Difference between revisions of "Numenfall"

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{{game-alpha|name = Legend of Siegfried
{{game-beta|name = Numenfall
|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/2/2011
|released = 7/02/2011
|updated = 7/13/2011
|updated = 5/12/2017
|language = [[C#]]
|language = [[Csharp|C#]]
|platforms = Anything that works with SDL.NET (Windows, Linux)
|platforms = Windows, Linux
|theme = Classic
|theme = Classic
|licensing = Open source
|licensing = closed source
|interface = [[ASCII]], [[Keyboard]]
|interface = [[ASCII]], [[Tiles]], [[Keyboard]], [[Mouse]]
|site = [http://exong.net/RL/forum Forums]
|site =  
|influences = [[ADOM]], [[JADE]]
|influences = [[ADOM]], [[JADE]], [[Incursion]], [[Ragnarok]], [[ToME]]
|length = Indefinite, nunc
|length = ~2 hours
}}
}}


== Design ==


[[Category:Alpha projects]]
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 ==
== Links ==
<br>
[https://numenfallweb.asuscomm.com/Numenfall/Prerelease Prerelease downloads]<br>
<br>


[http://exong.net/RL/download.php?platform=windows Download 0.1.2 (Windows)]; requires .NET Framework 4.0<br>
Graphical tiles are no longer currently fully supported. Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.
[http://exong.net/RL/download.php?platform=linux Download 0.1.2 (Linux)]; requires Mono<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/blog Development Blog]<br>
[http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video]


How to report a crash: Check 'kernel.log' in the game directory for any error information.


== Changelog for 0.4.0 ==


== Screenshots from 0.1.0 ==
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.
 
[http://exong.net/RL/Clipboard01.png Overworld]<br>
[http://exong.net/RL/Clipboard02.png Dungeon]




== Changelog for 0.1.2 ==
* New features:
*
* Implement wands properly
* Implement gems
* Implement smithing
* Add spell type mastery talents
* Add new encounters
* Add new artifact


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.
* Interface changes:
*
* Add recent activity log to Tower tab
* ASCII UI now shows hp bars, and also changed markers for self and ally
* Improve final death message for high score entries
* Add spellpower to character sheet
* Standardize some descriptions
* Added more tutorial messages
* Artifacts now show their effects in the standard format
* NPCs that can join you now show potential benefits before you accept the offer to join
* Conservatory grow option now shows colored tiers


* Added a new dungeon type
* Gameplay changes:
* Added a new area, new creatures, new items
*  
* Added ranged combat, bows and arrows, and throwing
* Decrease base vision range to 80% of previous value
* Added tutorial mode (active when there is less than 3 highscore entires)
* Increased the number of voronoi points used in generating the overworld
* Added multi-selection for item lists
* Decrease global overworld movement cost multiplier to 100 from 200
* Added highscore list
* Increase foraging bonus overworld movement speed to 100% from 20%
* Added random names for human settlements
* Allow healing buffs to stack
* Cloth items can now be burnt
* Increase raw mana torrent cone width from 30 to 60 degrees
* Improved verb recognition
* Arcanist initial wand slots from 3 to 1
* Improved pathfinding for monsters
* Multiple item modifiers on a single item now won't almost always match tiers
* Improved handling of passed time in non-active areas
* Greatly reduced flat damage reduction from items
* Reworked illumination from objects
* Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once
* Reworked armor coverage
* Throwing an item now takes a standard turn (previously 120% of a turn)
* Starting attributes are now somewhat random
* Tiles can no longer be blocked by piles of items
* Shopkeepers now actually receive the money for items bought
* Armor pool now absorbs a base of 60%, can be increased by modifiers
* Shopkeepers now react when their items are damaged/destroyed
* Rework and add some item modifiers
* Abstracted renderer so that it is possible for the display to work with tiles as well as text
* Added differentiation between actions that require mobility and those that don't
* Improved pageable text to perform line-wrapping
* Swapping places with an ally now takes a standard turn (previously 150% of a turn)
* Some optimizations
* Reduced the monetary value of materials
* Added workaround keyboard buffering problems
* Reduced the impact of character level on maximum magical saturation/imbalance
* Fixed string input from allowing spaces at the beginning or end of input,  
    and also disallowed multiple spaces in the middle
* Fixed a bug with the screen not updating when you rest on the overworld map
* Fixed activating items taking no time
* Fixed sorting of equipment view list
* Fixed a mistake with watchmen equipment
* Fixed some bugs with projectiles and AoE projections
* Fixed a bug with plural names displaying incorrectly after loading
* Fixed a bug with saving faction relationships
* Fixed a bug with pageable data


