Difference between revisions of "Numenfall"

From RogueBasin
Jump to navigation Jump to search
(0.3.4)
Line 2: Line 2:
|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/02/2011
|released = 7/02/2011
|updated = 2/6/2015
|updated = 3/28/2015
|language = [[Csharp|C#]]
|language = [[Csharp|C#]]
|platforms = Windows, Linux
|platforms = Windows, Linux
Line 23: Line 23:
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 0.3.3 (Music)]<br>
[http://exong.net/RL/download.php?music=yes Download 0.3.4 (Music)]<br>
[http://exong.net/RL/download.php?music=no Download 0.3.3 (Without music)]<br>
[http://exong.net/RL/download.php?music=no Download 0.3.4 (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>
Line 30: Line 30:
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 0.3.3 ==
== Changelog for 0.3.4 ==


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 visual actor system
  * Add new experimental armor mechanic
  * Add category folding to inventory page
  * Rework throwing net and caltrops to be feat granting equipment items
  * Remove skills (corresponding feats have been added)
  * Add solar system
  * 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
  * Shield feats are now active
  * Rework weapon combat stats and critical hits
  * Mouse input now works for direction prompt
  * Change zombie graphics, so that the type is recognizable
  * Simplify lighting
  * Add time correlation and setting
  * Rework herbalism and alchemy
  * Settings page improved
  * Improve talent points page
  * Improve overworld generation
  * Improve cooldown display
  * Fix minion kill events not registering on their boss
  * Improve dungeon generation
  * Fix shop generation region selection
  * Add value tracking for statistics
  * Fix looking/targeting not recentering screen when done
  * Add option for limiting FPS
  * Fix bug with mouse over
  * Remove strictly inferior weapon types
  * Fix minor content bug
  * Fix finding another path on mouseover if a path already exists
  * Fix bug with plague duration
  * Fix goto command working while carrying unpaid items
  * Fixed a bug with clicking off the edge of the map
  * Fix nasty bug in pageable text
  * Fix an AI exploit
  * Fix mistakes in some feat descriptions
  * Included fix for NVorbis
  * Fix shields not allowing you to equip them at the same time as a ranged weapon
* Included fix for Monogame


== Features ==
== Features ==

Revision as of 14:38, 28 March 2015

Legend of Siegfried
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Incursion, Ragnarok, ToME
Released 7/02/2011
Updated 3/28/2015
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 0.3.4 (Music)
Download 0.3.4 (Without music)
Forums
Development Blog

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

Changelog for 0.3.4

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.

* Add new experimental armor mechanic
* Rework throwing net and caltrops to be feat granting equipment items
* Add solar system
* Shield feats are now active
* Mouse input now works for direction prompt
* Simplify lighting
* Rework herbalism and alchemy
* Improve talent points page
* Improve cooldown display
* Improve dungeon generation
* Add value tracking for statistics
* Add option for limiting FPS
* Remove strictly inferior weapon types
* Fix finding another path on mouseover if a path already exists
* Fix goto command working while carrying unpaid items
* Fix nasty bug in pageable text
* Fix mistakes in some feat descriptions
* Fix shields not allowing you to equip them at the same time as a ranged weapon

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