Difference between revisions of "Numenfall"

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(Legend of Siegfried 0.2.2 released)
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|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/02/2011
|released = 7/02/2011
|updated = 1/07/2012
|updated = 2/24/2012
|language = [[Csharp|C#]]
|language = [[Csharp|C#]]
|platforms = Anything that works with SDL.NET (Windows, Linux)
|platforms = Anything that works with SDL.NET (Windows, Linux)
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== Links ==
== Links ==


[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 0.2.2 (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<br>
[http://exong.net/RL/download.php?platform=linux Download 0.2.2 (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>


== Changelog for 0.2.1 ==
== Changelog for 0.2.2 ==


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.
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 throwing nets
  * Added Lone wolf background
  * Added poison darts
  * Added stealth skill
  * Added to the main quest
  * Added Perception and Charisma attributes
  * Added kobolds
  * Added in-game documentation system (press '?' at any pageable information screen to get available contextual documentation;
  * Added deferred dungeon generation
    view all documentation by pressing '?' on the main play screen)
  * Fire and smoke
  * Added concentration skill
  * Added more descriptions
  * Added literacy feat
  * Added more materials
  * Added robes
  * Added zombies
  * Added quarter staves
  * Added traps
  * Added Neophyte of Tali background
  * Added eating, edibles, and hunger
  * Added oil lanterns
  * Added roads to world generation
  * Added black cave spiders, black bears, and vampire bats
  * Added conversation/rumors to commoners
  * Added responses to sound to AI
  * Added context-sensitive single key command
  * Added throwing daggers
  * Added context-sensitive command hints
  * Added to initial starting equipment
  * Added critical hits
  * Added Nomad background
  * Added more documentation
  * Added permanent body modifications
  * Character Sheet now shows average protection
  * Added display of feats to character sheet
  * Tweak radial calculations for projections
  * Added ability for extracting alchemy ingredients from corpses
  * Added redirection for 'bump' commands when first direction is useless
  * Added recipe for distillation of black spider venom
  * Increased stone golem resistance to slashing and piercing and elemental damage
  * Added content to one of the main quests
* Decreased effect of perception on dodge and attack rolls
  * Added in-game option to change font/window size
  * Reduced number of goblins in encounters
  * Added new setting for font size, 'Font'; possible values are '8x13' and '12x20'
* Magical imbalance and saturation no longer can affect spells at low values
  * Added two new settings, 'WindowWidth' and 'WindowHeight'
* Potions can now shatter from heat
  * Allowed help at character generation (press '?')
  * More color-coding for messages
  * Increased arrow speed
  * Resting now stops at full health
  * Made full text always display for attacks with non-standard weapons
  * Allowed random choices at character generation
  * Reworked experience and skill training
  * Improved stealth
  * Autoexplore now prints a message on completion
  * Improved item generation
* Allowed wooden bridges to burn
  * Improved targeting UI
  * Improved item weight display
  * Improved building generation
  * Improved AI to seek out last sighted enemy
  * Improved item swapping
  * Improved AI to respond to heard noises
  * Improved AI (perception)
  * Improved AI reaction to ranged attacks
  * Improved AI (fleeing)
  * Improved description of large item stacks
  * Improved AI (confidence)
  * Improved pageable text and made up and down arrow scroll one line at a time
  * Improved AI (item use)
  * Improved default initialization attempts
  * Improved AI (throwing weapons)
  * Changed base regeneration rate
  * Improved AI (movement patterns)
  * Allow any key for (more) now properly defaults to false
  * Optimization (memory)
  * Reworked color stack of ASCII renderer to work correctly over multiple lines
  * Optimization (dynamic events)
  * Fixed a bug that prevented ranged weapon damage from displaying correctly
  * Optimization (pathfinding)
  * Fixed various bugs with bridges
  * Fixed a bug with autoexplore forcing you to steal from shops
* Fixed poison stacking
  * Fixed a bug with disease
  * Fixed a bug in handling dialogue trees
  * Fixed a bug with city inhabitants AI
  * Fixed a bug where attributes weren't set for some monsters
  * Fixed a bug with low perception scores preventing you from seeing things you should be able to
  * Fixed a bug where NPCs wouldn't shoot their last bolt
  * Fixed a bug with AI not handling being teleported correctly
  * Fixed a bug that prevented projectiles from passing over water
  * Fixed a bug with DynamicInvoke and exception handling
  * Fixed a bug with AI attempting to reload crossbows with arrows equipped
  * Fixed a major bug with armor/protection
 


== Features ==
== Features ==
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  * Basic melee and missile combat
  * Basic melee and missile combat
  * Basic weapon skills and a few non-combat skills, with a basic training framework
  * Basic weapon skills and a few non-combat skills, with a basic training framework
* Activatable items, skills, and powers
  * Languages:  The more advanced races speak a common tongue, but each race generally has  
  * Languages:  The more advanced races speak a common tongue, but each race generally has  
     its own specific language as well
     its own specific language as well
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  * Many state modifiers (poison, diseases, bleeding, etc.)
  * Many state modifiers (poison, diseases, bleeding, etc.)
  * 19 types of terrain
  * 19 types of terrain
* Weather patterns
  * Customizable interface and keybindings
  * Customizable interface and keybindings
Line 125: Line 128:
  * Diverse effects for different weapon types and styles
  * Diverse effects for different weapon types and styles
  * Many, many skills
  * 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.
  * 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;   
  * Multiple game modules (i.e., the engine supports loading different modules;   
     The Legend of Siegfried is one of these.)
     The Legend of Siegfried is one of these.)

Revision as of 03:12, 25 February 2012

Legend of Siegfried
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Ragnarok
Released 7/02/2011
Updated 2/24/2012
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]


Design

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.

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.

Links

Download 0.2.2 (Windows); requires .NET Framework 4.0
Download 0.2.2 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog

Changelog for 0.2.2

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 throwing nets
* Added poison darts
* Added to the main quest
* Added kobolds
* Added deferred dungeon generation
* Fire and smoke
* Added more descriptions
* Added more materials
* Added zombies
* Added traps
* Added eating, edibles, and hunger
* Added roads to world generation
* Added conversation/rumors to commoners
* Added context-sensitive single key command
* Added context-sensitive command hints
* Added critical hits
* Added more documentation
* Character Sheet now shows average protection
* Tweak radial calculations for projections
* Added redirection for 'bump' commands when first direction is useless
* Increased stone golem resistance to slashing and piercing and elemental damage
* Decreased effect of perception on dodge and attack rolls
* Reduced number of goblins in encounters
* Magical imbalance and saturation no longer can affect spells at low values
* Potions can now shatter from heat
* More color-coding for messages
* Resting now stops at full health
* Allowed random choices at character generation
* Improved stealth
* Improved item generation
* Improved targeting UI
* Improved building generation
* Improved item swapping
* Improved AI (perception)
* Improved AI (fleeing)
* Improved AI (confidence)
* Improved AI (item use)
* Improved AI (throwing weapons)
* Improved AI (movement patterns)
* Optimization (memory)
* Optimization (dynamic events)
* Optimization (pathfinding)
* Fixed a bug with autoexplore forcing you to steal from shops
* Fixed a bug with disease
* Fixed a bug with city inhabitants AI
* Fixed a bug with low perception scores preventing you from seeing things you should be able to
* Fixed a bug with AI not handling being teleported correctly
* Fixed a bug with DynamicInvoke and exception handling
* Fixed a major bug with armor/protection


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
* Activatable items, skills, and powers
* 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
* Weather patterns
* 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
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
* 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