Alpha version released for The Elder Scrolls II: Daggerfall port in Unity Engine

A team of modders have ported The Elder Scrolls II: Daggerfall in Unity Engine, and have released its alpha version. PC gamers can go ahead, download this project, and enjoy this classic TES game in a new engine.

According to the team, Daggerfall Unity Alpha is at broad feature parity with classic Daggerfall. This basically means that you can play the game from start to finish. Moreover, Daggerfall Unity features all the core gameplay systems from the classic version.

Since this project hit its alpha stage, the team will be now focusing on patching logic errors, polishing systems, and gradually iterating over the game.

Those interested can download Daggerfall Unity from here. Do note that you will need a clean install of Daggerfall to play with these builds. In case you don’t have the game installed, you can download it for free from the links provided in Daggerfall Unity.

Last but not least, here are all the main changes and improvements that are featured in Daggerfall Unity Alpha.

Daggerfall Unity Alpha Key Features
  • Experimental support for custom books (TheLacus)
  • Allow import of spell icon packs from mods (TheLacus)
  • Fix texture import for bow (TheLacus)
  • Fix weapon image pixel bleeding (TheLacus)
  • Support for importing texture arrays as assets (TheLacus)
  • Fix AssetInjection option not saving correctly (TheLacus)
  • Fix issue with metallicgloss maps (TheLacus)
  • Fix ground alignment for loot with custom scale (TheLacus)
  • Fix bug with residance name not being resolved on info click (Nystul)
  • Fix broken exterior automap when starting from interior save (Nystul)
  • Fix for 1×1 town positioning in automap (Nystul)
  • Improve ambient sound volume and prevent sound stacking (Pango)
  • Improvements to automatic wagon access when near exit (Pango)
  • Refinements to location search algorithm (Pango)
  • Fix fast travel to ground level when elevation below player’s current height (Pango)
  • DaggerfallTilemapTextureArray shader improvements and cleanup (Pango)
  • Fix closing Use Magic Item when not intended (Hazelnut)
  • Fix for joining Thieves Guild and Dark Brotherhood regardless of intro quest failing (Hazelnut)
  • Restrict interior loot piles to Thieves Guild, Dark Brotherhood, and taverns (Hazelnut)
  • Fix for non-temple greeting messages (Hazelnut)
  • Change guttering effect on player torch from flicker to cosine effect (Hazelnut)
  • Fix macro %n gender in quests (Ferital)
  • Fix initial quicksave not working for quickload (Ferital)
  • Handle %bn macro in biographies (Ferital)
  • Enable random Khajiit name generation in character creation (Ferital)
  • Minor improvements to magic stocking, more fixes required (Interkarma)
  • Fix to import corrupted/unsupported spellbook as blank (Interkarma)
  • Added magic item repairs option to startup UI (Interkarma)
  • Illegal rest warning option to help prevent accidental rest in towns (Interkarma)
  • Clear escoring faces on a new game (Interkarma)
  • Fix regex issue with Item resource declaration (Interkarma)
  • Fixed table definition for Mehrune’s Razor (Interkarma)
  • Support for child face textures in quests (Interkarma)
  • CreateFoe support for msg id popup (Interkarma)
  • Fix RestrainFoe only working on first foe (Interkarma)
  • Fix legal reputation to be clamped between -100 to 100 (Interkarma)
  • Fix for “The Princess” and similar quest to display correct sprite gender (Interkarma)
  • Fix grounded collision check when starting rest while levitate active (Interkarma)
  • Allow proximity wagon access from any exit door (Interkarma)
  • Lycanthropy is now a free spell (Interkarma)
  • Implement Peron details macro, e.g. =npc_ might be “young lady in green” (Interkarma)
  • Fix shadow distance and quality being overwritten at runtime by pause menu details slider (Interkarma)
  • Fix three-day lycanthropy disease not being curable by temples or Cure Disease spell (Interkarma)