http://roguebasin.com/api.php?action=feedcontributions&user=Xan&feedformat=atomRogueBasin - User contributions [en]2024-03-28T09:04:45ZUser contributionsMediaWiki 1.36.0http://roguebasin.com/index.php?title=Numenfall&diff=49540Numenfall2020-02-20T00:49:01Z<p>Xan: cleanup</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/12/2017<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = <br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br><br />
[https://numenfallweb.asuscomm.com/Numenfall/Prerelease Prerelease downloads]<br><br />
<br><br />
<br />
Graphical tiles are no longer currently fully supported. Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
== Changelog for 0.4.0 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
<br />
* New features:<br />
* <br />
* Implement wands properly<br />
* Implement gems<br />
* Implement smithing<br />
* Add spell type mastery talents<br />
* Add new encounters<br />
* Add new artifact<br />
<br />
* Interface changes:<br />
* <br />
* Add recent activity log to Tower tab<br />
* ASCII UI now shows hp bars, and also changed markers for self and ally<br />
* Improve final death message for high score entries<br />
* Add spellpower to character sheet<br />
* Standardize some descriptions<br />
* Added more tutorial messages<br />
* Artifacts now show their effects in the standard format<br />
* NPCs that can join you now show potential benefits before you accept the offer to join<br />
* Conservatory grow option now shows colored tiers<br />
<br />
* Gameplay changes:<br />
* <br />
* Decrease base vision range to 80% of previous value<br />
* Increased the number of voronoi points used in generating the overworld<br />
* Decrease global overworld movement cost multiplier to 100 from 200<br />
* Increase foraging bonus overworld movement speed to 100% from 20%<br />
* Allow healing buffs to stack<br />
* Increase raw mana torrent cone width from 30 to 60 degrees<br />
* Arcanist initial wand slots from 3 to 1<br />
* Multiple item modifiers on a single item now won't almost always match tiers<br />
* Greatly reduced flat damage reduction from items<br />
* Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once<br />
* Throwing an item now takes a standard turn (previously 120% of a turn)<br />
* Tiles can no longer be blocked by piles of items<br />
* Armor pool now absorbs a base of 60%, can be increased by modifiers<br />
* Rework and add some item modifiers<br />
* Added differentiation between actions that require mobility and those that don't<br />
* Swapping places with an ally now takes a standard turn (previously 150% of a turn)<br />
* Reduced the monetary value of materials<br />
* Reduced the impact of character level on maximum magical saturation/imbalance<br />
<br />
* Bugfixes:<br />
* <br />
* Fixed a bug where the information pane would have the wrong title<br />
* Fixed a bug where you would gain 1 gold coin per week from a non-existent mine<br />
* Fixed a bug where allies could take loot<br />
* Fixed a bug that prevented missile weapons from receiving item modifier effects<br />
* Fixed pricing of variable item modifiers<br />
* Fixed a bug where incompatible modifiers would be applied to an item<br />
* Fixed a bug with modifiers unstable sort<br />
* Fixed a bug that allowed you to get over 100% magical imbalance<br />
* Fix bug with finding memorable features to goto<br />
* Fix bug with selecting multiple items<br />
* Fix spell icons not being dimmed when unavailable on overworld<br />
* Fix talent info display for particular talents<br />
* Fixed a bug with NPCs not being allowed to level talents over rank 1<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=49539Numenfall2020-02-20T00:47:29Z<p>Xan: Update prerelease download link</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/12/2017<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = <br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.4.0 (Music)] [broken link]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.4.0 (Without music)] [broken link]<br><br />
<br />
<br><br />
[https://numenfallweb.asuscomm.com/Numenfall/Prerelease Prerelease downloads]<br><br />
<br><br />
<br />
Graphical tiles are no longer currently fully supported. Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.4.0 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
<br />
* New features:<br />
* <br />
* Implement wands properly<br />
* Implement gems<br />
* Implement smithing<br />
* Add spell type mastery talents<br />
* Add new encounters<br />
* Add new artifact<br />
<br />
* Interface changes:<br />
* <br />
* Add recent activity log to Tower tab<br />
* ASCII UI now shows hp bars, and also changed markers for self and ally<br />
* Improve final death message for high score entries<br />
* Add spellpower to character sheet<br />
* Standardize some descriptions<br />
* Added more tutorial messages<br />
* Artifacts now show their effects in the standard format<br />
* NPCs that can join you now show potential benefits before you accept the offer to join<br />
* Conservatory grow option now shows colored tiers<br />
<br />
* Gameplay changes:<br />
* <br />
* Decrease base vision range to 80% of previous value<br />
* Increased the number of voronoi points used in generating the overworld<br />
* Decrease global overworld movement cost multiplier to 100 from 200<br />
* Increase foraging bonus overworld movement speed to 100% from 20%<br />
* Allow healing buffs to stack<br />
* Increase raw mana torrent cone width from 30 to 60 degrees<br />
* Arcanist initial wand slots from 3 to 1<br />
* Multiple item modifiers on a single item now won't almost always match tiers<br />
* Greatly reduced flat damage reduction from items<br />
* Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once<br />
* Throwing an item now takes a standard turn (previously 120% of a turn)<br />
* Tiles can no longer be blocked by piles of items<br />
* Armor pool now absorbs a base of 60%, can be increased by modifiers<br />
* Rework and add some item modifiers<br />
* Added differentiation between actions that require mobility and those that don't<br />
* Swapping places with an ally now takes a standard turn (previously 150% of a turn)<br />
* Reduced the monetary value of materials<br />
* Reduced the impact of character level on maximum magical saturation/imbalance<br />
<br />
* Bugfixes:<br />
* <br />
* Fixed a bug where the information pane would have the wrong title<br />
* Fixed a bug where you would gain 1 gold coin per week from a non-existent mine<br />
* Fixed a bug where allies could take loot<br />
* Fixed a bug that prevented missile weapons from receiving item modifier effects<br />
* Fixed pricing of variable item modifiers<br />
* Fixed a bug where incompatible modifiers would be applied to an item<br />
* Fixed a bug with modifiers unstable sort<br />
* Fixed a bug that allowed you to get over 100% magical imbalance<br />
* Fix bug with finding memorable features to goto<br />
* Fix bug with selecting multiple items<br />
* Fix spell icons not being dimmed when unavailable on overworld<br />
* Fix talent info display for particular talents<br />
* Fixed a bug with NPCs not being allowed to level talents over rank 1<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=49120Numenfall2019-10-10T15:24:56Z<p>Xan: remove/fix broken links</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/12/2017<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.4.0 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.4.0 (Without music)]<br><br />
<br />
<br><br />
[https://numenfall2.asuscomm.com/Numenfall/Prerelease Prerelease downloads]<br><br />
<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.4.0 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
<br />
* New features:<br />
* <br />
* Implement wands properly<br />
* Implement gems<br />
* Implement smithing<br />
* Add spell type mastery talents<br />
* Add new encounters<br />
* Add new artifact<br />
<br />
* Interface changes:<br />
* <br />
* Add recent activity log to Tower tab<br />
* ASCII UI now shows hp bars, and also changed markers for self and ally<br />
* Improve final death message for high score entries<br />
* Add spellpower to character sheet<br />
* Standardize some descriptions<br />
* Added more tutorial messages<br />
* Artifacts now show their effects in the standard format<br />
* NPCs that can join you now show potential benefits before you accept the offer to join<br />
* Conservatory grow option now shows colored tiers<br />
<br />
* Gameplay changes:<br />
* <br />
* Decrease base vision range to 80% of previous value<br />
* Increased the number of voronoi points used in generating the overworld<br />
* Decrease global overworld movement cost multiplier to 100 from 200<br />
* Increase foraging bonus overworld movement speed to 100% from 20%<br />
* Allow healing buffs to stack<br />
* Increase raw mana torrent cone width from 30 to 60 degrees<br />
* Arcanist initial wand slots from 3 to 1<br />
* Multiple item modifiers on a single item now won't almost always match tiers<br />
* Greatly reduced flat damage reduction from items<br />
* Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once<br />
* Throwing an item now takes a standard turn (previously 120% of a turn)<br />
* Tiles can no longer be blocked by piles of items<br />
* Armor pool now absorbs a base of 60%, can be increased by modifiers<br />
* Rework and add some item modifiers<br />
* Added differentiation between actions that require mobility and those that don't<br />
* Swapping places with an ally now takes a standard turn (previously 150% of a turn)<br />
* Reduced the monetary value of materials<br />
* Reduced the impact of character level on maximum magical saturation/imbalance<br />
<br />
* Bugfixes:<br />
* <br />
* Fixed a bug where the information pane would have the wrong title<br />
* Fixed a bug where you would gain 1 gold coin per week from a non-existent mine<br />
* Fixed a bug where allies could take loot<br />
* Fixed a bug that prevented missile weapons from receiving item modifier effects<br />
* Fixed pricing of variable item modifiers<br />
* Fixed a bug where incompatible modifiers would be applied to an item<br />
* Fixed a bug with modifiers unstable sort<br />
* Fixed a bug that allowed you to get over 100% magical imbalance<br />
* Fix bug with finding memorable features to goto<br />
* Fix bug with selecting multiple items<br />
* Fix spell icons not being dimmed when unavailable on overworld<br />
* Fix talent info display for particular talents<br />
* Fixed a bug with NPCs not being allowed to level talents over rank 1<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=46514Numenfall2017-12-16T13:06:05Z<p>Xan: Add link to prereleases</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/12/2017<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.4.0 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.4.0 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
<br><br />
[https://numenfall.asuscomm.com/Numenfall/Prerelease Prerelease downloads]<br><br />
<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.4.0 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
<br />
* New features:<br />
* <br />
* Implement wands properly<br />
* Implement gems<br />
* Implement smithing<br />
* Add spell type mastery talents<br />
* Add new encounters<br />
* Add new artifact<br />
<br />
* Interface changes:<br />
* <br />
* Add recent activity log to Tower tab<br />
* ASCII UI now shows hp bars, and also changed markers for self and ally<br />
* Improve final death message for high score entries<br />
* Add spellpower to character sheet<br />
* Standardize some descriptions<br />
* Added more tutorial messages<br />
* Artifacts now show their effects in the standard format<br />
* NPCs that can join you now show potential benefits before you accept the offer to join<br />
* Conservatory grow option now shows colored tiers<br />
<br />
* Gameplay changes:<br />
* <br />
* Decrease base vision range to 80% of previous value<br />
* Increased the number of voronoi points used in generating the overworld<br />
* Decrease global overworld movement cost multiplier to 100 from 200<br />
* Increase foraging bonus overworld movement speed to 100% from 20%<br />
* Allow healing buffs to stack<br />
* Increase raw mana torrent cone width from 30 to 60 degrees<br />
* Arcanist initial wand slots from 3 to 1<br />
* Multiple item modifiers on a single item now won't almost always match tiers<br />
* Greatly reduced flat damage reduction from items<br />
* Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once<br />
* Throwing an item now takes a standard turn (previously 120% of a turn)<br />
* Tiles can no longer be blocked by piles of items<br />
* Armor pool now absorbs a base of 60%, can be increased by modifiers<br />
* Rework and add some item modifiers<br />
* Added differentiation between actions that require mobility and those that don't<br />
* Swapping places with an ally now takes a standard turn (previously 150% of a turn)<br />
* Reduced the monetary value of materials<br />
* Reduced the impact of character level on maximum magical saturation/imbalance<br />
<br />
* Bugfixes:<br />
* <br />
* Fixed a bug where the information pane would have the wrong title<br />
* Fixed a bug where you would gain 1 gold coin per week from a non-existent mine<br />
* Fixed a bug where allies could take loot<br />
* Fixed a bug that prevented missile weapons from receiving item modifier effects<br />
* Fixed pricing of variable item modifiers<br />
* Fixed a bug where incompatible modifiers would be applied to an item<br />
* Fixed a bug with modifiers unstable sort<br />
* Fixed a bug that allowed you to get over 100% magical imbalance<br />
* Fix bug with finding memorable features to goto<br />
* Fix bug with selecting multiple items<br />
* Fix spell icons not being dimmed when unavailable on overworld<br />
* Fix talent info display for particular talents<br />
* Fixed a bug with NPCs not being allowed to level talents over rank 1<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=45130Numenfall2017-05-13T00:21:22Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 6/29/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.4.0 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.4.0 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.4.0 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
<br />
* New features:<br />
* <br />
* Implement wands properly<br />
* Implement gems<br />
* Implement smithing<br />
* Add spell type mastery talents<br />
* Add new encounters<br />
* Add new artifact<br />
<br />
* Interface changes:<br />
* <br />
* Add recent activity log to Tower tab<br />
* ASCII UI now shows hp bars, and also changed markers for self and ally<br />
* Improve final death message for high score entries<br />
* Add spellpower to character sheet<br />
* Standardize some descriptions<br />
* Added more tutorial messages<br />
* Artifacts now show their effects in the standard format<br />
* NPCs that can join you now show potential benefits before you accept the offer to join<br />
* Conservatory grow option now shows colored tiers<br />
<br />
* Gameplay changes:<br />
* <br />
* Decrease base vision range to 80% of previous value<br />
* Increased the number of voronoi points used in generating the overworld<br />
* Decrease global overworld movement cost multiplier to 100 from 200<br />
* Increase foraging bonus overworld movement speed to 100% from 20%<br />
* Allow healing buffs to stack<br />
* Increase raw mana torrent cone width from 30 to 60 degrees<br />
* Arcanist initial wand slots from 3 to 1<br />
* Multiple item modifiers on a single item now won't almost always match tiers<br />
* Greatly reduced flat damage reduction from items<br />
* Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once<br />
* Throwing an item now takes a standard turn (previously 120% of a turn)<br />
* Tiles can no longer be blocked by piles of items<br />
* Armor pool now absorbs a base of 60%, can be increased by modifiers<br />
* Rework and add some item modifiers<br />
* Added differentiation between actions that require mobility and those that don't<br />
* Swapping places with an ally now takes a standard turn (previously 150% of a turn)<br />
* Reduced the monetary value of materials<br />
* Reduced the impact of character level on maximum magical saturation/imbalance<br />
<br />
* Bugfixes:<br />
* <br />
* Fixed a bug where the information pane would have the wrong title<br />
* Fixed a bug where you would gain 1 gold coin per week from a non-existent mine<br />
* Fixed a bug where allies could take loot<br />
* Fixed a bug that prevented missile weapons from receiving item modifier effects<br />
* Fixed pricing of variable item modifiers<br />
* Fixed a bug where incompatible modifiers would be applied to an item<br />
* Fixed a bug with modifiers unstable sort<br />
* Fixed a bug that allowed you to get over 100% magical imbalance<br />
* Fix bug with finding memorable features to goto<br />
* Fix bug with selecting multiple items<br />
* Fix spell icons not being dimmed when unavailable on overworld<br />
* Fix talent info display for particular talents<br />
* Fixed a bug with NPCs not being allowed to level talents over rank 1<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=45129News2017-05-13T00:19:06Z<p>Xan: </p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- 1: IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<!-- 2: IF YOU HAVE ALREADY RELEASED *THIS MONTH*, MOVE YOUR PREVIOUS RELEASE TO THE ARCHIVED LIST!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 13 May 2017 - [[Numenfall]] 0.4.0 [http://exong.net/RL/forum/index.php?topic=34.0 released]<br />
* 13 May 2017 - [[City of the Damned]] v1.1.2 [https://github.com/gwathlobal/CotD/releases/tag/v1.1.2 released]<br />
* 12 May 2017 - [[MidBoss]] 1.0.6 [http://steamcommunity.com/games/561740/announcements/detail/2362546845451964334 released]<br />
* 11 May 2017 - [[Cogmind]] Beta 1.1 [http://www.gridsagegames.com/cogmind/ released]<br />
* 8 May 2017 - [[Unlichtwesen]] 1.0 [https://jan-rl.itch.io/unlichtwesen released]<br />
* 7 May 2017 - [[Warsim]] 0.6.8.2 [https://www.reddit.com/r/WarsimRpg/comments/69tuxz/warsim_0682/ released]<br />
* 4 May 2017 - [[Land of Strangers]] #11 [http://agingminotaur.blogspot.de/2017/05/released-lost-11-mercury-chewinggum.html (Mercury Bubblegum)]<br />
* 3 May 2017 - [[The Ground Gives Way]] v2.2 [http://www.thegroundgivesway.com/ground-gives-way-v2-2/ released]<br />
* 1 May 2017 - [[Prospector]] R201 [http://www.prospector.at/forum/dm_eds/dmedsdl.php released]<br />
* 25 April 2017 - [[Ananias]] v2.3.1 [https://blog.slashie.net/2017/04/26/ananias-2-3-released-challenges-and-steam-achievements/ released]<br />
* 23 April 2017 - [[Golden Krone Hotel]] v0.8 [http://steamcommunity.com/games/497800/announcements/detail/1291814401934096686 released]<br />
* 21 April 2017 - [[MidBoss]] 1.0.3 [https://kitsunegames.com/post/news/2017/04/21/midboss-v103-update-out-now/ released]<br />
* 20 April 2017 - [[Remixed Pixel Dungeon]] remix.26.4.fix.3 [https://play.google.com/store/apps/details?id=com.nyrds.pixeldungeon.ml released]<br />
* 17 April 2017 - [[Shiny Gauntlet]] 2.0.1 [http://steamcommunity.com/games/454700/announcements/detail/575741525719524175 released]<br />
