Bethesda SoftworksDirector(s)Julian LefayTed PetersonHal BoumaJulian LefayEric HeberlingSeriesRelease date(s).: August 31, 1996.: 1996Mode(s)The Elder Scrolls II: Daggerfall is a fantasy video game developed and published by and released in 1996 for. It is a sequel to and the second installment in series. It is the first game in the series to be rated M. On July 9, 2009, Bethesda made Daggerfall available as a, legal download on their website, commemorating the 15th anniversary of The Elder Scrolls franchise. A first-person screenshot from Daggerfall, demonstrating the user interface and graphical capabilities of the game.In Daggerfall, as in all games, players are not required to follow questlines or fill specific character types.Daggerfall features a spell-creation system where, through the Mages Guild, players can create custom spells with several different effects. Each dot on the map represents an entire town, city, or dungeon. Design goalsWork on The Elder Scrolls II: Daggerfall began immediately after Arena 's release in March 1994.

The new project saw Ted Peterson assigned the role of lead game designer. Originally titled Mournhold and set in, the game was eventually relocated to the provinces of High Rock and Hammerfell, in Tamriel's northwest.With Daggerfall, Arena 's experience-point based system was replaced with one that rewarded the player for actually role-playing their character. Daggerfall came equipped with an improved character generation engine, one that included not only Arena 's basic class choices, but also a -influenced creation system, offering players the chance to create their own classes, and assign their own skills.Daggerfall was initially developed with an updated raycast engine, like 's, but it was eventually dropped in favor of, one of the first truly engines.

Daggerfall realized a gameworld of 160,000 square km, filled with 15,000 towns and a population of 750,000. InfluencesDaggerfall, in Peterson's opinion, was little-influenced by contemporary, as they simply 'weren't very interesting.' 'I can remember playing the latest, and while working on it, but I can't say they had any profound impact on the story or design.' Daggerfall 's most profound influences came from whatever analog games and literature Julian LeFay or Ted Peterson happened to be playing or reading at the time, such as 's, which influenced 'the quest where the player had to find the missing Prince of Sentinel,' and, which influenced 'the idea of vampire tribes throughout the region.'

ReleaseDaggerfall was released on August 31, 1996, within the game's intended release window. Like that of Arena, Daggerfall 's release suffered from buggy code. It was code, however, a fact that nonetheless left consumers disgruntled. The yearning to avoid what were, in LeFay's words, 'all the stupid patches we had for Daggerfall' led to a more cautious release schedule in the future.

Ted Peterson left Bethesda following Daggerfall 's release and went to work for a series of companies in and:, AnyRiver Entertainment, and Savage Entertainment. Community supportAfter the end of official support by Bethesda, some makers have repaired in the latest official release of Daggerfall with.

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The DFQFIX quest-fix pack and HackFall were the most recent attempts at this.DaggerfallSetup is a community-made Daggerfall for modern Windows versions. The aim of this project is to install and easily run a fully patched Daggerfall on a modern Windows operating system under usage of the. This game installer setup contains many official and and also for several languages, including French, Russian, Spanish, and German. Native instruments studio drummer manual. Engine remakesThere are also projects for Daggerfall, which aim for native compatibility with modern operating systems and hardware (as opposed to being run in DOS, or through DOSBox ).

The XL Engine was started in June 2009 named DaggerXL and in 2011 with another engine rewrite project to the XL Engine. The final goal of the XL Engine is the support of many classical 3D game engines. Additional goals – for Daggerfall specifically – include the implementation of features that were initially promised for the game, but were not included (or only partially coded in) at the time of its release in 1996. As of August 2012, DaggerXL supports character creation, the rendering of all provinces and dungeons, user-definable display resolution (including smoothed terrain and ), and basic gameplay.

While additional gameplay features and bug fixes are being implemented for DaggerXL, a significant amount of the project's development since 2011 has involved the of the XL Engine itself as a result of the merger.Daggerfall Unity is another of The Elder Scrolls II: Daggerfall using the with active development as of September 2016. ModdingAlthough Daggerfall did not come with official tools like later The Elder Scrolls releases, enthusiasts for the game developed tools on their own to access the game's content soon after its release. As a result, a number of additional quests, graphical enhancements, and gameplay features were developed by third parties. Notable works include AndyFall and DaedraFall. ReceptionIn 1996, ranked it as the eighth top title in computer game history (due 1994, delivered 1996), stating ' and creeping technology held up this potential jewel for far too long.'

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