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Default Daggerfall Unity - Playable Start to End

October 18th, 2017, 01:55
Daggerfall Unity is now playable start to end according to the latest update.

Daggerfall Unity Now Playable Start to End

That’s right! The main story quest in Daggerfall Unity is now completely playable from start to end. I’ve spent the last couple of months playing through the story quest, building out engine support, and fixing all the major bugs I could find. It’s true this game still has a distance to travel (spell system is next major journey) but this is a huge milestone in the project’s life cycle. It’s no longer fair to say Daggerfall Unity “isn’t playable yet”, that’s not even close to accurate anymore. And thanks to regular contributors like Nystul, Allofich, Hazelnut, and Lypyl, some of the later features on the roadmap are building out ahead of schedule.

The quest system has consumed around a year of my development time to bring to this point. It represents the single largest group of features in the project so far, and drives almost every other gameplay system forwards. I feel confident in saying the magic system probably won’t be anywhere near as challenging. And once we pass that milestone, everything else is on the downhill run.

Getting Started

After you grab the latest DragonBreak build from Live Builds page, there are two ways you can play through the main quest. You can either start a new character and play normally (using quests offered by any Fighters Guild to help level up between main quests) or use the “setmqstage n” console command to force the game to a specific point along the main quest process. There are 7 total quest stages, thus “setmqstage 1” through “setmqstage 7” are supported. Each stage is a chain of around two to six quests that represent a particular story arc in the game. If and when new problems are found with main quest, testers can quickly restart and test just that stage without playing through the whole game from the beginning.

If you want to play the game as normally as possible, start a new character. Playing the game from start to end normally is also an important and time-consuming part of the testing process, so your time here is valuable, even if something breaks and you need to start again. But if you want to perform focused testing of the main quest, grab a high level character save and use the “setmqstage n” console commands. I’ll post more details in this forum thread as time allows. Please offer feedback in that thread or ask general questions, and post to Bug Reports forums with obvious bugs.
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October 18th, 2017, 19:21
Awesome. Time to make some HD 3D texture packs now.
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October 18th, 2017, 20:01
There's still a lot of things that have to be implemented. The magic system for example. I'm looking forward to playing when it's finished though.
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October 19th, 2017, 15:34
This is all real-time combat like later Elder Scrolls games, right?
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October 19th, 2017, 15:46
Originally Posted by screeg View Post
This is all real-time combat like later Elder Scrolls games, right?
Yes, but it's a little different from the modern games. Instead of just clicking your mouse button to attack, you hold down a button and move your mouse in different directions to swing your weapon.
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October 20th, 2017, 14:22
Ugh, I like that even less. Mount&Blade and Gothic 3 were the only first-person games I ever liked.
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October 20th, 2017, 20:35
It's almost starting to look not completely horrid. But now that they've started down the road of using 3D models, they will have to do that everywhere or it will seem half baked. Plus the grass doesn't look all that great -- it's too uniform and bland.
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