Difference between revisions of "Numenfall"

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(Version 0.3.3)
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|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/02/2011
|released = 7/02/2011
|updated = 1/23/2015
|updated = 2/6/2015
|language = [[Csharp|C#]]
|language = [[Csharp|C#]]
|platforms = Windows, Linux
|platforms = Windows, Linux
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Requires .NET Framework 4.0 or Mono with support for .NET 4.0
Requires .NET Framework 4.0 or Mono with support for .NET 4.0


[http://exong.net/RL/download.php?music=yes Download 0.3.2 (Music)]<br>
[http://exong.net/RL/download.php?music=yes Download 0.3.3 (Music)]<br>
[http://exong.net/RL/download.php?music=no Download 0.3.2 (Without music)]<br>
[http://exong.net/RL/download.php?music=no Download 0.3.3 (Without music)]<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/blog Development Blog]<br>
[http://exong.net/RL/blog Development Blog]<br>
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Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.
Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.


== Changelog for 0.3.2 ==
== Changelog for 0.3.3 ==


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 content
Added visual actor system
* Add UI tabs
Add category folding to inventory page
* Add confirmation for spending talent points
Remove skills (corresponding feats have been added)
* Add quit option to main menu screen
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
* Add options to main menu screen
Rework weapon combat stats and critical hits
* Add intelligence requirement to literacy
Change zombie graphics, so that the type is recognizable
* Increase overall darkness in underground areas and at night
Add time correlation and setting
* Rework item modifier price influencing
Settings page improved
* Rework containers interface
Improve overworld generation
* Rework NPC outfitting and item drops
Fix minion kill events not registering on their boss
* Rework ammunition
Fix shop generation region selection
* Current gold is displayed when purchasing from shops
Fix looking/targeting not recentering screen when done
* Redo building generator
Fix bug with mouse over
* Fix being able to use items on the overworld
Fix minor content bug
* Fix bug with mouse action context sometimes being lost
Fix bug with plague duration
* Fix modifiers for some items
Fixed a bug with clicking off the edge of the map
* Fix bug with floating text X position being slightly off
Fix an AI exploit
* Fix bug in Monogame with recycling sound sources (multithreading issue)
Included fix for NVorbis
* Fix innate zombie armor name
Included fix for Monogame


== Features ==
== Features ==

Revision as of 00:11, 7 February 2015

Legend of Siegfried
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Incursion, Ragnarok, ToME
Released 7/02/2011
Updated 2/6/2015
Licensing closed source
P. Language C#
Platforms Windows, Linux
Interface ASCII, Tiles, Keyboard, Mouse
Game Length ~2 hours
[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

Requires .NET Framework 4.0 or Mono with support for .NET 4.0

Download 0.3.3 (Music)
Download 0.3.3 (Without music)
Forums
Development Blog

Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.

Changelog for 0.3.3

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 visual actor system Add category folding to inventory page Remove skills (corresponding feats have been added) 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 Rework weapon combat stats and critical hits Change zombie graphics, so that the type is recognizable Add time correlation and setting Settings page improved Improve overworld generation Fix minion kill events not registering on their boss Fix shop generation region selection Fix looking/targeting not recentering screen when done Fix bug with mouse over Fix minor content bug Fix bug with plague duration Fixed a bug with clicking off the edge of the map Fix an AI exploit Included fix for NVorbis Included fix for Monogame

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 and dungeon generation
  • Various dungeon features (doors, decorations, etc.)
  • Materials and qualities for items
  • Many state modifiers (poison, diseases, bleeding, etc.)
  • Many types of terrain
  • Weather patterns
  • Customizable interface and keybindings
  • Item containers

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:

  • Inter-game interaction