contrast seen in classic, and will help players tune dungeons and nights to properly select brighter colours in retro mode local to player. ColorBoost is not a lighting effect, rather it scales albedo near camera so that brighter colours will be selected in post-process. ColorBoost will be available from 0.13.3 with or without retro mode enabled, but its primary purpose will be to select better colours in retro mode. You can see a preview of it in this tweet.
Terrain Mod Compatibility
We’ve worked with authors of popular terrain mods to help overcome compatibility problems and get their mods working in 0.13. This required updates to both mods and core. We’re pleased to announce that Enhanced Sky, Distant Terrain, and Eroded and Enhanced Terrain are now compatible with 0.13.2+. Mod authors should have compatible mods released soon now 0.13.2 is available.
General Improvements & Fixes
We’ve made several minor performance improvements and fixes under the hood. To summarise these quickly:
Retro-sized textures are no longer compressed automatically, as this destroyed appearance of small-sized texture replacements. The threshold for retro-sized textures is < 256 pixels wide and high. (Interkarma/TheLacus)
Fixed internal crash when loading compressed normal maps.
Fixed loading non-colour maps as linear.
Refactored loose texture asset loading to fix some minor bugs and clean up code.
Fixed errors in terrain tilemap shader and cleaned up shader code.
Fixed excess draw calls when rotating interior automap, a large performance improvement to automap (spotted by King of Worms).
Fix out-of-range error in FormulaHelper.CalculateCastingCost (KABoissonneault)
Effect Settings / Post Processing Tuning
There’s a new in-game UI under the pause menu chevron called Effect Settings.
This UI allows you to customise post processing effects while game is running. As Daggerfall Unity now embeds PostProcessing v2 (PPv2) stack, the mod which previously customized these settings is no longer compatible. Rather than update mod, we’ve integrated these settings straight into the core game!
All post processing effects are disabled by default. Once you access the above menu, you’ll be able to enable and tune Antialiasing, Ambient Occlusion, Bloom, Motion Blur, Vignette, Depth of Field, and toggle Dither while seeing your changes at runtime. Screenshots below of first three settings pages.
These settings have been expanded to include new settings available in PPv2 that were not available in older releases.
The Effect Settings window is also expandable, so mods can introduce new post processing or other effects, then plug their config page into this UI. This will be where ColorBoost is homed once that feature goes live in 0.13.3.
Post processing is very much a matter of personal taste and you should be able to dial in an effect to your liking. You might use these effects in your game or just to take screenshots. With effects like Vignette and Depth of Field, you can create more stylized screenshots like below.
The choice is yours how you want to use these effects. You can leave them disabled, enhance game by degrees, or pile on a bit of everything for photography purposes.
With all the tweaks and fixes in this release, along with increasing mod compatibility, Daggerfall Unity 0.13 is almost ready to lose the Preview tag and go back to stable beta releases.
As of now, 0.13.2 represents a close-to-final state for rendering in Daggerfall Unity. All the challenging and breaking changes are now behind us. Modders can release compatibility updates for 0.13.2+ and be confident their mods will remain compatible with 1.0 as no further rendering changes are scheduled.
Looking at a timeframe for 1.0, this will now most likely be early 2022. End of year is fast approaching and we still have lots to do. Once rendering is closed out, we’ll move on to Localization improvements and general bugfix. We’ll call 1.0 when happy with overall state and stability of game.
Thank you for reading, and for playing Daggerfall Unity!
There are some long-standing items on Daggerfall Unity’s Roadmap that have at last found their way into the game. These changes relate to visual rendering of classic textures in Unity engine and how they interact with lighting. There’s also a long-overdue update to the postprocessing stack. To summarise everything before getting into details, these changes are:
New default shaders for classic textures
Switch rendering from Gamma to Linear colour space
Update postprocessing stack
New Default Shaders
You might have noticed the visuals in DFU have a kind of silvery “shine” on top, and some textures tend to wash out easily under certain lighting conditions. Examples are objects that emit light, such as lanterns, and naturally bright textures like snowy terrain at midday. Even when using retro rendering with palletization, deep blacks will tend to shift value towards lighter greys.
The reason for this is somewhat technical. A concise version is that modern engines like Unity use something called Physically Based Rendering (PBR) which attempts to simulate the physical properties of a material and how it interacts with light. However, old games like Daggerfall predate physical material properties such as normal maps, smoothness maps, etc. and instead have only basic colour information in a single texture. When attempting to render these simple textures in a PBR engine without any other material properties, they are perfectly smooth and will reflect light in unsatisfying ways. This can give objects a shiny kind of look, as if made from plastic or dull metal.
In fixing this, the goal was to correct lighting incongruity while using classic textures and still allow mods like DREAM to use PBR materials. It was also necessary for these different materials to work together in the same scene with any combination of classic and modded materials. This presented some challenges that were eventually overcome with the help of new shaders and several updates to material pipeline.
The best way to see the difference is to compare a scene in 0.12 and 0.13. Pay close attention to the dark areas of the rat while adjusting slider. You’ll notice in 0.12 screenshot the rat has a uniform specular shine that is removed in 0.13. You’ll see the same across the entire scene, although most obvious in darker textures.
To fix this specular shine required new shaders better suited to Daggerfall’s classic textures. These new shaders lean fully into the retro textures and use simple Lambertian reflectance like older games of the time. This leads to better colour sampling under most lighting conditions and fixes brighter areas from becoming overbright. For example, the lantern and Fire Daedra wash out to bright yellows in 0.12 using PBR shaders but show their true colours in 0.13.