* 15 April 2017 - [[Rogue Empire]] v0.7.5 [https://roguempire.itch.io/rogue-empire-the-prelude Prelude Released]<br />
* 12 April 2017 - [[Fame]] 0.9.13 [https://sourceforge.net/p/untitled-rpg/blog/ released]<br />
* 10 April 2017 - [[Quest_for_the_Unicorn|Quest for the Unicorn]] 7.0 [http://elf-emulation.com/rcs/unicorn5/index.html released]<br />
* 10 April 2017 -[[Manicule_of_fury|Manicule of fury]] 7drl [https://www.dropbox.com/s/ovfz50eo23syvjk/Manicule%20of%20fury.zip?dl=0 page creation]<br />
* 5 April 2017 - [[Souls Rescue]] 0.7.2 [http://gamejolt.com/games/souls-rescue-roguelike/174252 released]<br />
* 4 April 2017 - [[Axu]] 0.4.6 [https://cynapse077.itch.io/axu-rl released]<br />
* 31 March 2017 - [[Demon]] 3/31/2017 Alpha [https://ferretdev.itch.io/demon released]<br />
* 31 March 2017 - [[Wayward]] beta 2.3 [http://www.unlok.ca/wayward/beta-2-3-expression-released/ released]<br />
* 25 March 2017 - [[Rogue Fable II]] 1.08 [http://www.kongregate.com/games/Justin_wang123/rogue-fable-ii released]<br />
* 25 March 2017 - [[Collateral Souls]] 0.25 [http://procrastinationsoftworks.com/wordpress/?page_id=253 released]<br />
* 16 March 2017 - [[Armoured Commander]] 1.04 [http://www.armouredcommander.com/downloads.html released]<br />
* 15 March 2017 - [[Yodanji]] 1.0.0 [http://www.kemco.jp/sp/games/yodanji/en/news.html#1 released]<br />
* 14 March 2017 - [[UnReal World]] 3.40 [http://www.unrealworld.fi/ released]<br />
* 14 March 2017 - [http://www.roguebasin.com/index.php?title=User:KeyWraith Book of Rogue] 7drl [https://key-wraith.itch.io/book-of-rogue Released]<br />
* 12 March 2017 - [[Myst]] [https://watabou.itch.io/myst released]<br />
* 11 March 2017 - [[TomeNET]] 4.7.1 [http://www.tomenet.eu/ Released]<br />
* 9 March 2017 - [[ToME]] 1.5 [http://te4.org/blogs/darkgod/2017/03/news/tales-majeyal-150-unbroken-unforgotten-embers-rage-104-and-ashes-urhrok-1 Released]<br />
* 9 March 2017 - [[Owlnest]] 0.2 [https://sites.google.com/site/owlnestroguelike/ released]<br />
* 6 March 2017 - [[Larn]] v14.0.2 [https://github.com/atsb/RL_M/releases/tag/14.0.2 released]<br />
* 1 March 2017 - [[PTR: The Roguelike]] Desktop version [http://www.indiedb.com/downloads/ptr-the-roguelike-for-windows-desktop released]<br />
* 1 March 2017 - [[Shadow of the Wyrm]] 0.6.1 [http://www.shadowofthewyrm.org/downloads.html released]<br />
<div style="text-align:right">''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42750Numenfall2016-07-07T21:24:24Z<p>Xan: 0.3.8.2</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 6/29/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.8.2 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.8.2 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
Thanks to the Feedback Friday players for all the valuable feedback! This release focuses on addressing many of the issues raised by them, as well as including several bug fixes and content additions. Of particular note is the new tutorial system, which attempts to explain new game mechanics as you encounter them. As always, feedback, bug reports, suggestions and any other comments are welcome.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.3.8.2 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Reduce duration of random events<br />
* Conservatory now continues to grow the selected herbs until changed (instead of ending when one batch finishes)<br />
* Add new critical effects for weapons<br />
* Add natural armor to some NPCs, including magic servant<br />
* Fix bug with followers getting stuck with 0 hp when they die while travelling with leader in overworld<br />
* Fix item info in some cases<br />
* Fix a bug with mana torrent<br />
* Fix naming issue for some artifacts<br />
* Fix an AI bug<br />
* Fix a few dungeon generation bugs<br />
* Fix interface for items inside containers to be consistent and fix some more bugs<br />
<br />
<br />
== 0.3.8 ==<br />
<br />
* New tutorial mode<br />
* Transferring items to or from containers moves the whole stack by default; hold shift to move part of a stack<br />
* Items can now be used from within containers<br />
* Add Vi keys for movement control<br />
* Add specific death messages for bleeding and poison<br />
* Add terrain info to look mode<br />
* Targeting UI now prints a cancellation message<br />
* Improved some areas and added new stuff<br />
* Improved loot generation<br />
* Improved page scrollbars<br />
* Improved keybinding display<br />
* Learning spells now requires confirmation<br />
* Reduce toxicity generated by a few potions<br />
* Arcanist-Alchemy now starts with ingredients for potions<br />
* Fixed a couple bugs with collapsable categories in the inventory screen<br />
* Fix a crash bug with some items not setting stat modification info correctly (thanks to an uploaded bug report)<br />
* Fix a crash bug with certain monster melee attacks (thanks to an uploaded bug report)<br />
* Remove Monogame dependency, requires SDL2<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42705Numenfall2016-06-29T18:43:07Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 6/29/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.8 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.8 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
Thanks to the Feedback Friday players for all the valuable feedback! This release focuses on addressing many of the issues raised by them, as well as including several bug fixes and content additions. Of particular note is the new tutorial system, which attempts to explain new game mechanics as you encounter them. As always, feedback, bug reports, suggestions and any other comments are welcome.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.3.8 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* New tutorial mode<br />
* Transferring items to or from containers moves the whole stack by default; hold shift to move part of a stack<br />
* Items can now be used from within containers<br />
* Add Vi keys for movement control<br />
* Add specific death messages for bleeding and poison<br />
* Add terrain info to look mode<br />
* Targeting UI now prints a cancellation message<br />
* Improved some areas and added new stuff<br />
* Improved loot generation<br />
* Improved page scrollbars<br />
* Improved keybinding display<br />
* Learning spells now requires confirmation<br />
* Reduce toxicity generated by a few potions<br />
* Arcanist-Alchemy now starts with ingredients for potions<br />
* Fixed a couple bugs with collapsable categories in the inventory screen<br />
* Fix a crash bug with some items not setting stat modification info correctly (thanks to an uploaded bug report)<br />
* Fix a crash bug with certain monster melee attacks (thanks to an uploaded bug report)<br />
* Remove Monogame dependency, requires SDL2<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=42704News2016-06-29T15:57:56Z<p>Xan: Numenfall 0.3.8</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- 1: IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<!-- 2: IF YOU HAVE ALREADY RELEASED *THIS MONTH*, MOVE YOUR PREVIOUS RELEASE TO THE ARCHIVED LIST!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 29 June 2016 - [[Numenfall]] 0.3.8 [http://exong.net/RL/forum/index.php?topic=32.0 released]<br />
* 28 June 2016 - [[Gone Rogue]] 0.6.0 [http://apps.ape-apps.com/gone-rogue/ released]<br />
* 27 June 2016 - [[GearHead]] v1.302 [https://github.com/jwvhewitt/gearhead-1/releases/tag/v1.302 released]<br />
* 26 June 2016 - [[Noxico]] 0.1.5 [http://helmet.kafuka.org/noxico/ released]<br />
* 17 June 2016 - [[Dungeon Mercenary]] 16.06.17 [http://www.schplaf.org/hgames/changelog.html released]<br />
* 12 June 2016 - [[Fame]] 0.9.10 [https://sourceforge.net/p/untitled-rpg/blog/ released]<br />
* 8 June 2016 - [[Cogmind]] Alpha 9 [http://www.gridsagegames.com/cogmind/ released]<br />
* 7 June 2016 - [[IVAN]] 0.50.6 [https://github.com/Attnam/ivan/releases/tag/v0506 released]<br />
* 6 June 2016 - [[The Temple of Torment]] 9.1 [http://www.thetempleoftorment.net/ released]<br />
* 4 June 2016 - [[Shadow of the Wyrm]] 0.5.2 [http://www.shadowofthewyrm.org/downloads.html released]<br />
* 30 May 2016 - [[Mysterious Space]] 0.9.3 [http://steamcommunity.com/games/368700/announcements/detail/692805801953155495 released]<br />
* 26 May 2016 - [[Larn]] 13.5 [https://github.com/atsb/RL_M/releases/tag/v13.5 released]<br />
* 23 May 2016 - [[Xenomarine]] Demo 1.6.0 [http://logophil.itch.io/xenomarine released]<br />
* 23 May 2016 - [[Slash'EM Extended]] stable version v171 [http://nethackwiki.com/wiki/Slash%27EM_Extended released]<br />
* 22 May 2016 - [[Gone Rogue]] 0.5 [http://apps.ape-apps.com/gone-rogue/ released]<br />
* 21 May 2016 - [[Collateral Souls]] 0.18.1 [http://procrastinationsoftworks.com/wordpress/?page_id=253 released]<br />
* 20 May 2016 - [[Hyperbolic Rogue|HyperRogue]] 8.3 [http://zenorogue.blogspot.com/2016/05/hyperrogue-83.html released]<br />
* 19 May 2016 - [[UnReal World]] 3.32 [http://www.unrealworld.fi/ released]<br />
* 15 May 2016 - [[Professional Adventurers League]] v0.5.0 [https://www.dropbox.com/s/q6f12h11kxag7pz/Professional%20Adventurers%20League%205.0.0.jar?dl=0 released]<br />
* 13 May 2016 - [[Demon's Sword]] 1.6 [https://cannibalcat.itch.io/demons-sword released]<br />
* 11 May 2016 - [[Ananias]] 1.74.1 [https://blog.slashie.net/2016/05/12/the-kramora-times-2-ananias-1-74-released/ released]<br />
* 8 May 2016 - [[NPPMoria]] 8.0.5 [http://nppangband.bitshepherd.net released]<br />
* 8 May 2016 - [[NPPAngband]] 8.0.5 [http://nppangband.bitshepherd.net released]<br />
* 6 May 2016 - [[Javelin]] 1.5 [https://javelinrl.wordpress.com/2016/05/06/javelin-1-5/ released]<br />
* 3 May 2016 - [[Demon]] 5/3/2016 Alpha [https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web released]<br />
* 29 April 2016 - [[RogueBox Adventures]] S160429 [https://rbadevblogblog.wordpress.com/2016/04/29/snapshot-4/ released]<br />
* 22 April 2016 - [[Wayward]] Beta 2.0 [http://www.unlok.ca/unlok/wayward-beta-2-0-released/ released]<br />
* 20 April 2016 - [[Numenfall]] 0.3.7 [http://exong.net/RL/forum/index.php?topic=31.0 released]<br />
* 19 April 2016 - [[GearHead]] v1.301 [http://www.gearheadrpg.com/2016/04/19/gh1-v1-301-shaking-out-the-hunter-synths/ released]<br />
* 17 April 2016 - [[Angband]] 4.0.5 [http://rephial.org/ released]<br />
* 11 April 2016 - [[Remixed Pixel Dungeon]] 23.fix.2 [https://play.google.com/store/apps/details?id=com.nyrds.pixeldungeon.ml released]<br />
* 8 April 2016 - [[PWMAngband]] 1.1.11 build 8 [http://powerwyrm.monsite-orange.fr released]<br />
* 8 April 2016 - [[Demon Tactic]] v.0.39 alpha [http://demon-tactic.com/ released]<br />
* 4 April 2016 - [[CryptoRl2]] 1.0 [http://www.roguebasin.com/index.php?title=CryptoRl2 released]<br />
* 1 April 2016 - [[MidBoss]] v0.7.2 [http://www.midboss.net/ released]<br />
<div style="text-align:right">''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42703Numenfall2016-06-29T15:55:27Z<p>Xan: 0.3.8</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 6/8/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.8 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.8 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
Thanks to the Feedback Friday players for all the valuable feedback! This release focuses on addressing many of the issues raised by them, as well as including several bug fixes and content additions. Of particular note is the new tutorial system, which attempts to explain new game mechanics as you encounter them. As always, feedback, bug reports, suggestions and any other comments are welcome.<br />
<br />
How to report a crash: Check 'kernel.log' in the game directory for any error information.<br />
<br />
All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0.<br />
I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.<br />
<br />
== Changelog for 0.3.8 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* New tutorial mode<br />
* Transferring items to or from containers moves the whole stack by default; hold shift to move part of a stack<br />
* Items can now be used from within containers<br />
* Add Vi keys for movement control<br />
* Add specific death messages for bleeding and poison<br />
* Add terrain info to look mode<br />
* Targeting UI now prints a cancellation message<br />
* Improved some areas and added new stuff<br />
* Improved loot generation<br />
* Improved page scrollbars<br />
* Improved keybinding display<br />
* Learning spells now requires confirmation<br />
* Reduce toxicity generated by a few potions<br />
* Arcanist-Alchemy now starts with ingredients for potions<br />
* Fixed a couple bugs with collapsable categories in the inventory screen<br />
* Fix a crash bug with some items not setting stat modification info correctly (thanks to an uploaded bug report)<br />
* Fix a crash bug with certain monster melee attacks (thanks to an uploaded bug report)<br />
* Remove Monogame dependency, requires SDL2<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42661Numenfall2016-06-08T21:11:36Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 6/8/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.7.1 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.7.1 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum. Also check 'kernel.log' in the game directory for any additional error information.<br />
<br />
== Changelog for 0.3.7 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
Known issue: the game will sometimes crash on exit; I believe this is due to a recent Monogame update.<br />
<br />
* Add some in-game lore<br />
* Add new content (locations, items, enemies, etc.)<br />
* Add gems and metals<br />
* Add new base features<br />
* Add many herbs<br />
* Add new events<br />
* Add base upgrades<br />
* Improve room templates (allow static templates to be procedurally resized)<br />
* Make herbs grow on the overworld area<br />
* Rework character generation<br />
* Added error reporting system<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=42466News2016-04-20T14:23:31Z<p>Xan: Numenfall 0.3.7</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- 1: IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<!-- 2: IF YOU HAVE ALREADY RELEASED *THIS MONTH*, MOVE YOUR PREVIOUS RELEASE TO THE ARCHIVED LIST!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 20 April 2016 - [[Numenfall]] 0.3.7 [http://exong.net/RL/forum/index.php?topic=31.0 released]<br />
* 19 April 2016 - [[GearHead]] v1.301 [http://www.gearheadrpg.com/2016/04/19/gh1-v1-301-shaking-out-the-hunter-synths/ released]<br />
* 17 April 2016 - [[Angband]] 4.0.5 [http://rephial.org/ released]<br />
* 16 April 2016 - [[Demon's Sword]] 1.5 [https://cannibalcat.itch.io/demons-sword released]<br />
* 16 April 2016 - [[Ananias]] 1.73 [https://blog.slashie.net/2016/04/16/ananias-1-73-released/ released]<br />
* 16 April 2016 - [[Xenomarine]] Demo 1.5.0 [http://logophil.itch.io/xenomarine released]<br />
* 15 April 2016 - [[Demon]] 4/15/2016 Alpha [https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web released]<br />
* 14 April 2016 - [[Dungeon Mercenary]] 16.04.14 [http://www.schplaf.org/hgames/changelog.html released]<br />
* 13 April 2016 - [[Professional Adventurers League]] v0.4.3 [https://www.dropbox.com/s/brtysnhibliqaaz/Professional%20Adventurers%20League%20v0.4.3.jar?dl=0 released]<br />
* 13 April 2016 - [[Larn]] 13.2 [https://github.com/atsb/RL_M/releases/tag/13.2 released]<br />
* 11 April 2016 - [[Remixed Pixel Dungeon]] 23.fix.2 [https://play.google.com/store/apps/details?id=com.nyrds.pixeldungeon.ml released]<br />
* 8 April 2016 - [[PWMAngband]] 1.1.11 build 8 [http://powerwyrm.monsite-orange.fr released]<br />
* 8 April 2016 - [[Demon Tactic]] v.0.39 alpha [http://demon-tactic.com/ released]<br />
* 4 April 2016 - [[CryptoRl2]] 1.0 [http://www.roguebasin.com/index.php?title=CryptoRl2 released]<br />
* 4 April 2016 - [[Numenfall]] 0.3.6 [http://exong.net/RL/forum/index.php?topic=30.0 released]<br />
* 3 April 2016 - [[Shadow of the Wyrm]] 0.5.0 [http://www.shadowofthewyrm.org/downloads.html released]<br />
* 3 April 2016 - [[Mysterious Space]] 0.9.1 [http://steamcommunity.com/games/368700/announcements/detail/707437437375886421 released]<br />
* 1 April 2016 - [[MidBoss]] v0.7.2 [http://www.midboss.net/ released]<br />
* 30 March 2016 - [[Gone Rogue]] v.04 [http://apps.ape-apps.com/gone-rogue/ released]<br />
* 29 March 2016 - [[Switch Hook]] 1.04 [https://watabou.itch.io/switch-hook released]<br />
* 28 March 2016 - [[RogueBox Adventures]] S160328 [https://rbadevblogblog.wordpress.com/2016/03/28/snapshot-3/ released]<br />
* 27 March 2016 - [[PabloQuest3]] 3.05 [https://cebollinos.itch.io/pabloquest3 released]<br />
* 27 March 2016 - [[Collateral Souls]] 0.17.2 [http://procrastinationsoftworks.com/wordpress/?page_id=253 released]<br />
* 24 March 2016 - [[Hydra Slayer]] 17.0 [http://zenorogue.blogspot.com/2016/03/hydra-slayer-released-on-steam.html released]<br />
* 23 March 2016 - [[Numenfall]] 0.3.5 [http://exong.net/RL/forum/index.php?topic=29.0 released]<br />
* 23 March 2016 - [[Triangle Wizard]] R 17.01 [http://www.trianglewizard.webs.com released]<br />
* 23 March 2016 - [[Slash'EM Extended]] stable version v165 [http://nethackwiki.com/wiki/Slash%27EM_Extended released]<br />
* 23 March 2016 - [[Robinson]] 0.2.0-RC3 [https://aaron-ds.itch.io/robinson released]<br />
* 23 March 2016 - [[Cogmind]] Alpha 7 [http://www.gridsagegames.com/cogmind/ released]<br />
* 19 March 2016 - [[Darkyr]] 7DRL hotfix 4 [https://ptrefall.itch.io/darkyr released]<br />
* 17 March 2016 - [[Infra Arcana]] v18.1 [https://sites.google.com/site/infraarcana/ released]<br />
* 17 March 2016 - [[The Only Shadow That the Desert Knows]] (7drl) v1.2 [http://humbit.com/shadow/ released]<br />
* 13 March 2016 - [[Bisbee's Escape]] v7DRL [http://walsh9.github.io/7drl2016/ released]<br />
* 13 March 2016 - [[Dungeon Mercenary]] 16.03.13 [http://www.schplaf.org/hgames/changelog.html released]<br />
* 12 March 2016 - [[Lotus, a town for rogues]] 1.0a 7DRL [http://www.caffeineoverdose.me/2016/03/lotus-town-for-roguesreleased.html released]<br />
* 12 March 2016 - [[Fame]] 0.9.9 [https://sourceforge.net/p/untitled-rpg/blog/ released]<br />
* 8 March 2016 - [[yendor.ts]] 0.5.0 [https://github.com/jice-nospam/yendor.ts/releases released]<br />
* 7 March 2016 - [[The Veins of the Earth]] beta 12 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
<div style="text-align:right">''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42465Numenfall2016-04-20T14:16:44Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 4/20/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.7 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.7 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum. Also check 'kernel.log' in the game directory for any additional error information.<br />
<br />
== Changelog for 0.3.7 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
Known issue: the game will sometimes crash on exit; I believe this is due to a recent Monogame update.<br />
<br />
* Add some in-game lore<br />
* Add new content (locations, items, enemies, etc.)<br />
* Add gems and metals<br />
* Add new base features<br />
* Add many herbs<br />
* Add new events<br />
* Add base upgrades<br />
* Improve room templates (allow static templates to be procedurally resized)<br />
