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If you want to become a vampire, there are nine different clans, and you can undertake a quest to cure yourself by killing the brood master of that clan. If you want to summon a Daedra for an artifact quest, you can do it exactly ONE day per YEAR. Resistances and weaknesses have gone by the wayside except in the most basic ways.ĭaggerfall is actually pretty nuts with it's options. You need at least a weapon of mithril quality to damage the higher level enemies.įrankly, every RPG worth it's salt should have tiers of weaponry that work better against certain enemies. This is still an era where the quality of you weapon mattered in whether you could even damage the enemy or not. There is an imp in the within the first 5 minutes of the opening dungeon who can't be hit by anything less than a steel weapon (or a spell, of course) which you almost certainly won't have. To say nothing of the more broken strategies. Wanna start with 70-80 agility and gain levels quickly? Easily possible in the character creator. On the other hand, you have enough customizability in your stats to make missing common enemies relatively rare. Forget becoming the head of the Mages Guild in a handful of quests with no magic skills, they could end up kicking you out just because you failed a few quests. It comes from an era, as I'm sure you know, where games were far more difficult in general.
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You can easily encounter enemies you can't harm at all and your only option is to run and live to see another day. Not only does it have dice rolls, it is far more brutal and unforgiving. Does it have the atrocious dice rolls for combat that Morrowind had? He is taking a break from the more grueling aspects for the next month to just do some bug-fixing, which in the long run is good, as the only thing that can prevent this from happening would be burnout. The main developer has put way to much into it to abandon it when the finish line is in sight, and it seems like he has a good team around him. Alot of these kind of projects get abandoned somewhere along the line (including an effort to get Daggerfall fully functional in the XL engine) but this doesn't seem like this is going to be one of them. Once they get that done, it's on to stuff like polishing off the guild quests system, the law and court stuff, and things like vampirism and lycanthropy. It's impossible to overstate how much cumbersome UI navigation you have to do in the original Daggerfall.Īgain, they have just added spells to enemies and have about 70% of the player spells implemented. It still retains the feel of Daggerfall by keeping the sprites in DOS-era pixels but making the world itself far better. Other than that, it just plays about 500% smoother.
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The spell casting system in Daggerfall is still absolutely horrible, but I have found that using this modern set-up for the control scheme helps things quite a bit: And the sprites look way smoother, actually nice to look at. I played Daggerfall quite a bit and some of these quality of life improvements excite me, like the ability to fast travel right to your active quests and a smarter spell system and enhanced climbing. Even so, I wouldn't be surprised if this gets out of alpha and into a fully functional beta by late spring. The main quest is currently completely playable, though there are still alot of features left to be added. As someone who has gotten out of the first dungeon in the past (which in an of itself is something most people never do) but little farther, I can tell you without question that this is EXACTLY the kind of modern modding effort that was needed to make this game more accessible to a wider audience. The major hurdle has always been the magic system, and they seem to be nearly over that hurdle and on what they are calling the downhill portion of getting it even in parity to vanilla Daggerfall. It also showed that even in it's infancy, Bethesda could not make their vast worlds without a sea of bugs plaguing it.įor the past few years, an ambitious modder and those who have joined his team have made HUGE headway on porting all of Daggerfall to the Unity Engine. It remains perhaps the most ambitious fantasy life-simulator ever released. If you are an Elder Scrolls fan, you may have reached back in time (or maybe played it at launch) and tried to dip your toe into the vast ocean that is Daggerfall. I feel like I would be remiss if I didn't give this a plug.