This page is a high-level summary of work in Daggerfall Unity. The goal is to give newcomers and testers an idea of what has been completed and what still lies in the future. Any features not mentioned have not been implemented and may not be scheduled for some time.

This list is subject to change at any time. Upcoming features may be rescheduled or moved to a later version depending on available time and difficulty. Items are colour-coded to the following legend:

Feature Complete (all done but subject to bug fixes and future refinements)

(all done but subject to bug fixes and future refinements) Mostly Complete (almost there, could be waiting on another system)

(almost there, could be waiting on another system) In Progress (work started but still has some way to go)

(work started but still has some way to go) Not Started (work is yet to begin on this feature)

For quests, see the Quest System Status roadmap page.

For spell effects, see the Effect System Status roadmap page.

0.1 (Baseline/Tools)

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-colouring support (iron, ebony, etc.)

Simple combat

Core game framework

INI support

User interface system (custom UI needed).

JSON 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)

November 2015 – April 2016

Enhanced action object support (Lypyl)

Setup helper

Travel map interface (Lypyl)

Dungeon and interior automap interface (Nystul)

Assorted mods integrated

Integrate horizontal floating origin

Item support

Inventory interface

0.3 (Loot)

April 2016 – September 2016

Initial mod framework (Lypyl)

Serializable automap (Nystul)

Serializable loot containers

Initial loot tables

Random treasure

Drop items to ground

Drop gold to ground

Monster loot

Enhanced save/load interface

Rest interface

0.4 (Quests)

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 (Nystul)

Initial progression – increase skills, level up (Allofich)

Reputation gain/loss (simple)

First pass at non-mage playthrough of main quest

Serialization of quest state

Location and building discovery

Keybind interface (JustinS)

Book reader and books in random loot (InconsolableCellist)

Lockpick (Allofich)

Pickpocket (Allofich)

Console command for levitation

0.5 (Magic & Effects)

February 2018 – October 2018

Magic & effect system

Initial spells & effects support

Magic item support ( generate for random loot , cast when used , cast when held , cast when strikes )

( , , , ) Enhanced effect-entity relationship

Spellbook interface

Refine town NPCs (behaviours, can kill, talk) (Allofich)

Initial “Talk” interface (Nystul)

Random encounters on rest (Allofich)

Progress quest support

Initial dungeon water

Volume sliders interface on pause UI (MeteoricDragon)

Weapon material vs enemy handling (Allofich)

%var support in character sheet (Allofich/Hazelnut)

Casting increases magic skills

Remove free casting when magicka at 0

Enemy spell casting

Character starting spells

Allocate time for refinement of quest system

0.6 (Shops & Banking)

October 2018 – December 2018

All basic shop features (Hazelnut)

Bank UI with ability to purchase ship/house (Lypyl/Hazelnut)

Transport UI (foot/horse/cart/ship) (Hazelnut)

Player housing (including ship) (Hazelnut)

Letters of credit (Hazelnut)

Gold to have weight (Hazelnut)

Enforce encumbrance and wagon limits (Hazelnut)

Link magic effects to action objects in dungeons

Allocate time for refinement of spell and quest systems

0.7 (Guilds & Services)

December 2018 – May 2019

Reputation gain/loss (full) (Allofich/Hazelnut)

Join and progress in major guilds (Hazelnut)

Spell maker (pending Magic & Effects)

Buy spells

Complete spell effects (90 of 90 completed, excluding Lycanthropy)

Magic item creator UI (Hazelnut/Interkarma)

Potion creator UI (pending Magic & Effects) (Hazelnut)

Potion support

Item decay/repair (Hazelnut)

Basic guild services (Hazelnut)

Tavern services

Building schedules (e.g. door locked at night) (Allofich)

Building NPC schedules (e.g. shopkeep gone at night) (Hazelnut)

Odd jobs (talk: tell me about work) (Numidium/Hazelnut)

Where is (talk: where is NPC or location) (Nystul)

Dungeon action records to cast spells at player

Allocate time for refinement of magic and quest systems

0.8 (Crime & Punishment)

June 2019 – June 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)

July 2019 – July 2019

Vampirism

Lycanthropy

Custom class creator (Numidium)

Advantage/Disadvantage specific effects

Complete Magic items powers and side effects (26 of 26 completed)

Complete artifact specific effects (23 of 23 completed)

Complete levelling and character loop

Summoning services

Updated character motor

New motor states: swim, levitate, climb, crush (Allofich/MeteoricDragon)

Close city gates at 18:00 and open at 06:00

Implement pause menu detail slider to set quality level without restarting game

Bulk classic quest fixes (Jay_H)

Allocate time for refinement of magic and quest systems

Daggerfall Unity ended pre-alpha in July 2019. Focus now shifts from core feature development into bug fixes and overall polishing. Some features unique to Daggerfall Unity, such as future mod and translation support, will continue development through to 1.0.

Once out of pre-alpha, I will start dividing my time between the final stages of Daggerfall Unity and early pre-production stages of my next game. I will continue to be an active part of the Daggerfall Unity project through to 1.0 and beyond, but my involvement will be required less and less over time as our wider community drives the project forwards.

-Interkarma

0.10 (Alpha)

We are here now. August 2019 –

All core gameplay features now implemented

Decouple all game text from executable

Enhancements to translation mod support

Select class with questions (Numidium)

Large classic HUD with icons and mouse cursor toggle

Secondary keybind interface for keybinds not present in classic (jefetienne)

Autorun key and sneak toggle option (jefetienne)

Controller support (jefetienne)

Implement Jump skill’s influence on jumping behaviour

Refine movement speed and tune gravity to better match classic

Regional rumours/notices to display on city bulletin boards near entry gate (Galactic Chimp)

More classic quest fixes (Jay_H)

Continue fixing bugs and refining systems

Beta

All game features now implemented

Continue fixing bugs and refining systems

Final stages of development

1.0 (Release)

Final milestones (TBD)

Enter post-release support stage

Last updated 18-Sep-2020.