* Make herbs grow on the overworld area<br />
* Rework character generation<br />
* Added error reporting system<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42464Numenfall2016-04-20T14:16:14Z<p>Xan: 0.3.7</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 4/20/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.7 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.7 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum. If the game crashes on startup, also check 'kernel.log' in the game directory for any additional error information.<br />
<br />
== Changelog for 0.3.7 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
Known issue: the game will sometimes crash on exit; I believe this is due to a recent Monogame update.<br />
<br />
* Add some in-game lore<br />
* Add new content (locations, items, enemies, etc.)<br />
* Add gems and metals<br />
* Add new base features<br />
* Add many herbs<br />
* Add new events<br />
* Add base upgrades<br />
* Improve room templates (allow static templates to be procedurally resized)<br />
* Make herbs grow on the overworld area<br />
* Rework character generation<br />
* Added error reporting system<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Recently_Updated_Roguelikes&diff=42360Recently Updated Roguelikes2016-04-05T21:20:02Z<p>Xan: </p>
<hr />
<div>Roguelike games updated or released in the last 12 months<br />
<br />
When adding a new game to this list, make sure to keep it in alphabetical order.<br />
<br />
{| border="0" style="border: 1px solid #999; background-color:#FFFFFF" class="sortable"<br />
|- align="center" bgcolor="#CCCCCC"<br />
! Name !! Type !! Last update !! Last version !! Based on !! Language<br />
{{Update | #ffffff | 1Quest |http://www.ratzngodz.fr/| | {{stable}} | Fantasy | Feb 7 2015 | 1.04.000 | | [[Flash]] [[XML]] }}<br />
{{Update | #efefef | Allure of the Stars |http://allureofthestars.com| | {{beta}} | Sci-fi, Team | Aug 1 2015 | v0.5.0.0 | [[LambdaHack]] | [[Haskell]] }}<br />
{{Update | #ffffff | Ananias |http://slashland.co| | {{beta}} | Fantasy | Mar 2 2015 | 1.55 | | [[JavaScript]] }}<br />
{{Update | #efefef | Angband |http://rephial.org| | {{stable}} | Fantasy | Sep 6 2015 | 4.0.2 | [[Moria]] | [[C]] }}<br />
{{Update | #ffffff | Armoured Commander |http://www.armouredcommander.com/| | {{stable}} | Historical | Feb 16 2016 | 1.0 | | [[Python]] }}<br />
{{Update | #efefef | CataclysmDDA |http://en.cataclysmdda.com/| | {{beta}} | Modern, Apocalypse | Mar 9 2015 | 0.C | Cataclysm | [[C++]] }}<br />
{{Update | #ffffff | Cogmind |http://www.gridsagegames.com/cogmind/| | {{stable}}{{alpha}} | Sci-fi | Mar 23 2016 | Alpha 7b | | [[C++]] }}<br />
{{Update | #efefef | Collateral Souls |http://procrastinationsoftworks.com| | {{beta}} | Modern, Fantasy| Feb 22 2016 | beta 0.16 | | [[GML]] }}<br />
{{Update | #ffffff | Demon |http://demon.ferretdev.org/| | {{stable}}{{Alpha}} | Multiverse | Feb 3 2016 | 2/3/2016 Alpha | | [[C Sharp|C#]]}}<br />
{{Update | #ffffff | Demon's Sword |https://cannibalcat.itch.io/demons-sword| | {{stable}} | Fantasy | Feb 27 2016 | v1.4 | | [[C++]] }}<br />
{{Update | #efefef | Demon Tactic |http://demon-tactic.com/| | {{Alpha}} | Fantasy, Tactical | Sep 06 2015 | v.0.34 | [[Drakefire Chasm]], [[ADOM]] | [[PHP]]+[[javascript]]}}<br />
{{Update | #ffffff | Dragonslayer |http://www.astrolog.org/labyrnth/daedalus/dragon.htm| | {{Stable}} | Fantasy | Jun 1 2015 | 3.1 || [[C++]], [[Daedalus]]}}<br />
{{Update | #efefef | Dungeon Mercenary |http://www.schplaf.org/hgames | | {{beta}} | Fantasy | Feb 24 2016 | 16.02.24 | | [[Java]] }}<br />
{{Update | #efefef | Dungeons Of Everchange |http://www.darkgnosis.com/download/game/dungeon-of-everchange-rl/| | {{Alpha}} | Fantasy | December 12 2015 | 0.7a | | [[C++]] }}<br />
{{Update | #ffffff | Dwarf Fortress |http://bay12games.com/dwarves| | {{Alpha}} | Fantasy | Dec 12 2015 | v0.42.03 | | [[C++]] }}<br />
{{Update | #efefef | Fallen |http://ffhtr.blogspot.com/| then Roguelike | {{alpha}} | Fantasy | May 30 2015 | 0.2? | ELONA | [[Delphi]] }}<br />
{{Update | #ffffff | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | Mar 12 2016 | 0.9.9 | &nbsp; | [[C++]] }}<br />
{{Update | #efefef | Forays into Norrendrin |http://forays.github.io/| | {{stable}} | Fantasy | Nov 7 2015 | 0.8.4 | | [[C Sharp|C#]] }}<br />
{{Update | #ffffff | Ganymede Gate |http://ganymedegate.com/| | {{Alpha}} | Sci-fi | Jan 11 2016 | &alpha;7 | | [[Javascript]] }}<br />
{{Update | #efefef | GearHead |http://gearheadrpg.com/| | {{Stable}} | Sci-fi, Mecha | Apr 4 2016 | v1.300 | | [[Free Pascal]] }}<br />
{{Update | #ffffff | Golden Krone Hotel |https://www.reddit.com/r/goldenkronehotel/| | {{Alpha}} | Horror | Oct 25 2015 | 0.2.3 | | [[Javascript]] }}<br />
{{Update | #efefef | Gone Rogue |http://apps.ape-apps.com/gone-rogue/| | {{beta}} | Modern | Mar 30 2016 | 0.4 | | [[Javascript]] }}<br />
{{Update | #efefef | Herculeum |https://pypi.python.org/pypi/herculeum/0.15| | {{Alpha}} | Fantasy | Oct 26 2015 | 0.15 || [[Python]], [[Hy]]}}<br />
{{Update | #ffffff | Hunger Games |http://www.astrolog.org/labyrnth/daedalus/hunger.htm| | {{Stable}} | Modern/Sci-Fi | Jun 1 2015 | 3.1 || [[C++]], [[Daedalus]]}}<br />
{{Update | #efefef | Infra Arcana |http://infraarcana.wikispaces.com/| | {{beta}} | Horror/Lovecraft | Feb 18 2015 | 17.0 | | [[C++]]}}<br />
{{Update | #efefef | Javelin |https://javelinrl.wordpress.com/2015/09/01/hello-world/| | {{stable}} | Fantasy | Feb 26 2016 | 1.1| | [[Java]]}}<br />
{{Update | #efefef | Lost Labyrinth |http://http://www.lostlabyrinth.com| | {{stable}} | Fantasy | Jul 24, 2015 | 5.3.0 | | [[Basic|Pure Basic]] }}<br />
{{Update | #ffffff | Magician's Apprentice |http://games.kosek.com/game/magician.html| | {{beta}} | Fantasy | Apr 07 2015 | Playable-alpha 0.1 | | [[C++]] }}<br />
{{Update | #efefef | MidBoss |http://www.midboss.net| | {{beta}} | Fantasy | April 1 2016 | 0.7.2 | | [[CSharp|C#]] }}<br />
{{Update | #ffffff | Mysterious Space |http://mysteriousspace.com||{{stable}}|Sci-fi, 7 | Apr 3 2016 | 0.9.1 | | [[CSharp|C#]] }}<br />
{{Update | #efefef | Nethack |http://www.nethack.org| | {{stable}} | Fantasy | December 8 2015 | 3.6.0 | [[Hack]] | [[C]] }}<br />
{{Update | #ffffff | Numenfall |http://exong.net/RL/blog| | {{beta}} | Fantasy | Apr 4 2016 | 0.3.6 | | [[C_Sharp | C#]] }}<br />
{{Update | #efefef | PabloQuest3 |https://cebollinos.itch.io/pabloquest3| | {{stable}} | Fantasy | March 27 2016 | 3.05 || [[Python]] }}<br />
{{Update | #efefef | Pixel Dungeon |http://pixeldungeon.watabou.ru/| | {{stable}} | Fantasy | Dec 01 2015 | 1.9.2 || [[Java]] }}<br />
{{Update | #ffffff | PonyRL |http://ponyrl.com/| | {{beta}} | Equestria | Dec 25 2015 | 0.9.6 || [[Javascript]] }}<br />
{{Update | #efefef | PWMAngband |http://powerwyrm.monsite-orange.fr/page5/index.html/| | {{stable}} | Fantasy | Mar 25 2016 | 1.1.11 build 7 | [[Angband]] | [[C]] }}<br />
{{Update | #efefef | Remixed Pixel Dungeon |http://wiki.nyrds.net| | {{stable}} | Fantasy | Feb 21 2016 | remix.21.5 |[[Pixel Dungeon]]| [[Java]] }}<br />
{{Update | #ffffff | Sagittarius |https://www.swordstar.ca/sagittarius|| {{beta}} | Fantasy | August 30, 2015 | beta-6 || [[Haxe]] }}<br />
{{Update | #efefef | Shadow of the Wyrm |http://www.shadowofthewyrm.org/ | | {{beta}} | Fantasy | Sep 1 2015 | 0.4.0 | | [[C++]], [[Lua]] }}<br />
{{Update | #ffffff | Slash'EM Extended |http://nethackwiki.com/wiki/Slash%27EM_Extended| | {{stable}} | Fantasy | Mar 22 2016 | v165 | NetHack/SLASH'EM | [[C]] }}<br />
{{Update | #efefef | Sunstorm |http://gamejolt.com/games/adventure/sunstorm/45747/| | {{stable}} | Fantasy | May 6, 2015 | 1.3 || [[Python]]}}<br />
{{Update | #ffffff | Switch Hook |https://watabou.itch.io/switch-hook| | {{stable}} | Fantasy | Mar 29 2016 | 1.0.4 | | [[Haxe]] }}<br />
{{Update | #ffffff | The Ground Gives Way |http://www.thegroundgivesway.com/| | {{stable}} | Fantasy | Oct 18 2015 | Release #7 || [[C++]]}}<br />
{{Update | #efefef | The Temple of Torment |http://www.thetempleoftorment.net/| | {{Stable}} | Fantasy | Feb 3 2016 | Stable 8.4 || [[Python]]}}<br />
{{Update | #ffffff | The Veins of the Earth |http://www.moddb.com/mods/the-veins-of-the-earth| | {{beta}} | Fantasy | Mar 7 2016 | beta 12 | [[T-Engine]], [[Incursion]], [[Sil]], [[ADOM]] | [[Lua]] }}<br />
{{Update | #ffffff | The Wastes |http://www.reddit.com/r/thewastes| |{{beta}} | Post-Apocalypse | Oct 19 2015 | 0.8.9.4 | | [[C++]] }}<br />
{{Update | #efefef | ToME |http://tome.te4.org/| | {{stable}}{{beta}} | Fantasy,A | Mar 29 2015 | 1.3.1 | Zangband 2.2.0 | [[C]], [[Lua]], [[OpenGL]] }}<br />
{{Update | #efefef | Triangle Wizard |http://trianglewizard.webs.com/| | {{stable}} | Fantasy | Mar 23 2016 | R 17.01 | | [[Game Maker language|GML]] }}<br />
{{Update | #ffffff | UnAngband |http://unangband.blogspot.com/ | | {{beta}} | Fantasy,A | Aug 24 2015 | 0.6.4c | | [[C]] }}<br />
{{Update | #efefef | UnPabloQuest |http://vedrl.wordpress.com/ | | {{beta}} | Fantasy | Jul 26 2015 | R6 | | [[Python]] }}<br />
{{Update | #ffffff | UnReal World |http://www.unrealworld.fi/| | {{stable}} | [[Wilderness Survival]],Hist. | Feb 29 2016 | 3.30 | | [[C]], [[C++]] }}<br />
{{Update | #efefef | Valhalla |http://sourceforge.net/projects/zpg/ | | {{stable}} | Fantasy | Apr 16 2015 | Build 54 | | [[C++]] }}<br />
{{Update | #efefef | Xenomarine |http://logophil.itch.io/xenomarine/ | | {{stable}}{{alpha}} | Sci-fi | Mar 6 2016 | Demo 1.4.0 | | [[C#]] }}<br />
|}<br />
<br />
Type: Fantasy, Sci-fi, Modern, Anime, Surreal, Hist. = Historical, A = Angband variant, H = Hack variant, R = Rogue variant, 7 = (originally) 7DRL or similar<br />
<br />
<br />
[[Recently Updated Roguelikes/archive]]<br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42356Numenfall2016-04-04T17:07:24Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 4/4/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.6 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.6 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum. If the game crashes on startup, also check 'kernel.log' in the game directory for any additional error information.<br />
<br />
== Changelog for 0.3.6 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Add more content (quests, abilities, areas)<br />
* Add resource bar icons<br />
* FoV and AoE -> square<br />
* Fatigue -> Stamina, for consistency<br />
* Fixed some minor UI issues<br />
* Fixed a bug in character generation<br />
* Fixed a bug in overworld region generation<br />
* Fixed a bug that allowed you to take 2 turns in a row after waiting<br />
* Fixed a rare bug in text color formatting that could crash the game<br />
* Fixed a rare bug that could crash the game when re-entering a map you had just left on the same tick<br />
* Fixed a subtle bug that affected turn scheduling in nasty ways<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=42352News2016-04-04T14:12:45Z<p>Xan: Numenfall 0.3.6</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- 1: IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<!-- 2: IF YOU HAVE ALREADY RELEASED *THIS MONTH*, MOVE YOUR PREVIOUS RELEASE TO THE ARCHIVED LIST!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 4 April 2016 - [[Numenfall]] 0.3.6 [http://exong.net/RL/forum/index.php?topic=30.0 released]<br />
* 3 April 2016 - [[Shadow of the Wyrm]] 0.5.0 [http://www.shadowofthewyrm.org/downloads.html released]<br />
* 3 April 2016 - [[Mysterious Space]] 0.9.1 [http://steamcommunity.com/games/368700/announcements/detail/707437437375886421 released]<br />
* 1 April 2016 - [[MidBoss]] v0.7.2 [http://www.midboss.net/ released]<br />
* 30 March 2016 - [[Gone Rogue]] v.04 [http://apps.ape-apps.com/gone-rogue/ released]<br />
* 29 March 2016 - [[Professional Adventurers League]] v0.4.2 [https://www.dropbox.com/s/bkjmzk0p42sj0dt/Professional%20Adventurers%20League%20v0.4.2.jar?dl=0 released]<br />
* 29 March 2016 - [[Switch Hook]] 1.04 [https://watabou.itch.io/switch-hook released]<br />
* 28 March 2016 - [[RogueBox Adventures]] S160328 [https://rbadevblogblog.wordpress.com/2016/03/28/snapshot-3/ released]<br />
* 27 March 2016 - [[PabloQuest3]] 3.05 [https://cebollinos.itch.io/pabloquest3 released]<br />
* 27 March 2016 - [[Collateral Souls]] 0.17.2 [http://procrastinationsoftworks.com/wordpress/?page_id=253 released]<br />
* 25 March 2016 - [[PWMAngband]] 1.1.11 build 7 [http://powerwyrm.monsite-orange.fr released]<br />
* 24 March 2016 - [[Hydra Slayer]] 17.0 [http://zenorogue.blogspot.com/2016/03/hydra-slayer-released-on-steam.html released]<br />
* 23 March 2016 - [[Numenfall]] 0.3.5 [http://exong.net/RL/forum/index.php?topic=29.0 released]<br />
* 23 March 2016 - [[Triangle Wizard]] R 17.01 [http://www.trianglewizard.webs.com released]<br />
* 23 March 2016 - [[Slash'EM Extended]] stable version v165 [http://nethackwiki.com/wiki/Slash%27EM_Extended released]<br />
* 23 March 2016 - [[Robinson]] 0.2.0-RC3 [https://aaron-ds.itch.io/robinson released]<br />
* 23 March 2016 - [[Cogmind]] Alpha 7 [http://www.gridsagegames.com/cogmind/ released]<br />
* 23 March 2016 - [[Demon]] 3/23/2016 Alpha [https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web released]<br />
* 19 March 2016 - [[Darkyr]] 7DRL hotfix 4 [https://ptrefall.itch.io/darkyr released]<br />
* 17 March 2016 - [[Infra Arcana]] v18.1 [https://sites.google.com/site/infraarcana/ released]<br />
* 17 March 2016 - [[The Only Shadow That the Desert Knows]] (7drl) v1.2 [http://humbit.com/shadow/ released]<br />
* 13 March 2016 - [[Bisbee's Escape]] v7DRL [http://walsh9.github.io/7drl2016/ released]<br />
* 13 March 2016 - [[Dungeon Mercenary]] 16.03.13 [http://www.schplaf.org/hgames/changelog.html released]<br />
* 13 March 2016 - [[CryptoRl2]] 0.10 [http://www.roguebasin.com/index.php?title=CryptoRl2 released]<br />
* 12 March 2016 - [[Lotus, a town for rogues]] 1.0a 7DRL [http://www.caffeineoverdose.me/2016/03/lotus-town-for-roguesreleased.html released]<br />
* 13 March 2016 - [[Demon Tactic]] v.0.38 alpha [http://demon-tactic.com/ released]<br />
* 12 March 2016 - [[Fame]] 0.9.9 [https://sourceforge.net/p/untitled-rpg/blog/ released]<br />
* 8 March 2016 - [[yendor.ts]] 0.5.0 [https://github.com/jice-nospam/yendor.ts/releases released]<br />
* 7 March 2016 - [[The Veins of the Earth]] beta 12 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 6 March 2016 - [[Xenomarine]] Demo 1.4.0 [http://logophil.itch.io/xenomarine released]<br />
<div style="text-align:right">''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42351Numenfall2016-04-04T13:34:10Z<p>Xan: 0.3.6</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 4/4/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.6 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.6 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
* Graphical tiles are no longer currently fully supported<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
How to report a crash (on windows): run Event Viewer (should show up if you type “Event Viewer” into the start menu search bar), and navigate to ‘Windows Logs’ -> ‘Application’. Look for an error with the ‘Source’ being “.NET runtime” around the time you ran it. Copy the info from the general tab, and also in the details tab, there should be some EventData listed; just copy that as well and post all that information either in the release thread or a new thread on the forum.<br />
<br />
== Changelog for 0.3.6 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Add more content (quests, abilities, areas)<br />
* Add resource bar icons<br />
* FoV and AoE -> square<br />
* Fatigue -> Stamina, for consistency<br />
* Fixed some minor UI issues<br />
* Fixed a bug in character generation<br />
* Fixed a bug in overworld region generation<br />
* Fixed a bug that allowed you to take 2 turns in a row after waiting<br />
* Fixed a rare bug in text color formatting that could crash the game<br />
* Fixed a rare bug that could crash the game when re-entering a map you had just left on the same tick<br />
* Fixed a subtle bug that affected turn scheduling in nasty ways<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42280Numenfall2016-03-23T23:42:48Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 3/23/2016<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.5 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.5 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.5 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Rework game start<br />
* Add new items<br />
* Add new spells<br />
* Improved font rendering<br />
* You now get feedback if you can't gain a talent<br />
* Reworked accuracy and defense<br />
* Fix bug where magic items were not highlighted when pressing left alt if you weren't standing on any items<br />
* Fix UI not updating correctly after character death<br />
* Fix RMB action conflicts in some cases<br />
* Fix bug that prevented you from using the mouse to select tiles/ascii options<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=42279Numenfall2016-03-23T23:42:30Z<p>Xan: 0.3.5</p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 3/28/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.5 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.5 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.5 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Rework game start<br />
* Add new items<br />
* Add new spells<br />
* Improved font rendering<br />
* You now get feedback if you can't gain a talent<br />
* Reworked accuracy and defense<br />
* Fix bug where magic items were not highlighted when pressing left alt if you weren't standing on any items<br />
* Fix UI not updating correctly after character death<br />
* Fix RMB action conflicts in some cases<br />
* Fix bug that prevented you from using the mouse to select tiles/ascii options<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; the main game is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=42278News2016-03-23T23:40:57Z<p>Xan: Numenfall 0.3.5</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- GUYS!!! IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<!-- NEW: IF YOU HAVE ALREADY RELEASED *THIS MONTH*, MOVE YOUR PREVIOUS RELEASE TO THE ARCHIVED LIST!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 23 March 2016 - [[Numenfall]] 0.3.5 [http://exong.net/RL/forum/index.php?topic=29.0 released]<br />
* 23 March 2016 - [[Triangle Wizard]] R 17.01 [http://www.trianglewizard.webs.com released]<br />
* 23 March 2016 - [[Professional Adventurers League]] v0.4.1 [https://www.dropbox.com/s/j2m9ymygtrwxuar/Professional%20Adventurers%20League%20v0.4.1.jar?dl=0 released]<br />
* 23 March 2016 - [[Slash'EM Extended]] stable version v165 [http://nethackwiki.com/wiki/Slash%27EM_Extended released]<br />
* 23 March 2016 - [[Robinson]] 0.2.0-RC3 [https://aaron-ds.itch.io/robinson released]<br />
* 23 March 2016 - [[Cogmind]] Alpha 7 [http://www.gridsagegames.com/cogmind/ released]<br />
* 23 March 2016 - [[Demon]] 3/23/2016 Alpha [https://drive.google.com/folderview?id=0B-sx_4eW-B5hWnhNZlRPclZLeUU&usp=drive_web released]<br />
* 21 March 2016 - [[Collateral Souls]] 0.17.1 [http://procrastinationsoftworks.com/wordpress/?page_id=253 released]<br />
* 19 March 2016 - [[Professional Adventurers League]] v0.4.0 [https://www.dropbox.com/s/luismgp6fap4srd/Professional%20Adventurers%20League%20v0.4.0.jar?dl=0 released]<br />
