Difference between revisions of "Numenfall"

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(Legend of Siegfried 0.2.1 released)
(→‎Links: Linux version built)
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[http://exong.net/RL/download.php?platform=windows Download 0.2.1 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=windows Download 0.2.1 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=linux Download 0.2.1 (Linux)]; requires Mono with support for .NET 4.0 (not built yet)<br>
[http://exong.net/RL/download.php?platform=linux Download 0.2.1 (Linux)]; requires Mono with support for .NET 4.0<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/forum Forums]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>

Revision as of 02:44, 9 January 2012

Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/02/2011
Updated 1/07/2012
Licensing Open source
P. Language C#
Platforms Anything that works with SDL.NET (Windows, Linux)
Interface ASCII, Keyboard
Game Length Indefinite, nunc
[Forums Official site of Legend of Siegfried]


Links

Download 0.2.1 (Windows); requires .NET Framework 4.0
Download 0.2.1 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog

Changelog for 0.2.1

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.

  • Added color-coding for various messages
* Added Lone wolf background
* Added stealth skill
* Added Perception and Charisma attributes
* Added in-game documentation system (press '?' at any pageable information screen to get available contextual documentation;
   view all documentation by pressing '?' on the main play screen)
* Added concentration skill
* Added literacy feat
* Added robes
* Added quarter staves
* Added Neophyte of Tali background
* Added oil lanterns
* Added black cave spiders, black bears, and vampire bats
* Added responses to sound to AI
* Added throwing daggers
* Added to initial starting equipment
* Added Nomad background
* Added permanent body modifications
* Added display of feats to character sheet
* Added ability for extracting alchemy ingredients from corpses
* Added recipe for distillation of black spider venom
* Added content to one of the main quests
* Added in-game option to change font/window size
* Added new setting for font size, 'Font'; possible values are '8x13' and '12x20'
* Added two new settings, 'WindowWidth' and 'WindowHeight'
* Allowed help at character generation (press '?')
* Increased arrow speed
* Made full text always display for attacks with non-standard weapons
* Reworked experience and skill training
* Autoexplore now prints a message on completion
* Allowed wooden bridges to burn
* Improved item weight display
* Improved AI to seek out last sighted enemy
* Improved AI to respond to heard noises
* Improved AI reaction to ranged attacks
* Improved description of large item stacks
* Improved pageable text and made up and down arrow scroll one line at a time
* Improved default initialization attempts
* Changed base regeneration rate
* Allow any key for (more) now properly defaults to false
* Reworked color stack of ASCII renderer to work correctly over multiple lines
* Fixed a bug that prevented ranged weapon damage from displaying correctly
* Fixed various bugs with bridges
* Fixed poison stacking
* Fixed a bug in handling dialogue trees
* Fixed a bug where attributes weren't set for some monsters
* Fixed a bug where NPCs wouldn't shoot their last bolt
* Fixed a bug that prevented projectiles from passing over water
* Fixed a bug with AI attempting to reload crossbows with arrows equipped

Features

Currently implemented features:

* Quests and dialogue
* Basic alchemy
* Autoexplore and goto
* Basic magic/spell system
* Score keeping, and high score list
* Shops
* Basic settlements and cities
* Field of view and light sources
* Random world generation
* A small selection of items and monsters
* Several dungeon environments
* Character backgrounds
* Character generation
* Basic melee and missile combat
* Basic weapon skills and a few non-combat skills, with a basic training framework
* Languages:  The more advanced races speak a common tongue, but each race generally has 
   its own specific language as well
* Factions and territories, e.g., goblins in their own territory might attack creatures 
   they would not mind in other places
* Multiple damage types
* Natural weapons and special effects (e.g., rats can transmit disease through their bite)
* Monsters are the same type of game entity as the player, and wield weapons, use items, etc.
* Random item generation
* Extremely extensible property-driven event system
* Advanced and descriptive messages with dynamic grammar system
* Various senses (sight, hearing, etc.) for different perceivable things
* Time of day, i.e., day/night cycle with varying visibility
* Saving/Loading
* Abstract goal-based AI for monsters and NPCs
* Various dungeon features (doors, decorations, etc.)
* Materials and qualities for items
* Many state modifiers (poison, diseases, bleeding, etc.)
* 19 types of terrain
* Customizable interface and keybindings

Planned features:

* Races
* Monster and item descriptions, memory
* Hundreds of items and creatures
* Many different locations, dungeons, complexes, etc.
* Diverse effects for different weapon types and styles
* Many, many skills
* Activatable items, skills, and powers
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
* Weather patterns
* Multiple game modules (i.e., the engine supports loading different modules;  
   The Legend of Siegfried is one of these.)
* ...and more...

Possibly future features:

* Item containers
* Inter-game interaction