The XL Engine is and will remain free, donations are purely optional but greatly appreciated.

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XL Project Move

DaggerXL, DarkXL and the other upcoming XL projects have moved to The new website, forums and blog have been setup and are fully functioning now, though I will continue transitioning content from the original blogs and forums. And the moderators – mostly Klasodeth and Greendogo – have been working hard on transferring over threads from the DaggerXL forums.

The DaggerXL and DarkXL engines are also going to be merged into the XL Engine, where the game specific code will be handled as separate DLLs and script files. While this won’t occur until after the version 0.20 release of DaggerXL, when that is released DaggerXL and DarkXL will be merged into a single downloadable package with a simple launcher to pick between games and to setup the various settings. You will no longer setup paths in the text file or any other setting for that matter. At that point the files will be hosted on the XL Engine site. Once the DaggerXL version 0.20 is released the next big focus is on the DarkXL beta, which I will talk more about in a future blog post.


DaggerXL Version 0.20 Update

In this update I’ll talk about the improved weapon and armor support. All weapons are now functional in the game, with the exception of bows (which will be handled when I get to ranged combat and spells). In addition, with the new loot tables, you can actually find all the different weapons with different materials. The materials properly modify the weapon stats for damage, weight and value as well as showing up correctly visually both on the inventory screen and in first person. Similar armor support is now complete, also with full material support. Below you can see some pictures of different weapons and armor not previously seen in DaggerXL, in different materials:


In order to support the armor variation, materials and durability (i.e. wear and tear on weapons and armor) I have to change the way items are stored in the player inventory. This has the unfortunate side effect that the item IDs currently stored in the save files can no longer adequately describe a weapon or piece of armor. Therefore version 0.20 will no longer support saves from version 0.198 and before.

With the upcoming build, you have a chance of finding a weapon or piece of armor of a any material – limited by your “career experience” and level. Basically the character’s level limits the materials you can find but doesn’t directly factor into the chance of finding a given material. For that you have the “career experience”, which also factors into your “career modifier” bonus in combat. What this essentially means that as you kill things and raise skills, your career experience goes up. So, even at level 1, you’ll find better and better stuff the longer you play up until the limit imposed by your level. If you stay level 1 long enough, you’ll eventually find Dwarven weapons and armor! Though you’ll never find Mithril – even if you play for 10 years – until you reach at least level 3.

I’ve also fixed a bug where the face you selected in the character select sometimes wouldn’t show properly in-game. Sometimes it’d be the wrong face or gender, other times just not positioned correctly. So now you get the face you want in the correct position.

Version 0.20 is getting really close now, the next blog post will be talking about it’s release. :)

You can comment about this post here or on the XL Engine Forums.

17 Responses to “XL-Project Move and DaggerXL Version 0.20 Update”

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  • TNoyce:

    All I can say is .. Wonderbar!

  • Simon Buchan:

    Great, now you’ve made me want to get Daggerfall :).

    PS: This is pretty minor, but could you slightly increase the site theme’s contrast for the body text? It’s perfectly legible, but a little more tiring that it needs to be. I’d drop the background brightness ~5%.

  • No Name:

    I don’t like this “career experience” thing. Was that in the original game? It sounds like to kind of BS they had in Oblivion.

    • luciusDXL:

      Yes. If you play the original game, you’ll get better equipment the longer you play within the limit of your level. In vanilla Daggerfall, if you play long enough you will find Dwarven equipment even at level 1. As for the combat implications, the effect is minor and essentially gives you some small feeling of continuous progress.

      I imagine the original intention was similar to playing a D&D campaign. The DM would often allow party members to find better stuff as the campaign progressed and not necessarily based on level. This way people don’t have to power level as much but this does not diminish the benefits of leveling. In the case of Daggerfall, there are things you just won’t find or have access to until you are high enough level (like Mithril or better materials).

  • Sori:

    Great news, but I have a question: where is the FAQ thing on this site. I know that there is a big list “what will be done with x version of the build” on the old site but I can’t find it here. Why? Is it not up-to-date?

    • luciusDXL:

      The stuff you mention is missing because I’m still not done setting up the site. Unfortunately I’ve been busy with other things, including the upcoming build, so I’ll probably start putting more information up once the build is released.

  • LichKing:

    Keep the good work man, your engine is awesome. There is a lot of people lately following your updates, and talking about your project, we’re awaiting for the alpha release :)

  • Kefka:

    Will the alpha release be a fully playable game? I.e quests,etc? Do you have a time frame for when you will have a fully playable version? And to be clear I don’t mean a 100% polished final release kind of thing, bugs,glitches and all the usual alpha/beta unpolishness expected.

    I Dl’ed Daggerfallsetup(has dosbox and Daggerfall in one package). Why don’t you do something similar?

    The main issue I have Daggerfall is the controls, there terrible, even after rekeying everything, changing turn speed,etc How does Daggerfall Xl handle this? For example does it default to a control scheme similar to MW and OB(WASD for movement, E for jump,etc)? Can you do one click attacks(i.e no mouse movement needed) and can your engine take advantage of gaming mouses that have extra buttons?

    • luciusDXL:

      No Alpha will not be complete, but the Beta will. Alpha will feature pretty complete dungeon gameplay, character advancement and itemization. The next step will be finishing the RPG aspects that build on this base – NPCs, shops, guilds, quests and so forth.

  • Dovahkiin0ar:

    You are doing a great job and you put on the project a lot of work, its amazing the new daggerfall look!

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The XL Engine is and will remain free, donations are purely optional but greatly appreciated.