* 19 March 2016 - [[Darkyr]] 7DRL hotfix 4 [https://ptrefall.itch.io/darkyr released]<br />
* 17 March 2016 - [[Infra Arcana]] v18.1 [https://sites.google.com/site/infraarcana/ released]<br />
* 17 March 2016 - [[The Only Shadow That the Desert Knows]] (7drl) v1.2 [http://humbit.com/shadow/ released]<br />
* 16 March 2016 - [[PWMAngband]] 1.1.11 build 6 [http://powerwyrm.monsite-orange.fr released]<br />
* 13 March 2016 - [[Bisbee's Escape]] v7DRL [http://walsh9.github.io/7drl2016/ released]<br />
* 13 March 2016 - [[Dungeon Mercenary]] 16.03.13 [http://www.schplaf.org/hgames/changelog.html released]<br />
* 13 March 2016 - [[CryptoRl2]] 0.10 [http://www.roguebasin.com/index.php?title=CryptoRl2 released]<br />
* 12 March 2016 - [[Lotus, a town for rogues]] 1.0a 7DRL [http://www.caffeineoverdose.me/2016/03/lotus-town-for-roguesreleased.html released]<br />
* 13 March 2016 - [[Demon Tactic]] v.0.38 alpha [http://demon-tactic.com/ released]<br />
* 12 March 2016 - [[Fame]] 0.9.9 [https://sourceforge.net/p/untitled-rpg/blog/ released]<br />
* 8 March 2016 - [[yendor.ts]] 0.5.0 [https://github.com/jice-nospam/yendor.ts/releases released]<br />
* 7 March 2016 - [[Shadow of the Wyrm]] 0.4.9 (patched) [http://www.shadowofthewyrm.org/downloads.html released]<br />
* 7 March 2016 - [[The Veins of the Earth]] beta 12 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 6 March 2016 - [[Xenomarine]] Demo 1.4.0 [http://logophil.itch.io/xenomarine released]<br />
* 29 February 2016 - [[Mysterious Space]] 0.9.0 [http://steamcommunity.com/games/368700/announcements/detail/747966842243194793 released]<br />
* 29 February 2016 - [[UnReal World]] 3.30 [http://www.unrealworld.fi released]<br />
* 27 February 2016 - [[GearHead]] v1.200 [https://github.com/jwvhewitt/gearhead-1/releases/tag/v1.200 released]<br />
* 27 February 2016 - [[Demon's Sword]] v1.4 [http://cannibalcat.itch.io/demons-sword released]<br />
* 27 February 2016 - [[Larn]] 13.0 [https://github.com/atsb/RL_M/releases/tag/13.0 released]<br />
* 26 February 2016 - [[Javelin]] 1.1 [https://javelinrl.wordpress.com/2016/02/26/javelin-1-1/ released]<br />
* 21 February 2016 - [[Remixed Pixel Dungeon]] 21.5 [https://play.google.com/store/apps/details?id=com.nyrds.pixeldungeon.ml released]<br />
* 20 February 2016 - [[ToME]] 1.4.4 [http://te4.org/blogs/darkgod/2016/02/news/tales-majeyal-144-aka-once-more-teasing-released released]<br />
* 17 February 2016 - [[RogueBox Adventures]] S160217 [https://rbadevblogblog.wordpress.com/2016/02/17/s160217/ released]<br />
* 16 February 2016 - [[Armoured Commander]] Stable 1.0 [http://www.armouredcommander.com/downloads.html released]<br />
* 4 February 2016 - [[Hieroglyphika]] 1.0.1 [http://store.steampowered.com/app/434880/ released]<br />
* 4 February 2016 - [[The Temple of Torment]] Stable 8.4 [http://www.thetempleoftorment.net/ released]<br />
* 2 February 2016 - [[SECTOR 2F]] 1.5 [https://play.google.com/store/apps/details?id=com.dg.ssrl.android released]<br />
<br />
<div style="text-align:right">''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Recently_Updated_Roguelikes&diff=40134Recently Updated Roguelikes2015-03-28T14:55:29Z<p>Xan: </p>
<hr />
<div>Roguelike games updated or released in the last 12 months<br />
<br />
When adding a new game to this list, make sure to keep it in alphabetical order.<br />
<br />
{| border="0" style="border: 1px solid #999; background-color:#FFFFFF" class="sortable"<br />
|- align="center" bgcolor="#CCCCCC"<br />
! Name !! Type !! Last update !! Last version !! Based on !! Language<br />
{{Update | #ffffff | 1Quest |http://www.ratzngodz.fr/| | {{stable}} | Fantasy | Feb 7 2015 | 1.04.000 | | [[Flash]] [[XML]] }}<br />
{{Update | #efefef | ADOM |http://www.ancientdomainsofmystery.com| | {{stable}}{{beta}} | Fantasy | Nov 28 2013 | 1.2.0 Prerelease 20 | | [[C]] [[Lua]] }}<br />
{{Update | #ffffff | ADOM II |http://www.ancientdomainsofmystery.com| | {{beta}} | Fantasy | Jan 1 2013 | 0.3.2 | [[ADOM]] [[JADE]] | [[Java]] }}<br />
{{Update | #efefef | Allure of the Stars |http://allureofthestars.com| | {{beta}} | Sci-fi, Team | Dec 12 2014 | v0.4.100.0 | [[LambdaHack]] | [[Haskell]] }}<br />
{{Update | #ffffff | Ananias |http://slashland.co| | {{beta}} | Fantasy | Aug 20 2014 | 1.25 | | [[JavaScript]] }}<br />
{{Update | #ffffff | Angband |http://rephial.org| | {{stable}} | Fantasy | Jan 4 2015 | 3.5.1 | [[Moria]] | [[C]] }}<br />
{{Update | #efefef | Attack The Geth |http://squidpony.com/computer-games/attack-geth| | {{Alpha}} | Sci Fi | Mar 17 2013 | 7dRL Edition | Mass Effect | [[Java]]}}<br />
{{Update | #ffffff | Bardess |http://sites.google.com/site/bardesstemp/| | {{stable}}{{beta}} | Fantasy, Tactical, Team | Jun 12 2013 | 0.7prc | |[[C#]]}}<br />
{{Update | #efefef | CataclysmDDA |http://en.cataclysmdda.com/| | {{beta}} | Modern, Apocalypse | November 16 2014 | 0.B | Cataclysm | [[C++]] }}<br />
{{Update | #ffffff | Choose |http://choose.dianet.se/| | {{beta}} | Fantasy | December 2 2014 | beta 3 | | [[Python]] }}<br />
{{Update | #efefef | Commission Impossible |http://jacobwgames.wordpress.com/2014/03/14/7drl2014-update-success/| | {{stable}} | Modern, 7 | March 15 2014 | 1.0.1 | | [[Haxe]] }}<br />
{{Update | #ffffff | Demon Tactic |http://demon-tactic.com/| | {{Alpha}} | Fantasy, Tactical | Feb 20 2015 | v.0.28 | [[Drakefire Chasm]], [[ADOM]] | [[PHP]]+[[javascript]]}}<br />
{{Update | #efefef | Dragonslayer |http://www.astrolog.org/labyrnth/daedalus/dragon.htm| | {{Stable}} | Fantasy | Sep 1 2014 | 3.0 || [[C++]], [[Daedalus]]}}<br />
{{Update | #ffffff | Drakefire Chasm |http://dowhilecompiling.blogspot.com/p/drakefire-chasm.html| | {{Stable}} | Fantasy | Dec 17 2012 | 1.3.1 || [[C++]]}}<br />
{{Update | #efefef | Dungeon Ho! |https://play.google.com/store/apps/details?id=com.sandalfoot.android.dungeonho| | | {{stable}} | Fantasy | May 22 2013 | 1.03 | | [[Java]] }}<br />
{{Update | #ffffff | Epilogue |http://kraflab.com/epilogue.html| | {{Stable}} | Fantasy | Jan 17 2013 | 2.A | | [[Blitzmax]] }}<br />
{{Update | #efefef | Equin: The Lantern |http://dxfgames.com/|| {{Stable}} | Fantasy | Aug 16 2014 | 1.2CT | | [[Multimedia Fusion 2]]}}<br />
{{Update | #ffffff | Fallen |http://ffhtr.blogspot.com/| then Roguelike | {{alpha}} | Fantasy | Dec 26 2014 | 0.2 | ELONA | [[Delphi]] }}<br />
{{Update | #efefef | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | Nov 12 2014 | 0.9.6 | &nbsp; | [[C++]] }}<br />
{{Update | #ffffff | First Age Angband |http://angband.oook.cz/faangband| | {{stable}} | Fantasy | Oct 28 2012 | 1.3 | [[Angband]] | [[C]] }}<br />
{{Update | #efefef | Forays into Norrendrin |http://code.google.com/p/forays-into-norrendrin/| | {{stable}} | Fantasy | Oct 2 2014 | 0.8.3 | | [[C Sharp|C#]] }}<br />
{{Update | #ffffff | Frozen Depths |http://frozendepths.net| | {{stable}} | Fantasy | August 29 2014 | 1.05 | | [[C++]]}}<br />
{{Update | #efefef | Guilder |http://seregsarn.net/guilder/| | {{beta}} | Fantasy | Oct 3 2014 | 0.7.1 | | [[C++]] }}<br />
{{Update | #ffffff | Herculeum |https://github.com/tuturto/pyherc| | {{alpha}} | Fantasy | April 2014 | 0.12 | | [[Python]], [[Hy]] }}<br />
{{Update | #efefef | Here Be Dragons |http://herebedragons.watabou.ru| | {{alpha}} | Fantasy, 7 | Mar 16 2013 | | | [[Flash]] }}<br />
{{Update | #ffffff | Hunger Games |http://www.astrolog.org/labyrnth/daedalus/hunger.htm| | {{Stable}} | Modern/Sci-Fi | Sep 1 2014 | 3.0 || [[C++]], [[Daedalus]]}}<br />
{{Update | #efefef | Infra Arcana |http://infraarcana.wikispaces.com/| | {{beta}} | Horror/Lovecraft | Apr 17 2014 | 16.0 | | [[C++]]}}<br />
{{Update | #ffffff | Into the Dungeon++ |http://studio7.guru-gaming.org| | {{beta}} | Fantasy | Oct 22 2014 | 0.9.2 | | [[C++]]}}<br />
{{Update | #efefef | Kerkerkruip |http://lilith.cc/~victor| | {{Stable}} | Fantasy | April 13 2014 | 9 | | [[Inform 7]] }}<br />
{{Update | #ffffff | Land of Darkness |http://powerwyrm.monsite-orange.fr/page4/index.html| | {{beta}} | Fantasy | Dec 24 2014 | 0.9.9 build 14 | [[ADOM]], [[Angband]] | [[Java]] }}<br />
{{Update | #efefef | Lost Labyrinth |http://http://www.lostlabyrinth.com| | {{stable}} | Fantasy | Jun 15 2014 | 5.2.1 | | [[Basic|Pure Basic]] }}<br />
{{Update | #ffffff | Malastro |http://tinyurl.com/c8faodr| | {{beta}} | Modern/Sci-fi | Nov 14 2012 | 1.1 | | [[C_Sharp | C#]] }}<br />
{{Update | #efefef | MagmaHack |http://weirdrogue.blogspot.com| | {{beta}} | Fantasy | Oct 16 2012 | b3 | | [[Java]] }}<br />
{{Update | #ffffff | MidBoss |http://www.midboss.net| | {{beta}} | Fantasy | Feb 21 2015 | 0.6.0 | | [[CSharp|C#]] }}<br />
{{Update | #efefef | Neon |https://sourceforge.net/projects/neon/| | {{alpha}} | Fantasy | Sep 25 2014| 0.4.2 | | [[Java]], [[JavaScript]] }}<br />
{{Update | #ffffff | Noxico |http://helmet.kafuka.org/noxico/| | {{alpha}} | Erotic fantasy | Apr 17 2013| 0.1.2 | | [[CSharp|C#]] }}<br />
{{Update | #efefef | NPPAngband |http://forum.nppangband.org/| | {{stable}} | Fantasy | August 10 2013 | 7.0.0 | [[Angband]] | [[C]] }}<br />
{{Update | #ffffff | NPPMoria |http://forum.nppangband.org/| | {{stable}} | Fantasy | August 10 2013 | 7.0.0 | [[Moria]] | [[C]] }}<br />
{{Update | #efefef | Numenfall |http://exong.net/RL/blog| | {{beta}} | Fantasy | Mar 28 2015 | 0.3.4 | | [[C_Sharp | C#]] }}<br />
{{Update | #ffffff | Pixel Dungeon |http://pixeldungeon.watabou.ru/| | {{stable}} | Fantasy | Jan 22 2015 | 1.7.5 || [[Java]] }}<br />
{{Update | #efefef | PonyRL |http://ponyrl.com/| | {{stable}}{{beta}} | Equestria | Aug 20 2014 | 0.9.5 | | [[Javascript]] }}<br />
{{Update | #ffffff | PWMAngband |http://powerwyrm.monsite-orange.fr/page5/index.html/| | {{stable}} | Fantasy | Jan 05 2015 | 1.1.10 build 4 | [[Angband]] | [[C]] }}<br />
{{Update | #efefef | Possession |http://taylor-vaughan.com| | {{stable}} | Fantasy,7 | April 29 2013 | 1.1 | | [[Lua]] }}<br />
{{Update | #ffffff | Red Rogue |http://redrogue.net/| | {{stable}} | Fantasy | Dec 4 2012 | 1.0.1 | &nbsp; | [[AS3]] }}<br />
{{Update | #efefef | Seduction Quest |http://within-the-void.blogspot.com/| | {{alpha}} | Erotic fantasy | Feb 28 2013 | 0.201 | &nbsp; | [[Lua]] }}<br />
{{Update | #ffffff | Sil |http://www.amirrorclear.net/flowers/game/sil/| | {{Stable}} | Fantasy | Jan 03 2013 | 1.1.1 || [[C]]}}<br />
{{Update | #efefef | Slash'EM Extended |http://nethackwiki.com/wiki/Slash%27EM_Extended| | {{stable}} | Fantasy | Dec 13 2014 | v86 | NetHack/SLASH'EM | [[C]] }}<br />
{{Update | #ffffff | Space Privateers |https://hackage.haskell.org/package/SpacePrivateers| | {{Beta}} | Sci-Fi | Aug 8 2014 | 0.1.0.0 | [[LambdaHack]] | [[Haskell]] }}<br />
{{Update | #efefef | @Star Wars |http://caffeineoverdose.me| | {{Alpha}} | Sci-fi | Nov 06 2012 | 0.5a || [[Python]]}}<br />
{{Update | #ffffff | SurviveRL |http://surviverl.shoutwiki.com/wiki/Main_Page| | {{Alpha}} | [[Wilderness Survival]] | June 27 2013 | 0.01 || [[CSharp|C#]]}}<br />
{{Update | #efefef | The ground gives way |http://www.thegroundgivesway.com/| | {{stable}} | Fantasy | Mar 24 2015 | Release #6A || [[C++]]}}<br />
{{Update | #ffffff | The Temple of Torment |http://www.thetempleoftorment.net/| | {{Stable}} | Fantasy | Feb 23 2015 | Stable 3.0 || [[Python]]}}<br />
{{Update | #efefef | The Wizard's Lair |http://www.wizardslair.co.uk| | {{stable}} | Fantasy | Apr 5 2013 | v205 | [[NetHack]], [[Sword of Fargoal]] | [[BlitzMax]] }}<br />
{{Update | #ffffff | The Veins of the Earth |http://www.moddb.com/mods/the-veins-of-the-earth| | {{beta}} | Fantasy | Mar 21 2015 | beta 7 | [[T-Engine]], [[Incursion]], [[Sil]], [[ADOM]] | [[Lua]] }}<br />
{{Update | #efefef | TomeNET |http://www.tomenet.net/| (multiplayer) | {{stable}} | Fantasy | Aug 18 2012 | 4.4.9b | MAng,ToME,ZAng,Cth | [[C]],[[Lua]] }}<br />
{{Update | #ffffff | ToME |http://tome.te4.org/| | {{stable}}{{beta}} | Fantasy,A | Feb 18 2014 | 1.1.5 | Zangband 2.2.0 | [[C]], [[Lua]], [[OpenGL]] }}<br />
{{Update | #efefef | Triangle Wizard |http://trianglewizard.webs.com/| | {{stable}} | Fantasy | Nov 26 2013 | R 16.04 | | [[Game Maker language | GML]] }}<br />
{{Update | #ffffff | Unnamed RL |http://sourceforge.net/projects/unnamed-rl/| | {{alpha}} | Fantasy | Jun 15 2013 | Build 4 | | [[FreeBASIC]]}}<br />
{{Update | #efefef | UnReal World |http://www.unrealworld.fi/| | {{stable}} | [[Wilderness Survival]],Hist. | Mar 17 2015 | 3.20p2 | | [[C]], [[C++]] }}<br />
{{Update | #ffffff | Valhalla |http://sourceforge.net/projects/zpg/ | | {{stable}} | Fantasy | Oct 04 2014 | Build 53 | | [[C++]] }}<br />
{{Update | #efefef | Voyage to Farland |http://www.peculiar-games.com/| | {{stable}} | Fantasy | Oct 5 2012 | 1.94 | &nbsp; | [[C]], [[Java]] }}<br />
{{Update | #ffffff | Wayward |http://www.unlok.ca/wayward/| | {{beta}} | [[Wilderness Survival]] | Aug 31 2014 | Beta 1.9.2 | | [[HTML5]], [[JavaScript]] }}<br />
{{Update | #efefef | X@COM |http://xcomrl.blogspot.com| | {{stable}}{{alpha}} | Sci-fi | Apr 1 2013 | 0.17.130401r9 | X-COM | [[C++]] }}<br />
|}<br />
<br />
Type: Fantasy, Sci-fi, Modern, Anime, Surreal, Hist. = Historical, A = Angband variant, H = Hack variant, R = Rogue variant, 7 = (originally) 7DRL or similar<br />
<br />
<br />
[[Recently Updated Roguelikes/archive]]<br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=40133News2015-03-28T14:51:32Z<p>Xan: </p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- GUYS!!! IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
<br />
* 28 March 2015 - [[Numenfall]] 0.3.4 [http://exong.net/RL/forum/index.php?topic=27.0 released]<br />
* 25 March 2015 - [[Stygian Abyss]] 1.2 [http://blog.slashie.net/2015/03/25/stygian-abyss-1-2-new-weapons-intro-and-ending/ released]<br />
* 25 March 2015 - [[SanctuaryRPG]] 2.0.5 [http://www.PlaySRPG.com released]<br />
* 24 March 2015 - [[The ground gives way]] Release #6A [http://www.thegroundgivesway.com released]<br />
* 22 March 2015 - [[Demon Tactic]] version 0.29 [http://demon-tactic.com/ released]<br />
* 22 March 2015 - [[KORZ-RL]] 7DRL minor update v1.01 [http://korzgame.wordpress.com released]<br />
* 21 March 2015 - [[NoWayButDown]] 7DRL [https://bitbucket.org/ccapo/nowaybutdown/downloads download]<br />
* 21 March 2015 - [[Shiny Gauntlet]] Alpha v0.31 [http://spritewrench.itch.io/shinygauntlet download]<br />
* 21 March 2015 - [[The Veins of the Earth]] BETA 7 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 21 March 2015 - [[Void_Sanctum]] 7DRL Bugfixes v1.01 [http://ptrefall.itch.io/void-sanctum download]<br />
* 21 March 2015 - [[LikeLikeLite]] Episode 1 [http://www.likelikelite.com/2015/03/episode-1-cardinal-quest-2_62.html released]<br />
* 21 March 2015 - [[EienteiRL]] 7DRL v0.1.1 [http://bakabbq.github.io/EienteiRL/ released]<br />
* 20 March 2015 - [[Rollgue]] 7DRL v1.0 [http://rustltd.itch.io/rollgue download]<br />
* 20 March 2015 - [[The ground gives way]] Release #6 [http://www.thegroundgivesway.com released]<br />
* 18 March 2015 - [[Combat Chess]] 7DRL [https://onedrive.live.com/download?resid=D1EAC8B9200A8595%21145 download]<br />
* 17 March 2015 - [[Six Way Wanderer]] 7DRL v1.0 [http://www.mikesspace.net/sww released]<br />
* 17 March 2015 - [[Loguerike]] 7DRL v1.0 [http://fholio.de/things/7drl2015/ released]<br />
* 17 March 2015 - [[UnReal World]] 3.20p2 [http://www.unrealworld.fi released]<br />
* 17 March 2015 - [[Rogue Space Marine]] 7DRL v1.0 [https://dl.dropboxusercontent.com/u/20603960/Rogue%20Space%20Marine%20v1.zip download]<br />
* 17 March 2015 - [[Void_Sanctum]] 7DRL v1.0 [http://ptrefall.itch.io/void-sanctum download]<br />
* 17 March 2015 - [[MineClimbeR]] 7DRL v1.1.3 [https://github.com/v4nz666/MineClimbeR-L- released]<br />
* 16 March 2015 - [[Copy Frogue]] 7DRL v1.0 [http://cpets.ch/cf/ released]<br />
* 16 March 2015 - [[Huge]] 7DRL v1.0 [http://www.patricklipo.com/randomprojects/huge-international-7drl-challenge-2015/ released]<br />
* 16 March 2015 - [[Vamps N Wolves]] 7DRL v1.0 [http://http://techbear.itch.io/vamps-n-wolves released]<br />
* 16 March 2015 - [[Void Sanctum]] 7DRL v1.0 [http://ptrefall.itch.io/void-sanctum released]<br />
* 16 March 2015 - [[KORZ-RL]] 7DRL v1.0 [http://korzgame.wordpress.com released]<br />
* 16 March 2015 - [[Roli]] 7DRL v1.0 [http://davidblosser.com/Roli.html released]<br />
* 15 March 2015 - [[Chitinous Crooks]] 7DRL [https://walsh9.github.io/7drl2015/ released]<br />
* 15 March 2015 - [[Please the Island God]] v.7DRL [http://www.plomlompom.de/PlomRogue/plomwiki.php?title=7DRL2015Day7 released]<br />
* 15 March 2015 - [[Anoxic Depths]] v.7DRL [http://roguelikeeducation.org/20.html released]<br />
* 15 March 2015 - [[STRIVE]] 7DRL v1.0 [http://supperdev.itch.io/strive released]<br />
* 15 March 2015 - [[Infinite Energy]] 7DRL version 1.0.1 [http://jacic.itch.io/infinite-energy released]<br />
* 15 March 2015 - [[NoirRL]] 7DRL+fix [http://vedrl.wordpress.com/download-2/ released]<br />
* 14 March 2015 - [[The Chase]] 1.0 [http://nerdygentleman.itch.io/the-chase released]<br />
* 9 March 2015 - [[Red Wizard]] 2015.03.02.1933 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 9 March 2015 - [[CataclysmDDA]] 0,C Cooper [http://smf.cataclysmdda.com/index.php?topic=9757.0 released]<br />
* 6 March 2015 - [[Scantanador]] 0.1 Beta [http://www.adrianomarchetti.it/altro/scantanador-roguelike_en.php released]<br />
* 5 March 2015 - [[SanctuaryRPG]] 2.0.4 [http://www.PlaySRPG.com released]<br />
* 4 March 2015 - [[Incursion]] 0.6.9Y18 [https://bitbucket.org/rmtew/incursion-roguelike/overview released]<br />
* 2 March 2015 - [[Ananias]] 1.55 [http://blog.slashie.net/2015/03/02/ananias-roguelike-1-55-share-on-facebook-examine-the-dungeon-ring-guardian/ released]<br />
* 1 March 2015 - [[Incursion]] 0.6.9Y16 [https://bitbucket.org/rmtew/incursion-roguelike/overview released]<br />
<div style="text-align:right"><br />
''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=40130Numenfall2015-03-28T14:39:17Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Numenfall<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 3/28/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.4 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.4 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.4 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Add new experimental armor mechanic<br />
* Rework throwing net and caltrops to be feat granting equipment items<br />
* Add solar system<br />
* Shield feats are now active<br />
* Mouse input now works for direction prompt<br />
* Simplify lighting<br />
* Rework herbalism and alchemy<br />
* Improve talent points page<br />
* Improve cooldown display<br />
* Improve dungeon generation<br />
* Add value tracking for statistics<br />
* Add option for limiting FPS<br />
* Remove strictly inferior weapon types<br />
* Fix finding another path on mouseover if a path already exists<br />
* Fix goto command working while carrying unpaid items<br />
* Fix nasty bug in pageable text<br />
* Fix mistakes in some feat descriptions<br />
* Fix shields not allowing you to equip them at the same time as a ranged weapon<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Legend_of_Siegfried&diff=40129Legend of Siegfried2015-03-28T14:39:00Z<p>Xan: Xan moved page Legend of Siegfried to Numenfall: Game title has changed</p>
<hr />
<div>#REDIRECT [[Numenfall]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=40128Numenfall2015-03-28T14:38:59Z<p>Xan: Xan moved page Legend of Siegfried to Numenfall: Game title has changed</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 3/28/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.4 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.4 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.4 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Add new experimental armor mechanic<br />