While relatively basic, the new shaders still support Normal maps and Emission maps, and conditional compilation. They are more lightweight than Unity’s Standard shader and will perform slightly better on lower-end computers running without mods.
Gamma to Linear Colour Space
The next change was switching from Gamma to Linear colour space. This is another technical subject, but in short it relates to how colours are added and multiplied. Linear colour space leads to more accurate results with improved lighting falloff and softer shadows. The results can be subtle in unmodded DFU, but the combination of new materials and linear lighting uplifts every scene with deeper colours and improved contrast while eliminating bloom and flat specular shine.
With the change to Linear colour space, modded materials now have a chance to look their best at all times with more accurate colours and no unwanted bright spots near lights. Of course, all these changes also require lighting to be reviewed and materials tweaked so they still look good. This leads into the next item on the list.
Linear colour space blends and lights differently than Gamma. Lights appear to have a larger radius and is more defined on edges. This is more accurate overall, but also different if you’ve become accustomed to Gamma lighting. As a result, all the light sources in the game need to be tuned so they aren’t too bright and still resemble the game as it was.
In general, dungeons will appear a bit darker from 0.13. The combination of new shaders, Linear colour space, and lighting review result in darker colours becoming more prominent. You can really see the flat silvery shine over everything in below screenshot when comparing 0.12 to 0.13. The dark parts of brick textures stay dark rather than shifting value towards lighter greys.
Towns are still nicely lit oases, with Linear’s different light falloff visible against sides of buildings in below screenshot. But the removal of flat specular shine means night-time scenes have better overall contrast between light and dark areas.
Daytime scenes will light much the same as there’s only a single directional light source (the sun). The change to Linear with new shaders also resolves the problem of terrain textures looking over-bright under a midday sun. Finally, the daytime light curve was adjusted to provide a longer plateau of sunlight around 10am-3pm.
Update Postprocessing Stack
For some years now, Daggerfall Unity has continued to use an older embedded postprocessing stack. This has now been removed and replaced with current Post Processing 3.1.1 via Unity’s package manager. This updates deferred fog and postprocess capabilities to be in line with current engine. It also required some minor code changes and retuning fog as some parts of the old Post Processing library have been deprecated.
Fog is roughly the same, other than being a bit thicker towards limits of view distance. Compare the distant trees and buildings in below winter scene.
Preview Release and Mods
Daggerfall Unity 0.13 will be available as a Preview release soon. Due to all the changes across asset pipeline, colour space, default materials, and postprocess stack, you should expect some mods that work under 0.12 not to work in 0.13. Mods that include new materials and shaders will be most affected. Any non-graphical mods, or those which only change game settings, should be unaffected or only need minor tuning.
It could take several weeks for mod authors to update their mods to be compatible. If you don’t want to help test 0.13 and provide feedback to developers and modders, you can happily stay on 0.12 until 0.13 release is out of preview. You can also run 0.12 and 0.13 side-by-side by unzipping releases to different folders and running different mod loadouts. Other than changes outlined above, the 0.13 release is identical in terms of gameplay and patch level to 0.12.
Looking to the future, this represents the last major change to Daggerfall Unity leading up to 1.0. Bug fix and general refinement will resume once 0.13 is considered stable.
Thank you for reading! I hope you decide to try out Daggerfall Unity 0.13 preview to help test mods and provide feedback.
For the last few versions, patch notes and downloads have been mirrored to our GitHub Releases page. Starting from upcoming July builds, our Releases page will be the official site to find new builds of Daggerfall Unity. Live Builds will be retired and redirect to Releases.
This comes with a few advantages. Patch notes, source, and downloads for each release now all live together in one place, and a longer release history can be maintained. Whereas Live Builds would only keep last two or three builds, Releases can retain all new versions going forwards. It also means new releases can be curated by other developers as future stewardship of Daggerfall Unity broadens beyond myself.
This is part of a strategy to make GitHub the primary Daggerfall Unity site in time for 1.0 release. As a project that has now been worked on by over 50 people across 5+ years, it doesn’t make sense for a personal blog site to be the centre of such an endeavour. I’ll have more to share about this as 1.0 approaches later in 2021.
Daggerfall Workshop started as a personal blog site outlining my journey creating exploring tools for Daggerfall. Since Daggerfall Unity reached classic parity in 2019, most of the posts here have been patch notes in bullet format. But if you look back over posts from a few years ago, there were more interesting and technical updates as the energy of development was in full swing.
My sentiment is the basic patch notes are starting to bury more interesting posts from DFU’s long development history. Rather than continue this trend, I’d like Daggerfall Workshop to stand as a journal of one person’s mad obsession gradually leading into a rather astounding fan remake that has since outgrown the person who started it.
Back to Its Roots
I’ll still post major news and events here on the Workshop, and I might even use it as a personal devblog again someday. There’s a future coming for Daggerfall Unity that doesn’t need me to manage every release and review every line of code. In that future, I’m just one more person who loves this game. I might at last have some time just to play for fun and build mods of my own on the side.
And someday after 1.0, once I’ve had time to decompress and organise my thoughts, I’d love write a detailed postmortem of Daggerfall Unity’s development. This would be a fitting capstone to the Workshop after more than 20 years of tinkering on this unique game.
Get the most recent version of Daggerfall Unity:Releases