* Rework throwing net and caltrops to be feat granting equipment items<br />
* Add solar system<br />
* Shield feats are now active<br />
* Mouse input now works for direction prompt<br />
* Simplify lighting<br />
* Rework herbalism and alchemy<br />
* Improve talent points page<br />
* Improve cooldown display<br />
* Improve dungeon generation<br />
* Add value tracking for statistics<br />
* Add option for limiting FPS<br />
* Remove strictly inferior weapon types<br />
* Fix finding another path on mouseover if a path already exists<br />
* Fix goto command working while carrying unpaid items<br />
* Fix nasty bug in pageable text<br />
* Fix mistakes in some feat descriptions<br />
* Fix shields not allowing you to equip them at the same time as a ranged weapon<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=40127Numenfall2015-03-28T14:38:14Z<p>Xan: 0.3.4</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 3/28/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.4 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.4 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.4 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Add new experimental armor mechanic<br />
* Rework throwing net and caltrops to be feat granting equipment items<br />
* Add solar system<br />
* Shield feats are now active<br />
* Mouse input now works for direction prompt<br />
* Simplify lighting<br />
* Rework herbalism and alchemy<br />
* Improve talent points page<br />
* Improve cooldown display<br />
* Improve dungeon generation<br />
* Add value tracking for statistics<br />
* Add option for limiting FPS<br />
* Remove strictly inferior weapon types<br />
* Fix finding another path on mouseover if a path already exists<br />
* Fix goto command working while carrying unpaid items<br />
* Fix nasty bug in pageable text<br />
* Fix mistakes in some feat descriptions<br />
* Fix shields not allowing you to equip them at the same time as a ranged weapon<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=39732News2015-02-11T09:36:12Z<p>Xan: Legend of Siegfried 0.3.3</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- GUYS!!! IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 7 February 2015 - [[1Quest]] Stable 1.04.000 [http://www.ratzngodz.fr/ released]<br />
* 6 February 2015 - [[Legend of Siegfried]] 0.3.3 [http://exong.net/RL/forum/index.php?topic=26.0 released]<br />
* 1 February 2015 - [[Scantanador]] Alpha1 [http://www.adrianomarchetti.it/altro/scantanador-roguelike_en.php released]<br />
* 1 February 2015 - [[TomeNET]] 4.5.9 [http://www.tomenet.eu/ released]<br />
* 31 January 2015 - [[SanctuaryRPG]] 1.1.2 [http://www.PlaySRPG.com released]<br />
* 30 January 2015 - [[KeeperRL]] Alpha13 [http://keeperrl.com released]<br />
* 28 January 2015 - [[yendor.ts]] 0.4.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.4.0 released]<br />
* 27 January 2015 - [[Demon Tactic]] v0.27 [http://demon-tactic.com/ released]<br />
* 23 January 2015 - [[Legend of Siegfried]] 0.3.2 [http://exong.net/RL/forum/index.php?topic=24.0 released]<br />
* 23 January 2015 - [[SanctuaryRPG]] 1.1.0 [http://www.PlaySRPG.com released]<br />
* 22 January 2015 - [[Pixel Dungeon]] 1.7.5 [https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon released]<br />
* 21 January 2014 - [[The Temple of Torment]] Stable 2.0 [http://www.thetempleoftorment.net/downloads/ released]<br />
* 19 January 2015 - [[SanctuaryRPG]] 1.0.9 [http://www.PlaySRPG.com released]<br />
* 17 January 2015 - [[yendor.ts]] 0.3.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.3.0 released]<br />
* 14 January 2015 - [[Grid]] 1.0a (Launch) [http://www.caffeineoverdose.me/2015/01/into-grid.html released]<br />
* 14 January 2015 - [[UnReal World]] 3.20-patch1 [http://www.unrealworld.fi/ released]<br />
* 14 January 2015 - [[Zombie Minefield Sweeper]] 0.0.1 [http://jsfiddle.net/JesterBLUE/cco8mt0a/embedded/result/ released]<br />
* 12 January 2015 - [[Red Wizard]] 2015.01.02.1404 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 9 January 2015 - [[Legend of Siegfried]] 0.3.1 [http://exong.net/RL/forum/index.php?topic=23.0 released]<br />
* 9 January 2015 - [[Demon Tactic]] v0.26 [http://demon-tactic.com/ released]<br />
* 8 January 2015 - [[Elemental]] 1.0 [http://www.indiedb.com/games/elemental/ released]<br />
* 7 January 2015 - [[Dwarf Fortress]] 0.40.24 [http://www.bay12games.com/dwarves/ released]<br />
* 6 January 2015 - [[SanctuaryRPG]] 1.0.8 [http://www.PlaySRPG.com released]<br />
* 5 January 2015 - [[Rot Magus]] 0.3.0.93 [https://github.com/kosinaz/Rot-Magus/releases/tag/v0.3.0 released]<br />
* 5 January 2015 - [[PWMAngband]] 1.1.10 build 4 [http://www.mangband.org/forum/viewtopic.php?f=9&t=2146 released]<br />
* 5 January 2015 - [[Demon Tactic]] v0.25 [http://demon-tactic.com/ released]<br />
* 4 January 2015 - [[Witch Blast]] v0.4.1 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.1 released]<br />
* 4 January 2015 - [[Angband]] 3.5.1 [http://rephial.org released]<br />
* 1 January 2015 - [[Legend of Siegfried]] 0.3.0 [http://exong.net/RL/forum/index.php?topic=22.0 released]<br />
* 1 January 2015 - [[yendor.ts]] 0.2.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.2.0 released]<br />
* 1 January 2015 - [[Voyage to Farland]] 2.2.9 [http://www.peculiar-games.com released]<br />
* 31 December 2014 - [[Rogue Effect]] v0.5 [http://dowhilecompiling.blogspot.fi/2014/12/rogue-effect-v05-released-happy-new.html released]<br />
* 28 December 2014 - [[Prospector]] R197 [http://www.prospector.at released]<br />
* 27 Decenber 2014 - [[Hundred]] v0.8.3 [https://sourceforge.net/projects/hundredrl/files/?source=navbar released]<br />
* 27 December 2014 - [[SanctuaryRPG]] 1.0.3 [http://www.PlaySRPG.com released]<br />
* 26 December 2014 - [[Fallen]] 0.2 [http://ffhtr.blogspot.ru/2014/12/fallen-02-playtest-released.html released]<br />
* 25 December 2014 - [[SanctuaryRPG]] 1.0.2 [http://www.PlaySRPG.com released]<br />
* 24 December 2014 - [[Dwarf Fortress]] 0.40.23 [http://www.bay12games.com/dwarves/ released]<br />
* 24 December 2014 - [[Land of Darkness]] 0.9.9 build 14 [http://powerwyrm.monsite-orange.fr released]<br />
* 24 December 2014 - [[Ananias]] 1.46 [http://blog.slashie.net/2014/12/23/ananias-roguelike-1-46-released-alchemy-and-magic-for-all/ released]<br />
* 23 December 2014 - [[yendor.ts]] 0.1.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.1.0 released]<br />
* 23 December 2014 - [[Incursion]] 0.6.9Y15 [https://bitbucket.org/rmtew/incursion-roguelike/downloads released]<br />
* 22 December 2014 - [[The Veins of the Earth]] BETA 6.5 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 22 December 2014 - [[UnReal World]] 3.20 [http://www.unrealworld.fi/ released]<br />
* 21 December 2014 - [[TomeNET]] 4.5.8a [http://www.tomenet.net/ released]<br />
* 21 December 2014 - [[Dwarf Fortress]] 0.40.22 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Dwarf Fortress]] 0.40.21 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Witch Blast]] v0.4.0 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.0 released]<br />
* 19 December 2014 - [[Lord of the Dark Castle]] 1.0 [http://craze.se/lotdc/lotdc.php released]<br />
* 18 December 2014 - [[Dwarf Fortress]] 0.40.20 [http://www.bay12games.com/dwarves/ released]<br />
* 15 December 2014 - [[KeeperRL]] Alpha12 [http://keeperrl.com released]<br />
* 14 December 2014 - [[First Paradise]] v4.5(mac) [http://gvxcomp.itch.io/first-paradise released]<br />
* 14 December 2014 - [[Prospector]] R196 [http://www.prospector.at released]<br />
* 13 December 2014 - [[Slash'EM Extended]] v86 [https://app.box.com/s/bjmryzddy3t7llv6jekb/ released]<br />
* 13 December 2014 - [[Ultima Ratio Regum]] 0.6 [http://www.ultimaratioregum.co.uk/game/2014/12/13/urr-0-6-released/ released]<br />
* 12 December 2014 - [[SanctuaryRPG]] 0.9.2 [http://www.PlaySRPG.com released]<br />
* 12 December 2014 - [[The ground gives way]] Release #5 [http://www.thegroundgivesway.com released]<br />
* 12 December 2014 - [[Allure of the Stars]] v0.4.100.0, aka 'The last interstellar thaw' [https://github.com/AllureOfTheStars/Allure/releases/latest released]<br />
* 12 December 2014 - [[LambdaHack]] v0.4.100.0, aka 'The last thaw' [https://github.com/LambdaHack/LambdaHack/releases/latest released]<br />
* 10 December 2014 - [[Pixel Dungeon]] 1.7.4 [https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon released]<br />
* 8 December 2014 - [[Red Wizard]] 2014.11.22.0853 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 8 December 2014 - [[Atlas Warriors]] alpha 9 [http://www.nerdygentleman.com/2014/12/atlas-warriors-major-update-alpha-9.html released]<br />
* 7 December 2014 - [[Hundred]] v0.8.2 [https://sourceforge.net/projects/hundredrl/?source=typ_redirect released]<br />
* 6 December 2014 - [[Yendor.ts]] v0.0.3 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.0.3 released]<br />
* 6 December 2014 - [[First Paradise]] v4.5 (Windows) [http://gvxcomp.itch.io/first-paradise released]<br />
* 2 December 2014 - [[The Temple of Torment]] Stable 1.1 [http://www.thetempleoftorment.net/downloads/ released]<br />
* 2 December 2014 - [[Choose]] beta 3 [http://choose.dianet.se released]<br />
<div style="text-align:right"><br />
''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39725Numenfall2015-02-07T00:11:41Z<p>Xan: /* Changelog for 0.3.3 */</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 2/6/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.3 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.3 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.3 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added visual actor system<br />
* Add category folding to inventory page<br />
* Remove skills (corresponding feats have been added)<br />
* Ranged weapons can now be used while using a shield, but attacking with melee or ranged will prevent you from attacking with the other for a short time<br />
* Rework weapon combat stats and critical hits<br />
* Change zombie graphics, so that the type is recognizable<br />
* Add time correlation and setting<br />
* Settings page improved<br />
* Improve overworld generation<br />
* Fix minion kill events not registering on their boss<br />
* Fix shop generation region selection<br />
* Fix looking/targeting not recentering screen when done<br />
* Fix bug with mouse over<br />
* Fix minor content bug<br />
* Fix bug with plague duration<br />
* Fixed a bug with clicking off the edge of the map<br />
* Fix an AI exploit<br />
* Included fix for NVorbis<br />
* Included fix for Monogame<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39724Numenfall2015-02-07T00:11:01Z<p>Xan: Version 0.3.3</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 2/6/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.3 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.3 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.3 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
Added visual actor system<br />
Add category folding to inventory page<br />
Remove skills (corresponding feats have been added)<br />
Ranged weapons can now be used while using a shield, but attacking with melee or ranged will prevent you from attacking with the other for a short time<br />
Rework weapon combat stats and critical hits<br />
Change zombie graphics, so that the type is recognizable<br />
Add time correlation and setting<br />
Settings page improved<br />
Improve overworld generation<br />
Fix minion kill events not registering on their boss<br />
Fix shop generation region selection<br />
Fix looking/targeting not recentering screen when done<br />
Fix bug with mouse over<br />
Fix minor content bug<br />
Fix bug with plague duration<br />
Fixed a bug with clicking off the edge of the map<br />
Fix an AI exploit<br />
Included fix for NVorbis<br />
Included fix for Monogame<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39717Numenfall2015-02-04T23:23:25Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 1/23/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.2 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://exong.net/RL/blog Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.2 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added content<br />
* Add UI tabs<br />
* Add confirmation for spending talent points<br />
* Add quit option to main menu screen<br />
* Add options to main menu screen<br />
* Add intelligence requirement to literacy<br />
* Increase overall darkness in underground areas and at night<br />
* Rework item modifier price influencing<br />
* Rework containers interface<br />
* Rework NPC outfitting and item drops<br />
* Rework ammunition<br />
* Current gold is displayed when purchasing from shops<br />
* Redo building generator<br />
* Fix being able to use items on the overworld<br />
* Fix bug with mouse action context sometimes being lost<br />
* Fix modifiers for some items<br />
* Fix bug with floating text X position being slightly off<br />
* Fix bug in Monogame with recycling sound sources (multithreading issue)<br />
* Fix innate zombie armor name<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39716Numenfall2015-02-04T23:22:31Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 1/23/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.2 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.<br />
<br />
== Changelog for 0.3.2 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added content<br />
* Add UI tabs<br />
* Add confirmation for spending talent points<br />
* Add quit option to main menu screen<br />
* Add options to main menu screen<br />
* Add intelligence requirement to literacy<br />
* Increase overall darkness in underground areas and at night<br />
* Rework item modifier price influencing<br />
* Rework containers interface<br />
* Rework NPC outfitting and item drops<br />
* Rework ammunition<br />
* Current gold is displayed when purchasing from shops<br />
* Redo building generator<br />
* Fix being able to use items on the overworld<br />
* Fix bug with mouse action context sometimes being lost<br />
* Fix modifiers for some items<br />
* Fix bug with floating text X position being slightly off<br />
* Fix bug in Monogame with recycling sound sources (multithreading issue)<br />
* Fix innate zombie armor name<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=39651News2015-01-24T01:18:41Z<p>Xan: Legend of Siegfried 0.3.2</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- GUYS!!! IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 23 January 2015 - [[Legend of Siegfried]] 0.3.2 [http://exong.net/RL/forum/index.php?topic=24.0 released]<br />
* 23 January 2015 - [[SanctuaryRPG]] 1.1.0 [http://www.PlaySRPG.com released]<br />
* 22 January 2015 - [[Pixel Dungeon]] 1.7.5 [https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon released]<br />
* 21 January 2014 - [[The Temple of Torment]] Stable 2.0 [http://www.thetempleoftorment.net/downloads/ released]<br />
* 19 January 2015 - [[SanctuaryRPG]] 1.0.9 [http://www.PlaySRPG.com released]<br />
* 17 January 2015 - [[yendor.ts]] 0.3.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.3.0 released]<br />
* 14 January 2015 - [[Grid]] 1.0a (Launch) [http://www.caffeineoverdose.me/2015/01/into-grid.html released]<br />
* 14 January 2015 - [[UnReal World]] 3.20-patch1 [http://www.unrealworld.fi/ released]<br />
* 14 January 2015 - [[Zombie Minefield Sweeper]] 0.0.1 [http://jsfiddle.net/JesterBLUE/cco8mt0a/embedded/result/ released]<br />
* 12 January 2015 - [[Red Wizard]] 2015.01.02.1404 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 9 January 2015 - [[Legend of Siegfried]] 0.3.1 [http://exong.net/RL/forum/index.php?topic=23.0 released]<br />
* 9 January 2015 - [[Demon Tactic]] v0.26 [http://demon-tactic.com/ released]<br />
* 8 January 2015 - [[Elemental]] 1.0 [http://www.indiedb.com/games/elemental/ released]<br />
* 7 January 2015 - [[Dwarf Fortress]] 0.40.24 [http://www.bay12games.com/dwarves/ released]<br />
* 6 January 2015 - [[SanctuaryRPG]] 1.0.8 [http://www.PlaySRPG.com released]<br />
* 5 January 2015 - [[Rot Magus]] 0.3.0.93 [https://github.com/kosinaz/Rot-Magus/releases/tag/v0.3.0 released]<br />
* 5 January 2015 - [[PWMAngband]] 1.1.10 build 4 [http://www.mangband.org/forum/viewtopic.php?f=9&t=2146 released]<br />
* 5 January 2015 - [[Demon Tactic]] v0.25 [http://demon-tactic.com/ released]<br />
* 4 January 2015 - [[Witch Blast]] v0.4.1 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.1 released]<br />
* 4 January 2015 - [[Angband]] 3.5.1 [http://rephial.org released]<br />
* 1 January 2015 - [[Legend of Siegfried]] 0.3.0 [http://exong.net/RL/forum/index.php?topic=22.0 released]<br />
* 1 January 2015 - [[yendor.ts]] 0.2.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.2.0 released]<br />
* 1 January 2015 - [[Voyage to Farland]] 2.2.9 [http://www.peculiar-games.com released]<br />
* 31 December 2014 - [[Rogue Effect]] v0.5 [http://dowhilecompiling.blogspot.fi/2014/12/rogue-effect-v05-released-happy-new.html released]<br />
* 28 December 2014 - [[Prospector]] R197 [http://www.prospector.at released]<br />
* 27 Decenber 2014 - [[Hundred]] v0.8.3 [https://sourceforge.net/projects/hundredrl/files/?source=navbar released]<br />
* 27 December 2014 - [[SanctuaryRPG]] 1.0.3 [http://www.PlaySRPG.com released]<br />
* 26 December 2014 - [[Fallen]] 0.2 [http://ffhtr.blogspot.ru/2014/12/fallen-02-playtest-released.html released]<br />
* 25 December 2014 - [[SanctuaryRPG]] 1.0.2 [http://www.PlaySRPG.com released]<br />
* 24 December 2014 - [[Dwarf Fortress]] 0.40.23 [http://www.bay12games.com/dwarves/ released]<br />
* 24 December 2014 - [[Land of Darkness]] 0.9.9 build 14 [http://powerwyrm.monsite-orange.fr released]<br />
* 24 December 2014 - [[Ananias]] 1.46 [http://blog.slashie.net/2014/12/23/ananias-roguelike-1-46-released-alchemy-and-magic-for-all/ released]<br />
* 23 December 2014 - [[yendor.ts]] 0.1.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.1.0 released]<br />
* 23 December 2014 - [[Incursion]] 0.6.9Y15 [https://bitbucket.org/rmtew/incursion-roguelike/downloads released]<br />
* 22 December 2014 - [[The Veins of the Earth]] BETA 6.5 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 22 December 2014 - [[UnReal World]] 3.20 [http://www.unrealworld.fi/ released]<br />
* 21 December 2014 - [[TomeNET]] 4.5.8a [http://www.tomenet.net/ released]<br />
* 21 December 2014 - [[Dwarf Fortress]] 0.40.22 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Dwarf Fortress]] 0.40.21 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Witch Blast]] v0.4.0 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.0 released]<br />
* 19 December 2014 - [[Lord of the Dark Castle]] 1.0 [http://craze.se/lotdc/lotdc.php released]<br />
* 18 December 2014 - [[Dwarf Fortress]] 0.40.20 [http://www.bay12games.com/dwarves/ released]<br />
* 15 December 2014 - [[KeeperRL]] Alpha12 [http://keeperrl.com released]<br />
* 14 December 2014 - [[First Paradise]] v4.5(mac) [http://gvxcomp.itch.io/first-paradise released]<br />
* 14 December 2014 - [[Prospector]] R196 [http://www.prospector.at released]<br />
* 13 December 2014 - [[Slash'EM Extended]] v86 [https://app.box.com/s/bjmryzddy3t7llv6jekb/ released]<br />
* 13 December 2014 - [[Ultima Ratio Regum]] 0.6 [http://www.ultimaratioregum.co.uk/game/2014/12/13/urr-0-6-released/ released]<br />
* 12 December 2014 - [[SanctuaryRPG]] 0.9.2 [http://www.PlaySRPG.com released]<br />
* 12 December 2014 - [[The ground gives way]] Release #5 [http://www.thegroundgivesway.com released]<br />
* 12 December 2014 - [[Allure of the Stars]] v0.4.100.0, aka 'The last interstellar thaw' [https://github.com/AllureOfTheStars/Allure/releases/latest released]<br />
* 12 December 2014 - [[LambdaHack]] v0.4.100.0, aka 'The last thaw' [https://github.com/LambdaHack/LambdaHack/releases/latest released]<br />
* 10 December 2014 - [[Pixel Dungeon]] 1.7.4 [https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon released]<br />
* 8 December 2014 - [[Red Wizard]] 2014.11.22.0853 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 8 December 2014 - [[Atlas Warriors]] alpha 9 [http://www.nerdygentleman.com/2014/12/atlas-warriors-major-update-alpha-9.html released]<br />
* 7 December 2014 - [[Hundred]] v0.8.2 [https://sourceforge.net/projects/hundredrl/?source=typ_redirect released]<br />
* 6 December 2014 - [[Yendor.ts]] v0.0.3 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.0.3 released]<br />
* 6 December 2014 - [[First Paradise]] v4.5 (Windows) [http://gvxcomp.itch.io/first-paradise released]<br />
* 3 December 2014 - [[1Quest]] Stable 1.03.000 [http://www.ratzngodz.fr/ released]<br />
* 2 December 2014 - [[The Temple of Torment]] Stable 1.1 [http://www.thetempleoftorment.net/downloads/ released]<br />
* 2 December 2014 - [[Choose]] beta 3 [http://choose.dianet.se released]<br />
<div style="text-align:right"><br />
''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39650Numenfall2015-01-24T01:16:34Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 1/23/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.2 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Changelog for 0.3.2 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added content<br />
* Add UI tabs<br />
* Add confirmation for spending talent points<br />
* Add quit option to main menu screen<br />
* Add options to main menu screen<br />
* Add intelligence requirement to literacy<br />
* Increase overall darkness in underground areas and at night<br />
* Rework item modifier price influencing<br />
* Rework containers interface<br />
* Rework NPC outfitting and item drops<br />
* Rework ammunition<br />
* Current gold is displayed when purchasing from shops<br />
* Redo building generator<br />
* Fix being able to use items on the overworld<br />
* Fix bug with mouse action context sometimes being lost<br />
* Fix modifiers for some items<br />
* Fix bug with floating text X position being slightly off<br />
* Fix bug in Monogame with recycling sound sources (multithreading issue)<br />
* Fix innate zombie armor name<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39649Numenfall2015-01-24T01:16:18Z<p>Xan: 0.3.2 release</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 1/1/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.2 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Changelog for 0.3.2 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added content<br />
* Add UI tabs<br />
* Add confirmation for spending talent points<br />
* Add quit option to main menu screen<br />
* Add options to main menu screen<br />
* Add intelligence requirement to literacy<br />
* Increase overall darkness in underground areas and at night<br />
* Rework item modifier price influencing<br />
* Rework containers interface<br />
* Rework NPC outfitting and item drops<br />
* Rework ammunition<br />
* Current gold is displayed when purchasing from shops<br />
* Redo building generator<br />
* Fix being able to use items on the overworld<br />
* Fix bug with mouse action context sometimes being lost<br />
* Fix modifiers for some items<br />
* Fix bug with floating text X position being slightly off<br />
* Fix bug in Monogame with recycling sound sources (multithreading issue)<br />
* Fix innate zombie armor name<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=39602News2015-01-09T23:36:07Z<p>Xan: The Legend of Siegfried 0.3.1</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- GUYS!!! IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 9 January 2015 - [[Legend of Siegfried]] 0.3.1 [http://exong.net/RL/forum/index.php?topic=23.0 released]<br />
* 9 January 2015 - [[Demon Tactic]] v0.26 [http://demon-tactic.com/ released]<br />
* 8 January 2015 - [[Elemental]] 1.0 [http://www.indiedb.com/games/elemental/ released]<br />
* 7 January 2015 - [[Dwarf Fortress]] 0.40.24 [http://www.bay12games.com/dwarves/ released]<br />
* 6 January 2015 - [[SanctuaryRPG]] 1.0.8 [http://www.PlaySRPG.com released]<br />
* 5 January 2015 - [[Rot Magus]] 0.3.0.93 [https://github.com/kosinaz/Rot-Magus/releases/tag/v0.3.0 released]<br />
* 5 January 2015 - [[PWMAngband]] 1.1.10 build 4 [http://www.mangband.org/forum/viewtopic.php?f=9&t=2146 released]<br />
* 5 January 2015 - [[Demon Tactic]] v0.25 [http://demon-tactic.com/ released]<br />
* 4 January 2015 - [[Witch Blast]] v0.4.1 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.1 released]<br />
* 4 January 2015 - [[Angband]] 3.5.1 [http://rephial.org released]<br />
* 1 January 2015 - [[Legend of Siegfried]] 0.3.0 [http://exong.net/RL/forum/index.php?topic=22.0 released]<br />
* 1 January 2015 - [[yendor.ts]] 0.2.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.2.0 released]<br />
* 1 January 2015 - [[Voyage to Farland]] 2.2.9 [http://www.peculiar-games.com released]<br />
* 31 December 2014 - [[Rogue Effect]] v0.5 [http://dowhilecompiling.blogspot.fi/2014/12/rogue-effect-v05-released-happy-new.html released]<br />
* 28 December 2014 - [[Prospector]] R197 [http://www.prospector.at released]<br />
* 27 Decenber 2014 - [[Hundred]] v0.8.3 [https://sourceforge.net/projects/hundredrl/files/?source=navbar released]<br />
* 27 December 2014 - [[SanctuaryRPG]] 1.0.3 [http://www.PlaySRPG.com released]<br />
* 26 December 2014 - [[Fallen]] 0.2 [http://ffhtr.blogspot.ru/2014/12/fallen-02-playtest-released.html released]<br />
* 25 December 2014 - [[SanctuaryRPG]] 1.0.2 [http://www.PlaySRPG.com released]<br />
* 24 December 2014 - [[Dwarf Fortress]] 0.40.23 [http://www.bay12games.com/dwarves/ released]<br />
* 24 December 2014 - [[Land of Darkness]] 0.9.9 build 14 [http://powerwyrm.monsite-orange.fr released]<br />
* 24 December 2014 - [[Ananias]] 1.46 [http://blog.slashie.net/2014/12/23/ananias-roguelike-1-46-released-alchemy-and-magic-for-all/ released]<br />
* 23 December 2014 - [[yendor.ts]] 0.1.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.1.0 released]<br />
* 23 December 2014 - [[Incursion]] 0.6.9Y15 [https://bitbucket.org/rmtew/incursion-roguelike/downloads released]<br />
* 22 December 2014 - [[The Veins of the Earth]] BETA 6.5 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 22 December 2014 - [[UnReal World]] 3.20 [http://www.unrealworld.fi/ released]<br />
* 21 December 2014 - [[TomeNET]] 4.5.8a [http://www.tomenet.net/ released]<br />
* 21 December 2014 - [[Dwarf Fortress]] 0.40.22 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Dwarf Fortress]] 0.40.21 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Witch Blast]] v0.4.0 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.0 released]<br />
* 19 December 2014 - [[Lord of the Dark Castle]] 1.0 [http://craze.se/lotdc/lotdc.php released]<br />
* 18 December 2014 - [[Dwarf Fortress]] 0.40.20 [http://www.bay12games.com/dwarves/ released]<br />
* 15 December 2014 - [[KeeperRL]] Alpha12 [http://keeperrl.com released]<br />
* 14 December 2014 - [[First Paradise]] v4.5(mac) [http://gvxcomp.itch.io/first-paradise released]<br />
* 14 December 2014 - [[Prospector]] R196 [http://www.prospector.at released]<br />
* 13 December 2014 - [[Slash'EM Extended]] v86 [https://app.box.com/s/bjmryzddy3t7llv6jekb/ released]<br />
* 13 December 2014 - [[Ultima Ratio Regum]] 0.6 [http://www.ultimaratioregum.co.uk/game/2014/12/13/urr-0-6-released/ released]<br />
* 12 December 2014 - [[SanctuaryRPG]] 0.9.2 [http://www.PlaySRPG.com released]<br />
* 12 December 2014 - [[The ground gives way]] Release #5 [http://www.thegroundgivesway.com released]<br />
* 12 December 2014 - [[Allure of the Stars]] v0.4.100.0, aka 'The last interstellar thaw' [https://github.com/AllureOfTheStars/Allure/releases/latest released]<br />
* 12 December 2014 - [[LambdaHack]] v0.4.100.0, aka 'The last thaw' [https://github.com/LambdaHack/LambdaHack/releases/latest released]<br />
* 10 December 2014 - [[Pixel Dungeon]] 1.7.4 [https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon released]<br />
* 8 December 2014 - [[Red Wizard]] 2014.11.22.0853 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 8 December 2014 - [[Atlas Warriors]] alpha 9 [http://www.nerdygentleman.com/2014/12/atlas-warriors-major-update-alpha-9.html released]<br />
* 7 December 2014 - [[Hundred]] v0.8.2 [https://sourceforge.net/projects/hundredrl/?source=typ_redirect released]<br />
* 6 December 2014 - [[Yendor.ts]] v0.0.3 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.0.3 released]<br />
* 6 December 2014 - [[First Paradise]] v4.5 (Windows) [http://gvxcomp.itch.io/first-paradise released]<br />
* 3 December 2014 - [[1Quest]] Stable 1.03.000 [http://www.ratzngodz.fr/ released]<br />
* 2 December 2014 - [[The Temple of Torment]] Stable 1.1 [http://www.thetempleoftorment.net/downloads/ released]<br />
* 2 December 2014 - [[Choose]] beta 3 [http://choose.dianet.se released]<br />
<div style="text-align:right"><br />
''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39601Numenfall2015-01-09T23:34:49Z<p>Xan: 0.3.1 Released</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 1/1/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
Requires .NET Framework 4.0 or Mono with support for .NET 4.0<br />
<br />
[http://exong.net/RL/download.php?music=yes Download 0.3.1 (Music)]<br><br />
[http://exong.net/RL/download.php?music=no Download 0.3.1 (Without music)]<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Changelog for 0.3.1 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Chatting with shopkeepers now allows you to buy and sell items<br />
* Add audio support and settings<br />
* Add more quests<br />
* Enemies that notice you now briefly show a red '!' over them<br />
* Add missing snow forest image<br />
* Fix minor issue with world gen<br />
* Fix bug with dialogue panel sometimes not being tall enough<br />
* Fix bug with mighty blow<br />
* Fix bug with multiple meta-command<br />
* Only allow loading games from the same version<br />
* Aiming projectiles and spells now allows scrolling at edge of main view<br />
* Fix some menus interpreting mouse clicks or the escape command incorrectly<br />
* Lower minimum resolution to 640x480<br />
* Projectiles now pass through neutrals and allies; AoE rules still apply<br />
* Added fatigue cost to talent descriptions<br />
* Fatigue resource bar now shows exact number<br />
* Simplify context actions in inventory panel<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=39535News2015-01-01T21:49:07Z<p>Xan: Legend of Siegfried 0.3.0</p>
<hr />
<div>{{:Old news/Nav}}<br />
<!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
<!-- !!!!!!!!!!!!!!!! --><br />
<!-- GUYS!!! IF YOU ARE REMOVING OLD NEWS, DON'T FORGET TO UPDATE ARCHIVE AND MOVE DELETED NEWS THERE!--><br />
<onlyinclude><!-- ADD NEWS DIRECTLY BELOW THIS LINE --><br />
* 1 January 2015 - [[Legend of Siegfried]] 0.3.0 [http://exong.net/RL/forum/index.php?topic=22.0 released]<br />
* 1 January 2015 - [[yendor.ts]] 0.2.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.2.0 released]<br />
* 1 January 2015 - [[Voyage to Farland]] 2.2.9 [http://www.peculiar-games.com released]<br />
* 31 December 2014 - [[Rogue Effect]] v0.5 [http://dowhilecompiling.blogspot.fi/2014/12/rogue-effect-v05-released-happy-new.html released]<br />
* 28 December 2014 - [[Prospector]] R197 [http://www.prospector.at released]<br />
* 27 Decenber 2014 - [[Hundred]] v0.8.3 [https://sourceforge.net/projects/hundredrl/files/?source=navbar released]<br />
* 27 December 2014 - [[SanctuaryRPG]] 1.0.3 [http://www.PlaySRPG.com released]<br />
* 26 December 2014 - [[Fallen]] 0.2 [http://ffhtr.blogspot.ru/2014/12/fallen-02-playtest-released.html released]<br />
* 25 December 2014 - [[SanctuaryRPG]] 1.0.2 [http://www.PlaySRPG.com released]<br />
* 24 December 2014 - [[Dwarf Fortress]] 0.40.23 [http://www.bay12games.com/dwarves/ released]<br />
* 24 December 2014 - [[Land of Darkness]] 0.9.9 build 14 [http://powerwyrm.monsite-orange.fr released]<br />
* 24 December 2014 - [[Ananias]] 1.46 [http://blog.slashie.net/2014/12/23/ananias-roguelike-1-46-released-alchemy-and-magic-for-all/ released]<br />
* 23 December 2014 - [[yendor.ts]] 0.1.0 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.1.0 released]<br />
* 23 December 2014 - [[Incursion]] 0.6.9Y15 [https://bitbucket.org/rmtew/incursion-roguelike/downloads released]<br />
* 22 December 2014 - [[The Veins of the Earth]] BETA 6.5 [https://github.com/Zireael07/The-Veins-of-the-Earth/releases released]<br />
* 22 December 2014 - [[UnReal World]] 3.20 [http://www.unrealworld.fi/ released]<br />
* 21 December 2014 - [[TomeNET]] 4.5.8a [http://www.tomenet.net/ released]<br />
* 21 December 2014 - [[Dwarf Fortress]] 0.40.22 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Dwarf Fortress]] 0.40.21 [http://www.bay12games.com/dwarves/ released]<br />
* 19 December 2014 - [[Witch Blast]] v0.4.0 [https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.0 released]<br />
* 19 December 2014 - [[Lord of the Dark Castle]] 1.0 [http://craze.se/lotdc/lotdc.php released]<br />
* 18 December 2014 - [[Dwarf Fortress]] 0.40.20 [http://www.bay12games.com/dwarves/ released]<br />
* 15 December 2014 - [[KeeperRL]] Alpha12 [http://keeperrl.com released]<br />
* 14 December 2014 - [[First Paradise]] v4.5(mac) [http://gvxcomp.itch.io/first-paradise released]<br />
* 14 December 2014 - [[Prospector]] R196 [http://www.prospector.at released]<br />
* 13 December 2014 - [[Slash'EM Extended]] v86 [https://app.box.com/s/bjmryzddy3t7llv6jekb/ released]<br />
* 13 December 2014 - [[Ultima Ratio Regum]] 0.6 [http://www.ultimaratioregum.co.uk/game/2014/12/13/urr-0-6-released/ released]<br />
* 12 December 2014 - [[SanctuaryRPG]] 0.9.2 [http://www.PlaySRPG.com released]<br />
* 12 December 2014 - [[The ground gives way]] Release #5 [http://www.thegroundgivesway.com released]<br />
* 12 December 2014 - [[Allure of the Stars]] v0.4.100.0, aka 'The last interstellar thaw' [https://github.com/AllureOfTheStars/Allure/releases/latest released]<br />
* 12 December 2014 - [[LambdaHack]] v0.4.100.0, aka 'The last thaw' [https://github.com/LambdaHack/LambdaHack/releases/latest released]<br />
* 10 December 2014 - [[Pixel Dungeon]] 1.7.4 [https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon released]<br />
* 8 December 2014 - [[Red Wizard]] 2014.11.22.0853 [http://www.sweetsoftware.co.nz/red_wizard.html released] [https://itunes.apple.com/us/app/red-wizard/id830022160 iTunes] [https://play.google.com/store/apps/details?id=nz.co.sweetsoftware.rw Google Play]<br />
* 8 December 2014 - [[Atlas Warriors]] alpha 9 [http://www.nerdygentleman.com/2014/12/atlas-warriors-major-update-alpha-9.html released]<br />
* 7 December 2014 - [[Hundred]] v0.8.2 [https://sourceforge.net/projects/hundredrl/?source=typ_redirect released]<br />
* 6 December 2014 - [[Yendor.ts]] v0.0.3 [https://github.com/jice-nospam/yendor.ts/releases/tag/v0.0.3 released]<br />
* 6 December 2014 - [[First Paradise]] v4.5 (Windows) [http://gvxcomp.itch.io/first-paradise released]<br />
* 3 December 2014 - [[1Quest]] Stable 1.03.000 [http://www.ratzngodz.fr/ released]<br />
* 2 December 2014 - [[The Temple of Torment]] Stable 1.1 [http://www.thetempleoftorment.net/downloads/ released]<br />
* 2 December 2014 - [[Choose]] beta 3 [http://choose.dianet.se released]<br />
* 26 November 2014 - [[Dwarf Fortress]] 0.40.19 [http://www.bay12games.com/dwarves/ released]<br />
* 23 November 2014 - [[Choose]] beta 2 [http://choose.dianet.se released]<br />
* 23 November 2014 - [[Land of Darkness]] 0.9.9 build 13 [http://powerwyrm.monsite-orange.fr released]<br />
* 23 November 2014 - [[Ananias]] 1.42 [http://blog.slashie.net/2014/11/23/ananias-roguelike-1-42-alchemist-can-mix-potions-and-shoot-deadly-fluids/ released]<br />
* 22 November 2014 - [[Choose]] beta 1 [http://choose.dianet.se released]<br />
* 20 November 2014 - [[Lingwall]] 0.0.0 [http://www.lingwall.org released]<br />
* 20 November 2014 - [[Dwarf Fortress]] 0.40.18 [http://www.bay12games.com/dwarves/ released]<br />
* 19 November 2014 - [[Dwarf Fortress]] 0.40.17 [http://www.bay12games.com/dwarves/ released]<br />
* 19 November 2014 - [[Ananias]] 1.41 [http://blog.slashie.net/2014/11/18/ananias-roguelike-1-41-new-class-arcane-master-statues-and-more/ released]<br />
* 16 November 2014 - [[Prospector]] R195 [http://www.prospector.at released]<br />
* 16 November 2014 - [[CataclysmDDA]] 0.B "Brin" [http://smf.cataclysmdda.com/index.php?topic=8377.0 released]<br />
* 15 November 2014 - [[Incursion]] 0.6.9Y14 [https://bitbucket.org/rmtew/incursion-roguelike/downloads released]<br />
* 12 November 2014 - [[Dwarf Fortress]] 0.40.16 [http://www.bay12games.com/dwarves/ released]<br />
* 12 November 2014 - [[Fame]] 0.9.6 [https://sourceforge.net/p/untitled-rpg/blog/ released]<br />
* 10 November 2014 - [[Prospector]] R194 [http://www.prospector.at released]<br />
* 07 November 2014 - [[The Depths of Tolagal]] v1.0.0 [http://the-depths-of-tolagal.com/ released]<br />
<div style="text-align:right"><br />
''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div></onlyinclude><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39534Numenfall2015-01-01T21:37:12Z<p>Xan: Release 0.3.0</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 1/1/2015<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.3.0 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.3.0 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Changelog for 0.3.0 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added mousewheel handling<br />
* Removed accidental item destruction mechanics<br />
* Reworked visual dynamics presentation<br />
* Feats are now granted by assigning talent points, which are granted by leveling up<br />
* Removed/simplified most speed modifiers<br />
* Current HP scaling is proportional<br />
* '''Many other changes/optimizations/improvements'''<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=39511Numenfall2015-01-01T05:38:09Z<p>Xan: Remove outdated screenshots</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 12/3/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.6 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Changelog for 0.2.6 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added hp bar<br />
* A* optimization<br />
* You no longer need to restart to change font size, window size, or fullscreen<br />
* Added basic playback functionality<br />
* Metal items can now melt<br />
* Added option to scale graphics<br />
* Added error handling to allow you a chance to attempt a save in case of a fatal error<br />
* Reworked cave generation<br />
* Added containers<br />
* Reworked score system<br />
* Added AI-based dungeon generation<br />
* Added trees<br />
* Added AI usage for all implemented feats<br />
* Added AI usage for all implemented spells<br />
* Added more content<br />
* Added required time to cast spells to spellcraft page<br />
* Reworked how modifiers are applied to various types of equipment<br />
* Combine inventory and equipment screens<br />
* Right click on adjacent tiles will now attempt to open/close/operate or talk to a person there<br />
* Finish yeti quest<br />
* Change "open" command to "operate" command<br />
* Remove "close" command<br />
* Added cross training to combat skills<br />
* Add tooltips to most statuses<br />
* Many GUI improvements, fuller mouse integration<br />
* Complete rewrite of low-level display and input<br />
* Critical hits no longer do any bonus damage, but will always deal maximum damage at +75% armor penetration<br />
* Improved UI for various menus<br />
* Added active DM AI<br />
* Make number of shops in city more consistent and reduce size of city<br />
* Added descriptions for most potions<br />
* Visible creatures and items now show graphical tiles<br />
* Added more feats<br />
* Improved AI (fleeing)<br />
* Going up or down no longer takes two turns<br />
* Decreased wolf strength and agility<br />
* Fixed a bug with pathfinding and traps<br />
* Fixed some issues with displaying extended tiles<br />
* Fixed a minor grammer issue<br />
* Fixed save game meta info for some backgrounds<br />
* Fixed a display bug that only manifested at certain resolutions<br />
* Fixed a minor bug with automation<br />
* Fixed a minor bug with targeting in non-visible areas<br />
<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Articles&diff=30688Articles2012-12-21T20:08:23Z<p>Xan: Undo revision 30687 by Ipodsoft (talk)</p>
<hr />
<div>This is a listing of articles, arranged by subject.<br />
<br />
Articles under "design" will help the developer make decisions about gameplay. Articles under "implementation" will help with algorithm design, and offer various methods of implementing features. Headings are arranged in a general chronological order of development. Large lists of ideas (items, spells, themes, etc.) are in bold.<br />
<br />
==Development==<br />
* [[Roguelike Dev FAQ]]<br />
* [[How to Write a Roguelike in 15 Steps]]<br />
* [[7DRL]]<br />
* [[Motivation]]<br />
* [[Open Source]]<br />
<br />
=== Fundamentals ===<br />
* [[What a roguelike is]]<br />
* [[Dungeon]]<br />
* [[Items]]<br />
* [[Monster]]<br />
* [[Character]]<br />
* [[Race]]<br />
* [[Class]]<br />
* [[Skill]]<br />
* [[Permadeath]]<br />
* [[Shops]]<br />
* [[Random generation]]<br />
<br />
===Project management===<br />
Roguelike developments are complicated projects to handle; if you have weak goals, the project will slip out of your control and its success may be compromised.<br />
* [[Rewrite]]<br />
* [[Bug]] and [[Bug Report]]<br />
* [[RFE]]<br />
<br />
===Game modification===<br />
* [[Translation]]<br />
* [[Localization Project]]<br />
<br />
=== Communities ===<br />
* [[rgrd]]<br />
* [http://wiki.gamedev.net/ Game Programming Wiki]<br />
* [[rgrd chatroom]]<br />
<br />
==Design==<br />
* [[Aspects of playing]]<br />
* [[Fun Factor]]<br />
* [[Power Curve]]<br />
* [[The Role of Hunger]]<br />
* [[Alternatives to Permadeath]]<br />
* [[Third dimension in an ASCII-based roguelike]]<br />
* [[Time Systems]]<br />
* [[What a RL should be]]<br />
* [[Roguelike Alphabet]]<br />
* [[Spatial Consistency]]<br />
<br />
===Setting, story, and mood===<br />
* '''[[Theme]]'''<br />
* [[Roguelike Themes]]<br />
* [[Creating a Story]]<br />
* [[Horror in Roguelike Games]]<br />
* [[Horror1|Horror in Roguelike Games, Part I : Gore]]<br />
* [[Roguelike Mood]]<br />
* [[Big List of RPG Plots]]<br />
<br />
===Roleplaying===<br />
* [[Quests in Roguelikes]]<br />
<br />
===Dungeon features, terrain===<br />
* [[Dungeon persistence]]<br />
* [[RL Terrain]]<br />
* [http://roguelikedeveloper.blogspot.com/2007/11/unangband-dungeon-generation-part-one.html Unangband Dungeon Generation]<br />
* [[Basic BSP Dungeon generation]]<br />
* [[Basic directional dungeon generation]]<br />
<br />
===Combat===<br />
* '''[[Monster attacks]]'''<br />
* [[Implicit Facing]]<br />
* [[Interesting Critical Hits]]<br />
<br />
===Magic===<br />
* [[Magic]]<br />
* [[Magic systems]]<br />
* [[Spell]]<br />
* [[The Gramarye A Magic System for FUDGE]]<br />
* [http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System]<br />
<br />
===Religion===<br />
* [[Religious Constraints (Rules)]]<br />
<br />
===Interface===<br />
* '''[[Preferred Key Controls]]'''<br />
* '''[[User interface features]]'''<br />
* [[Icons in Roguelikes]]<br />
* [[Roguelike Interface]]<br />
<br />
===Game ideas===<br />
Ideas for roguelikes are posted regularly on [[rgrd]], but over time are forgotten. In an attempt to preserve the more interesting ideas these pages were created:<br />
* [[Magic Tower]]<br />
* [[Modern Dungeon Exploration]]<br />
* [[Roguelike DM]] by [[Timothy Pruett]]<br />
* [[Magical Dungeon]] by Patashu<br />
* [[GalaxyRL]] by tongHoAnh<br />
* [[Time-gate roguelike]] by anchor0057<br />
* [[Murder Mystery RL]] by Shedletsky<br />
* [[World of Rogue]] by [[Gamer_2k4]]<br />
* [[Shopkeeper RL]] by Antonie<br />
* [[Fire Brigade RL]] by Antonie<br />
* [[TraderRL]] by alsagoz<br />
* [[OrcRL]] by DrGong<br />
* [http://groups.google.com/group/rec.games.roguelike.development/browse_thread/thread/35a94c69af62ac95?fwc=1 God's 7DRL]<br />
* [[Poisoned Character Roguelike]]<br />
<br />
==Implementation==<br />
* [[Ssh server]]<br />
* [[Complete Roguelike Tutorial, using python+libtcod]]<br />
* [[Language in Roguelikes]]<br />
* [[Things which are hard to code]]<br />
* [[Portability Issues]]<br />
* [[Code design basics]]<br />
* [[Save Files]]<br />
* [http://forum.basicprogramming.org/index.php/topic,1542.msg9692.html#msg9692 FreeBasic: Let's Build a Roguelike]: Rick Clark's excellent step-by-step tutorial covering the implementation of a roguelike game. [[FreeBasic]] is the programming language used in the tutorial, but the general principles are the same for other languages. As of April 7, 2011, the tutorial is complete.<br />
* [[New Roguelike Tutorial, using Lua+libtcod]]<br />
* [http://www.kathekonta.com/rlguide/index.html Beginner's Guide to Roguelikes] - a C/C++ focused tutorial for new programmers.<br />
* [[rot.js tutorial|Ananas aus Caracas: rot.js tutorial]]<br />
<br />
=== Programming languages ===<br />
RogueBasin has articles about these languages. That doesn't mean that you can't use other languages. The best language for your roguelike is the one you know well (or want to learn).<br />
* [[C]]<br />
* [[C_Sharp|C#]]<br />
* [[Cpp|C++]]<br />
* [[D]]<br />
* [[Bcx Basic]] <br />
* [[FreeBasic]]<br />
* [[FreePascal]]<br />
* [[Java]]<br />
* [[JavaScript]]<br />
* [[Lua]]<br />
* [[Python]]<br />
* [[Ruby]]<br />
* [[Common Lisp]]<br />
* [[Haskell]]<br />
<br />
=== Portability ===<br />
* [[Portability Issues]]<br />
* [[Unix]]<br />
* [[Windows]]<br />
* [[Linux]]<br />
* [[Mac OS|Mac]]<br />
* [[Unicode]]<br />
* [[Output libraries]]<br />
<br />
=== Extensibility ===<br />
* [[Roguelike engines]]<br />
* [[Info Files]]<br />
* [[Info File Variant - Compile-to-Code]]<br />
* [[Lua makes info files obsolete]]<br />
* [[Entity Component System]]<br />
* [[Rule and Event Systems]]<br />
<br />
=== Map ===<br />
* [[Abstract Dungeons]]<br />
* [[Basic BSP Dungeon generation]]<br />
* [[Cellular Automata Method for Generating Random Cave-Like Levels]]<br />
* [[CreatingAForest|Creating A Forest]]<br />
* [[Creating Measurably "Fun" Maps]]<br />
* [[Data structures for the map]]<br />
* [[Delving a connected cavern]]<br />
* [[Designing Flexible, Reusable Algorithms]]<br />
* [[Diffusion-limited aggregation]]<br />
* [[Dungeon builder written in Python]]<br />
* [[Dungeon-Building Algorithm]]<br />
* [[Grid Based Dungeon Generator]]<br />
* [[Irregular Shaped Rooms]]<br />
* [http://www.evilscience.co.uk/?p=53 Island and labyrinth map generating algorithm]<br />
* [http://www.astrolog.org/labyrnth/algrithm.htm Maze Algorithms]<br />
* [[Simple maze]]<br />
* [http://roguelikedeveloper.blogspot.com/2007/07/wilderness-generation-using-voronoi.html Wilderness generation using Vornoi diagrams]<br />
* [[Complete Roguelike Tutorial, using python+libtcod, part 2#The Map|A Python map structure]] and [[Complete Roguelike Tutorial, using python+libtcod, part 3|a simple dungeon generator]], part of the python+libtcod tutorial.<br />
* [[Winding ways]]<br />
* [[Simple Rogue levels]]<br />
* See also: [[:Category:WorldGeneration]]<br />
<br />
===Combat===<br />
* [[Simple Combat in the Dungeon]]<br />
* [[Thoughts on Combat Models]]<br />
* [[Two-Key Targeting]]<br />
<br />
===AI===<br />
* [[A Better Monster AI]]<br />
* [[Complex NPC Interaction]]<br />
* [[Variety in NPC behavior]]<br />
* [http://roguelikedeveloper.blogspot.com/2007/10/unangband-monster-ai-part-one-history.html Emergent Behaviour in Unangband Monster AI]<br />
* [[Implementing interesting townsfolk AI]]<br />
* [[Need driven AI]]<br />
* [[Pathfinding]]<br />
* [[Plug-In Monster AI]]<br />
* [[Quick Pathfinding in a Dungeon]]<br />
* [[Ratio AI]]<br />
* [[Roguelike AI - Doing it the generic way]]<br />
* [[Roguelike Intelligence|Roguelike Intelligence series of articles]]<br />
* [[Simple way to prevent jams of monsters with A*]]<br />
* [[The Incredible Power of Dijkstra Maps]]<br />
* [[Tracking by Scent and Sound]]<br />
* [[An Alternative Scent Implementation]]<br />
* [[Anticipating wall-following pathfinder]]<br />
* [[Denizen Herding Behavior]]<br />
<br />
===Line of sight, field of vision===<br />
* [[Line of Sight]] is used to determine when a specific destination square is visible from a source square. This can be used to determine whether a player is visible to a monster, the path an arrow takes to a particular enemy, and as a building block for a field of vision algorithm.<br />
* [[Field of Vision]] determines all squares visible from a particular source. This is useful when determining which squares to show a player, what squares are lit up by a light source, etc.<br />
* [[Complete Roguelike Tutorial, using python+libtcod, part 4|Using the libtcod library for FOV, and implementing fog-of-war]], part of the python+libtcod tutorial.<br />
<br />
===Magic===<br />
* [http://roguelikedeveloper.blogspot.com/2008/05/unangband-magic-system-part-one.html Designing a Magic System]<br />
* [[Programming Roguelike Magic]]<br />
* [[Representing Magic Skills]]<br />
<br />
===Graphics===<br />
* [[Finding graphical tiles]]<br />
* [[Inspired Art]]<br />
* [[Use of color]]<br />
<br />
===Sound===<br />
* [[Finding or Creating Sound and Music]]<br />
* [[Implementing sound in C and C Plus Plus|Implementing sound in C and C++]]<br />
* [[Sound and Music]]<br />
<br />
===Time management===<br />
* [[An elegant time-management system for roguelikes]]<br />
* [[A priority queue based turn scheduling system]]<br />
* [[A simple turn scheduling system -- Python implementation]]<br />
<br />
===Useful algorithms and code===<br />
* [[Compression]]<br />
* [[Fractals]]<br />
* [[Mersenne twister]]<br />
* [[Random name generation]]<br />
* [[Random number generator]]<br />
* [[Weighted random generator]]<br />
* [[Scrolling map]]<br />
* [[Line wrapping in C]]<br />
<br />
===Java Roguelike Development Guide===<br />
A list of articles specific to Java roguelike development<br />
* [[The Choice of Java]]<br />
* [[Java Curses Implementation]]<br />
* [[Items in Java]]<br />
* [[Java Roguelike Tutorial]]<br />
* [[Roguelike Iterative Test-Driven Development in Java]]<br />
<br />
==Game reviews==<br />
May give some idea of what people like and don't like in other games.<br />
* [[Rank RLs you have played a lot]]<br />
* [[Personalities of different roguelikes]]<br />
* See: [[:Category:Reviews]]<br />
<br />
<br />
== Other ==<br />
* [http://www.roguetemple.com/articles/increasing-challenge-in-roguelikes/ Increasing Challenge in Roguelikes]<br />
* [http://www.roguetemple.com/articles/stat-balancing-in-roguelikes/ Stat Balancing in Roguelikes]<br />
<br />
The original Dungeondweller articles are archived at [http://web.archive.org/web/20060114055601/http://roguelikedevelopment.org/]. Please do not move them to RogueBasin without permission from the original author.<br />
<br />
There are more articles at [http://arns.freeservers.com/workshop.html]. Most of these are duplicates of articles here.<br />
<br />
[[Category:Browse]]</div>Xanhttp://roguebasin.com/index.php?title=Recently_Updated_Roguelikes&diff=30496Recently Updated Roguelikes2012-12-03T07:24:08Z<p>Xan: </p>
<hr />
<div>Roguelike games updated or released in the last 12 months<br />
<br />
When adding a new game to this list, make sure to keep it in alphabetical order.<br />
<br />
{| border="0" style="border: 1px solid #999; background-color:#FFFFFF"<br />
|- align="center" bgcolor="#CCCCCC"<br />
! Name !! Type !! Last update !! Last version !! Based on !! Language<br />
{{Update | #ffffff | ADOM |http://www.ancientdomainsofmystery.com| | {{stable}}{{alpha}} | Fantasy | Sep 16 2012 | 1.2.0p3 | | [[C]] }}<br />
{{Update | #efefef | ADOM II |http://www.ancientdomainsofmystery.com| | {{beta}} | Fantasy | May 20 2012 | 0.2.8 | [[ADOM]] [[JADE]] | [[Java]] }}<br />
{{Update | #ffffff | AliensRL |http://alien.chaosforge.org/| | {{beta}} | Sci-fi | Sep 07 2012 | 0.8.2 | | [[FreePascal]] }}<br />
{{Update | #efefef | Allure of the Stars |http://github.com/Mikolaj/Allure| | {{alpha}} | Sci-fi | Nov 25 2012 | 0.4.6 | | [[Haskell]] }}<br />
{{Update | #ffffff | The ASCII Project |http://www.theasciiproject.com |(MMORPG)| {{alpha}} | Fantasy, Modern, Sci-Fi | Aug 25 2012 | 0.0.0m - Stable | [[Dwarf Fortress]], [http://minecraft.net Minecraft] | [[C]],[[C++]], Mendel }}<br />
{{Update | #efefef | Bardess |http://sites.google.com/sites/bardesstemp/| | {{stable}}{{beta}} | Fantasy, Tactical, Team | Jun 13 2012 | 0.6prc | |[[C#]]}}<br />
{{Update | #ffffff | Cursed Dungeons |http://droidgnome.blogspot.se/| | {{beta}} | Fantasy | Jun 06 2012 | 0.1.0 | | [[Java]] }}<br />
{{Update | #efefef | Demonhunt |http://www.demonhunt.org/| | {{Stable}} | Mythology | Dec 24 2011 | 2.0 | | [[Java]] }}<br />
{{Update | #ffffff | Diggr |http://code.google.com/p/diggr-roguelike/| | {{beta}} | Surreal | Feb 25 2012 | v12.02.26 | | [[Python]] }}<br />
{{Update | #efefef | Drakefire Chasm |http://dowhilecompiling.blogspot.com/p/drakefire-chasm.html| | {{Stable}} | Fantasy | Sep 16 2012 | 1.3 || [[C++]]}}<br />
{{Update | #ffffff | Earl Spork |http://squidpony.com/games/computer-games/earl-spork/earl-spork-2-0-released-for-arrp/| | {{Stable}} | Food Platformer | Sep 16 2012 | 2.0 | | [[Java]] }}<br />
{{Update | #efefef | Epilogue |http://kraflab.com/epilogue.html| | {{Stable}} | Fantasy | Sep 29 2012 | 2.6 | | [[Blitzmax]] }}<br />
{{Update | #ffffff | Fall From Heaven |http://ffhtr.blogspot.com/| then Roguelike | {{alpha}} | Fantasy | Jun 18 2012 | 0.0.9-3 | ELONA | [[Delphi]] }}<br />
{{Update | #efefef | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | Oct 31 2012 | 0.8.1 | &nbsp; | [[C++]] }}<br />
{{Update | #ffffff | First Age Angband |http://angband.oook.cz/faangband| | {{stable}} | Fantasy | Oct 28 2012 | 1.3 | [[Angband]] | [[C]] }}<br />
{{Update | #efefef | Forays into Norrendrin |http://code.google.com/p/forays-into-norrendrin/downloads/list| | {{stable}} | Fantasy | Feb 15 2012 | 0.6.0 | | [[C Sharp|C#]] }}<br />
{{Update | #ffffff | Herculeum |https://github.com/tuturto/pyherc| | {{alpha}} | Fantasy | Nov 21 2012 | 0.7 | | [[Python]] }}<br />
{{Update | #efefef | Hokuto no Rogue |http://hokuto-no-rogue.sourceforge.net/| | {{alpha}} | Anime | Mar 17 2012 | 0.6.0 | | [[Java]] }}<br />
{{Update | #ffffff | HordeTheory |http://hordetheory.blogspot.com/p/hordetheory_04.html| | {{beta}} | No Setting | Mar 8 2012 | Beta 2 | | [[Game Maker language]] }}<br />
{{Update | #efefef | Ighalsk |http://sourceforge.net/projects/ighalsk/ | | {{alpha}} | Fantasy | Jul 31 2012 | 0.1.16 | | [[Python]] }}<br />
{{Update | #ffffff | Ignite |http://alexbard.org.ua/| | {{alpha}} | Fantasy | Apr 15 2012 | 0.41 | | [[C#]] [[XNA]] }}<br />
{{Update | #efefef | Intelligence: The Roguelike |http://www.github.com/littleglassdiode/irl| | {{alpha}} | Science Fiction | Sep 15 2012 | 0.0.1 | | [[C]] }}<br />
{{Update | #ffffff | Into the Dungeon ++ |http://studio7.guru-gaming.org| | {{beta}} | Fantasy | Feb 24 2012 | 0.7 | | [[Cpp | C++]] }}<br />
{{Update | #efefef | Kerkerkruip |http://lilith.cc/~victor| | {{Stable}} | Fantasy | Nov 03 2012 | 6 | | [[Inform 7]] }}<br />
{{Update | #efefef | LambdaRogue |http://lambdarogue.net| | {{stable}} | Fantasy/Sci-fi | Jun 10 2012 | 1.6.4 | | [[Free Pascal]], [[SDL]] }}<br />
{{Update | #ffffff | Legacy |https://sites.google.com/site/legacydevpage/home| | {{alpha}} | Fantasy | Nov 3 2011 | 0.1.4 | &nbsp; | [[Java]] }}<br />
{{Update | #efefef | Legend of Siegfried |http://legendofsiegfried.wordpress.com| | {{beta}} | Fantasy | Dec 03 2012 | 0.2.6 | [[ADOM]] | [[C_Sharp | C#]] }}<br />
{{Update | #ffffff | Malastro |http://tinyurl.com/c8faodr| | {{beta}} | Modern/Sci-fi | Nov 14 2012 | 1.1 | | [[C_Sharp | C#]] }}<br />
{{Update | #efefef | MagmaHack |http://weirdrogue.blogspot.com| | {{beta}} | Fantasy | Oct 16 2012 | b3 | | [[Java]] }}<br />
{{Update | #ffffff | Middlecrest |http://sourceforge.net/projects/middlecrest/files/| | {{alpha}} | Fantasy | Nov 11 2011 | 0.2.23 | | [[C]], [[Cpp | C++]], [[Lua]] }}<br />
{{Update | #efefef | Neon |https://sourceforge.net/projects/neon/| | {{alpha}} | Fantasy | Dec 01 2012| 0.4.0 | | [[Java]], [[JavaScript]] }}<br />
{{Update | #ffffff | NitroHack |http://nitrohack.org/| | {{stable}} | Fantasy | Jan 16 2012 | 4.0.0 | [[Nethack]] | [[C]] }}<br />
{{Update | #efefef | NLarn |http://nlarn.sourceforge.net/| | {{beta}} | Fantasy | Jul 6 2012 | 0.7.2 | [[Larn]] | [[C]] }}<br />
{{Update | #ffffff | Noxico |http://helmet.kafuka.org/noxico/| | {{alpha}} | Erotic fantasy | Nov 16 2012| 0.1.14 | | [[CSharp|C#]] }}<br />
{{Update | #efefef | NPPAngband |http://forum.nppangband.org/| | {{stable}} | Fantasy | Mar 19 2012 | 0.5.4 | [[Angband]] | [[C]] }}<br />
{{Update | #ffffff | PWMAngband |http://powerwyrm.monsite-orange.fr/page5/index.html/| | {{stable}} | Fantasy | Oct 05 2012 | 1.1.9 build 3 | [[Angband]] | [[C]] }}<br />
{{Update | #efefef | Rogue Survivor |http://roguesurvivor.blogspot.com/| | {{alpha}} | Modern/Sci-Fi | Apr 28 2012 | 9 | &nbsp; | [[C#]] }}<br />
{{Update | #ffffff | Serial Killer |http://skrdev.blogspot.com/| | {{alpha}} | Modern, Surreal | Apr 14 2012 | 0.2.2 | &nbsp; | [[Java]] }}<br />
{{Update | #efefef | Shepherd Slaughter |http://blindhack.com/shepherd-slaughter| | {{Stable}} | Fantasy | May 30 2012 | 9.0 || [[Python]]}}<br />
{{Update | #ffffff | @Star Wars |http://caffeineoverdose.me| | {{Alpha}} | Sci-fi | Nov 06 2012 | 0.5a || [[Python]]}}<br />
{{Update | #ffffff | The Wizard's Lair |http://www.wizardslair.co.uk| | {{beta}} | Fantasy | Nov 07 2012 | v198 | [[NetHack]], [[Sword of Fargoal]] | [[BlitzMax]] }}<br />
{{Update | #efefef | TomeNET |http://www.tomenet.net/| (multiplayer) | {{stable}} | Fantasy | Aug 18 2012 | 4.4.9b | MAng,ToME,ZAng,Cth | [[C]],[[Lua]] }}<br />
{{Update | #ffffff | ToME |http://tome.te4.org/| | {{stable}}{{beta}} | Fantasy,A | Aug 18 2012 | 4.0.0beta42 | Zangband 2.2.0 | [[C]], [[Lua]], [[OpenGL]] }}<br />
{{Update | #efefef | Triangle Wizard |http://trianglewizard.webs.com/| | {{stable}} | Fantasy | Nov 20 2012 | R 15.05 | | [[Game Maker language | GML]] }}<br />
{{Update | #ffffff | Ultima Ratio Regum |http://www.ultimaratioregum.co.uk/game/| | {{alpha}} | Hist | July 11 2012 | 0.1.2b | | [[Python]] }}<br />
{{Update | #efefef | UnNetHack |http://sourceforge.net/projects/unnethack/| | {{beta}} | Fantasy,H | Apr 01 2012 | 4.0.0 | Nethack 3.4.3 | [[C]] }}<br />
{{Update | #ffffff | UnReal World |http://www.iki.fi/urw/| | {{stable}}{{beta}} | [[Wilderness Survival]],Hist. | Oct 31 2012 | 3.15beta | | [[C]], [[C++]] }}<br />
{{Update | #efefef | Voxel Heroes |http://bigbadwofl.blogspot.com/| | {{alpha}} | Fantasy | Mar 13 2012 | 0.11 | | [[C++]] }}<br />
{{Update | #ffffff | Voyage to Farland |http://www.peculiar-games.com/| | {{stable}} | Fantasy | Oct 5 2012 | 1.94 | &nbsp; | [[C]], [[Java]] }}<br />
{{Update | #efefef | Wayward |http://www.unlok.ca/wayward/| | {{alpha}} | [[Wilderness Survival]] | Sep 15 2012 | Alpha 1.5 | | [[HTML5]], [[JavaScript]] }}<br />
{{Update | #ffffff | WazHack |http://www.wazhack.com/| | {{beta}} | Fantasy | Mar 24 2012 | Beta 3 | [[NetHack]] | [[C#]], [[JavaScript]] }}<br />
{{Update | #efefef | World of Tey |http://www.forgottenplanet.com/caillan/tey/index.html| | {{alpha}} | Original Fantasy | Feb 29 2012 | 0.13.0 | XirrelaiRPG | [[Game Maker language|GML]] }}<br />
{{Update | #ffffff | X@COM |http://xcomrl.blogspot.com| | {{alpha}} | Sci-fi | Oct 13 2012 | 0.16.121013r8 | X-COM | [[C++]] }}<br />
{{Update | #efefef | Zero-Player Game |http://iniquitatis.narod.ru/zpg/zpg_en.html| | {{stable}} | Fantasy | Aug 21 2012 | Build 48 | | [[FreeBASIC]]}}<br />
|}<br />
<br />
Type: Fantasy, Sci-fi, Modern, Anime, Surreal, Hist. = Historical, A = Angband variant, H = Hack variant, R = Rogue variant, 7 = (originally) 7DRL or similar<br />
<br />
<br />
[[Recently Updated Roguelikes/archive]]</div>Xanhttp://roguebasin.com/index.php?title=News&diff=30495News2012-12-03T07:22:15Z<p>Xan: Legend of Siegfried 0.2.6 released</p>
<hr />
<div><!-- Add new news to the top --><br />
<!-- Don't forget to update Recently Updated Roguelikes. --><br />
* 03 Dec 2012 - [[Legend of Siegfried]] 0.2.6 [http://exong.net/RL/forum/index.php?topic=21.msg52#new released]<br />
* 01 Dec 2012 - [[Ransack]] v1.53 released [https://play.google.com/store/apps/details?id=com.allen.ransack]<br />
* 01 Dec 2012 - [[NPPAngband]] v6..0.0 released [http://forum.nppangband.org/]<br />
* 01 Dec 2012 - [[NotEye]] v6.2 released [http://zenorogue.blogspot.com/2012/12/necklace-of-eye-62.html]<br />
* 01 Dec 2012 - [[Neon]] 0.4.0 [https://sourceforge.net/projects/neon/ released!]<br />
* 27 Nov 2012 - [[Rogue's Tale]] v0.9 (open beta) [http://rogue.epixx.org released!]<br />
* 26 Nov 2012 - [[Ultima Ratio Regum]] v0.2.0 [http://www.ultimaratioregum.co.uk/game/2012/11/26/version-0-2-released/ released!]<br />
* 26 Nov 2012 - [[ToME]] 4.0.0 beta43 "The Coming of Shadows" [http://te4.org/ released]<br />
* 25 Nov 2012 - [[Allure of the Stars]] 0.4.6 [http://hackage.haskell.org/package/Allure-0.4.6 released]<br />
* 25 Nov 2012 - [[LambdaHack]] 0.2.6 [http://hackage.haskell.org/package/LambdaHack-0.2.6 released]<br />
* 22 Nov 2012 - [[Rogue's Souls]] v0.84 [http://forums.tigsource.com/index.php?topic=26781.0 released!]<br />
* 21 Nov 2012 - [[Herculeum]] 0.7 [https://github.com/tuturto/pyherc released]<br />
<br />
<br />
<div style="text-align:right"><br />
''See also: [[Old news]], [[Recently Updated Roguelikes]]''<br />
</div><br />
<br />
[[Category:Main]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=30494Numenfall2012-12-03T06:44:29Z<p>Xan: Legend of Siegfried 0.2.6 released</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 12/3/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.6 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.6 ==<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added hp bar<br />
* A* optimization<br />
* You no longer need to restart to change font size, window size, or fullscreen<br />
* Added basic playback functionality<br />
* Metal items can now melt<br />
* Added option to scale graphics<br />
* Added error handling to allow you a chance to attempt a save in case of a fatal error<br />
* Reworked cave generation<br />
* Added containers<br />
* Reworked score system<br />
* Added AI-based dungeon generation<br />
* Added trees<br />
* Added AI usage for all implemented feats<br />
* Added AI usage for all implemented spells<br />
* Added more content<br />
* Added required time to cast spells to spellcraft page<br />
* Reworked how modifiers are applied to various types of equipment<br />
* Combine inventory and equipment screens<br />
* Right click on adjacent tiles will now attempt to open/close/operate or talk to a person there<br />
* Finish yeti quest<br />
* Change "open" command to "operate" command<br />
* Remove "close" command<br />
* Added cross training to combat skills<br />
* Add tooltips to most statuses<br />
* Many GUI improvements, fuller mouse integration<br />
* Complete rewrite of low-level display and input<br />
* Critical hits no longer do any bonus damage, but will always deal maximum damage at +75% armor penetration<br />
* Improved UI for various menus<br />
* Added active DM AI<br />
* Make number of shops in city more consistent and reduce size of city<br />
* Added descriptions for most potions<br />
* Visible creatures and items now show graphical tiles<br />
* Added more feats<br />
* Improved AI (fleeing)<br />
* Going up or down no longer takes two turns<br />
* Decreased wolf strength and agility<br />
* Fixed a bug with pathfinding and traps<br />
* Fixed some issues with displaying extended tiles<br />
* Fixed a minor grammer issue<br />
* Fixed save game meta info for some backgrounds<br />
* Fixed a display bug that only manifested at certain resolutions<br />
* Fixed a minor bug with automation<br />
* Fixed a minor bug with targeting in non-visible areas<br />
<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs and dungeon generation<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* Many types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
* Item containers<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=30472Numenfall2012-12-02T06:32:15Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/16/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = closed source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.5 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.5 ==<br />
<br />
'''ATTENTION''': the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added ability to perform possible actions with an object from the inventory<br />
* Complete rewrite of save routines<br />
* Mouse can now be used to select items from lists, as well as target<br />
* Added 1 new city feature<br />
* Added goto function<br />
* Added option to use graphical tileset<br />
* Added auto-pickup for items matching equipped ammunition and treasure<br />
* Added 2 more minor unique items<br />
* Increased hp gain per level<br />
* Added activatable combat feats and other new feats<br />
* Added 2 new creatures<br />
* Made gray mushrooms edible<br />
* Rework prices for items<br />
* Slightly increased levels of kobold and gnoll bosses<br />
* Added first part of yeti quest<br />
* Fixed a bug that prevented some items from stacking<br />
* Fixed a bug that allowed the same unique to spawn more than once<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* 19 types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Item containers<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=30433Numenfall2012-11-30T00:06:24Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/16/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = OS until 7/12, now closed<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.5 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.5 ==<br />
<br />
'''ATTENTION''': the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added ability to perform possible actions with an object from the inventory<br />
* Complete rewrite of save routines<br />
* Mouse can now be used to select items from lists, as well as target<br />
* Added 1 new city feature<br />
* Added goto function<br />
* Added option to use graphical tileset<br />
* Added auto-pickup for items matching equipped ammunition and treasure<br />
* Added 2 more minor unique items<br />
* Increased hp gain per level<br />
* Added activatable combat feats and other new feats<br />
* Added 2 new creatures<br />
* Made gray mushrooms edible<br />
* Rework prices for items<br />
* Slightly increased levels of kobold and gnoll bosses<br />
* Added first part of yeti quest<br />
* Fixed a bug that prevented some items from stacking<br />
* Fixed a bug that allowed the same unique to spawn more than once<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* 19 types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Item containers<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=28724Numenfall2012-06-29T13:09:10Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/16/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Windows, Linux<br />
|theme = Classic<br />
|licensing = OS until 7/12, now closed<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Ragnarok]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.5 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.5 ==<br />
<br />
'''ATTENTION''': the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added ability to perform possible actions with an object from the inventory<br />
* Complete rewrite of save routines<br />
* Mouse can now be used to select items from lists, as well as target<br />
* Added 1 new city feature<br />
* Added goto function<br />
* Added option to use graphical tileset<br />
* Added auto-pickup for items matching equipped ammunition and treasure<br />
* Added 2 more minor unique items<br />
* Increased hp gain per level<br />
* Added activatable combat feats and other new feats<br />
* Added 2 new creatures<br />
* Made gray mushrooms edible<br />
* Rework prices for items<br />
* Slightly increased levels of kobold and gnoll bosses<br />
* Added first part of yeti quest<br />
* Fixed a bug that prevented some items from stacking<br />
* Fixed a bug that allowed the same unique to spawn more than once<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* 19 types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Item containers<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=28723Numenfall2012-06-29T13:08:35Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/16/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Anything that works with SDL.NET (Windows, Linux)<br />
|theme = Classic<br />
|licensing = OS until 7/12, now closed<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Ragnarok]]<br />
|length = ~2 hours<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.5 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.5 ==<br />
<br />
'''ATTENTION''': the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added ability to perform possible actions with an object from the inventory<br />
* Complete rewrite of save routines<br />
* Mouse can now be used to select items from lists, as well as target<br />
* Added 1 new city feature<br />
* Added goto function<br />
* Added option to use graphical tileset<br />
* Added auto-pickup for items matching equipped ammunition and treasure<br />
* Added 2 more minor unique items<br />
* Increased hp gain per level<br />
* Added activatable combat feats and other new feats<br />
* Added 2 new creatures<br />
* Made gray mushrooms edible<br />
* Rework prices for items<br />
* Slightly increased levels of kobold and gnoll bosses<br />
* Added first part of yeti quest<br />
* Fixed a bug that prevented some items from stacking<br />
* Fixed a bug that allowed the same unique to spawn more than once<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* 19 types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Item containers<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=28699Numenfall2012-06-29T00:48:39Z<p>Xan: </p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/16/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Anything that works with SDL.NET (Windows, Linux)<br />
|theme = Classic<br />
|licensing = OS until 7/12, now closed<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Ragnarok]]<br />
|length = Indefinite, nunc<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.5 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.5 ==<br />
<br />
'''ATTENTION''': the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added ability to perform possible actions with an object from the inventory<br />
* Complete rewrite of save routines<br />
* Mouse can now be used to select items from lists, as well as target<br />
* Added 1 new city feature<br />
* Added goto function<br />
* Added option to use graphical tileset<br />
* Added auto-pickup for items matching equipped ammunition and treasure<br />
* Added 2 more minor unique items<br />
* Increased hp gain per level<br />
* Added activatable combat feats and other new feats<br />
* Added 2 new creatures<br />
* Made gray mushrooms edible<br />
* Rework prices for items<br />
* Slightly increased levels of kobold and gnoll bosses<br />
* Added first part of yeti quest<br />
* Fixed a bug that prevented some items from stacking<br />
* Fixed a bug that allowed the same unique to spawn more than once<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* 19 types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Item containers<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xanhttp://roguebasin.com/index.php?title=Numenfall&diff=28647Numenfall2012-06-22T21:03:58Z<p>Xan: Legend of Siegfried 0.2.5 released</p>
<hr />
<div>{{game-beta|name = Legend of Siegfried<br />
|developer = [[Xan]]<br />
|released = 7/02/2011<br />
|updated = 5/16/2012<br />
|language = [[Csharp|C#]]<br />
|platforms = Anything that works with SDL.NET (Windows, Linux)<br />
|theme = Classic<br />
|licensing = Open source<br />
|interface = [[ASCII]], [[Keyboard]]<br />
|site = [http://exong.net/RL/forum Forums]<br />
|influences = [[ADOM]], [[JADE]], [[Ragnarok]]<br />
|length = Indefinite, nunc<br />
}}<br />
<br />
== Design ==<br />
<br />
The game draws the most influence from ADOM, but it will go far beyond that. The world will be randomly generated, continents, dungeons, towns, cities, etc. There will be a single over-arching theme to the game, but there will also be random quests, as well as a selection of preset quests that will appear in some or all games. The idea is to take the great ideas of ADOM and other roguelikes and remove their limitations while improving upon them. Rather than the world and quests being completely static (and limited), they will be as dynamic as possible while still retaining their meaning and feel.<br />
<br />
A lot of the mechanics will differ from ADOM, of course, but in the end it aims to be in the spirit of ADOM (and its predecessors), without limitations and with maximum re-playability.<br />
<br />
== Links ==<br />
<br />
[http://exong.net/RL/download.php?platform=windows Download 0.2.5 (Windows)]; requires .NET Framework 4.0<br><br />
[http://exong.net/RL/download.php?platform=linux Download 0.2.5 (Linux)]; requires Mono with support for .NET 4.0<br><br />
[http://exong.net/RL/forum Forums]<br><br />
[http://legendofsiegfried.wordpress.com Development Blog]<br><br />
<br />
== Screenshots ==<br />
<br />
http://exong.net/RL/screens/Clipboard01.png<br />
<br />
http://exong.net/RL/screens/Clipboard02.png<br />
<br />
http://exong.net/RL/screens/Clipboard03.png<br />
<br />
== Changelog for 0.2.5 ==<br />
<br />
'''ATTENTION''': the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".<br />
<br />
Note that save-file compatibility is not guaranteed between versions, and attempting to load cross-version will most likely result in the program crashing or other bugs.<br />
<br />
* Added ability to perform possible actions with an object from the inventory<br />
* Complete rewrite of save routines<br />
* Mouse can now be used to select items from lists, as well as target<br />
* Added 1 new city feature<br />
* Added goto function<br />
* Added option to use graphical tileset<br />
* Added auto-pickup for items matching equipped ammunition and treasure<br />
* Added 2 more minor unique items<br />
* Increased hp gain per level<br />
* Added activatable combat feats and other new feats<br />
* Added 2 new creatures<br />
* Made gray mushrooms edible<br />
* Rework prices for items<br />
* Slightly increased levels of kobold and gnoll bosses<br />
* Added first part of yeti quest<br />
* Fixed a bug that prevented some items from stacking<br />
* Fixed a bug that allowed the same unique to spawn more than once<br />
<br />
== Features ==<br />
<br />
Currently implemented features:<br />
* Quests and dialogue<br />
* Basic alchemy<br />
* Autoexplore and goto<br />
* Basic magic/spell system<br />
* Score keeping, and high score list<br />
* Shops<br />
* Basic settlements and cities<br />
* Field of view and light sources<br />
* Random world generation<br />
* A small selection of items and monsters<br />
* Several dungeon environments<br />
* Character backgrounds<br />
* Character generation<br />
* Basic melee and missile combat<br />
* Basic weapon skills and a few non-combat skills, with a basic training framework<br />
* Activatable items, skills, and powers<br />
* Languages: The more advanced races speak a common tongue, but each race generally has <br />
its own specific language as well<br />
* Factions and territories, e.g., goblins in their own territory might attack creatures <br />
they would not mind in other places<br />
* Multiple damage types<br />
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)<br />
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.<br />
* Random item generation<br />
* Extremely extensible property-driven event system<br />
* Advanced and descriptive messages with dynamic grammar system<br />
* Various senses (sight, hearing, etc.) for different perceivable things<br />
* Time of day, i.e., day/night cycle with varying visibility<br />
* Saving/Loading<br />
* Abstract goal-based AI for monsters and NPCs<br />
* Various dungeon features (doors, decorations, etc.)<br />
* Materials and qualities for items<br />
* Many state modifiers (poison, diseases, bleeding, etc.)<br />
* 19 types of terrain<br />
* Weather patterns<br />
* Customizable interface and keybindings<br />
<br />
Planned features:<br />
* Races<br />
* Monster and item descriptions, memory<br />
* Hundreds of items and creatures<br />
* Many different locations, dungeons, complexes, etc.<br />
* Diverse effects for different weapon types and styles<br />
* Many, many skills<br />
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.<br />
* Multiple game modules (i.e., the engine supports loading different modules; <br />
The Legend of Siegfried is one of these.)<br />
* ...and more...<br />
<br />
Possibly future features:<br />
<br />
* Item containers<br />
* Inter-game interaction<br />
<br />
[[Category:Beta projects]]<br />
[[Category:Roguelike games]]</div>Xan