* Bugfixes:
*
* Fixed a bug where the information pane would have the wrong title
* Fixed a bug where you would gain 1 gold coin per week from a non-existent mine
* Fixed a bug where allies could take loot
* Fixed a bug that prevented missile weapons from receiving item modifier effects
* Fixed pricing of variable item modifiers
* Fixed a bug where incompatible modifiers would be applied to an item
* Fixed a bug with modifiers unstable sort
* Fixed a bug that allowed you to get over 100% magical imbalance
* Fix bug with finding memorable features to goto
* Fix bug with selecting multiple items
* Fix spell icons not being dimmed when unavailable on overworld
* Fix talent info display for particular talents
* Fixed a bug with NPCs not being allowed to level talents over rank 1


== Features ==
== Features ==


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


Possibly future features:
Possibly future features:
* Inventory restrictions (weight or size or some other criteria)
* Inter-game interaction
* Item containers
 
* Inter-game interaction
[[Category:Beta projects]]
[[Category:Roguelike games]]

Latest revision as of 00:49, 20 February 2020

Numenfall
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Incursion, Ragnarok, ToME
Released 7/02/2011
Updated 5/12/2017
Licensing closed source
P. Language C#
Platforms Windows, Linux
Interface ASCII, Tiles, Keyboard, Mouse
Game Length ~2 hours
[ Official site of Numenfall]


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


Prerelease downloads

Graphical tiles are no longer currently fully supported. Current tileset graphics are placeholders and will eventually be replaced with consistent and thematic art.

How to report a crash: Check 'kernel.log' in the game directory for any error information.

Changelog for 0.4.0

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.


  • New features:
  • Implement wands properly
  • Implement gems
  • Implement smithing
  • Add spell type mastery talents
  • Add new encounters
  • Add new artifact
  • Interface changes:
  • Add recent activity log to Tower tab
  • ASCII UI now shows hp bars, and also changed markers for self and ally
  • Improve final death message for high score entries
  • Add spellpower to character sheet
  • Standardize some descriptions
  • Added more tutorial messages
  • Artifacts now show their effects in the standard format
  • NPCs that can join you now show potential benefits before you accept the offer to join
  • Conservatory grow option now shows colored tiers
  • Gameplay changes:
  • Decrease base vision range to 80% of previous value
  • Increased the number of voronoi points used in generating the overworld
  • Decrease global overworld movement cost multiplier to 100 from 200
  • Increase foraging bonus overworld movement speed to 100% from 20%
  • Allow healing buffs to stack
  • Increase raw mana torrent cone width from 30 to 60 degrees
  • Arcanist initial wand slots from 3 to 1
  • Multiple item modifiers on a single item now won't almost always match tiers
  • Greatly reduced flat damage reduction from items
  • Reworked spellbooks, now learning spells does not take talent points, but you are limited in how many you can know at once
  • Throwing an item now takes a standard turn (previously 120% of a turn)
  • Tiles can no longer be blocked by piles of items
  • Armor pool now absorbs a base of 60%, can be increased by modifiers
  • Rework and add some item modifiers
  • Added differentiation between actions that require mobility and those that don't
  • Swapping places with an ally now takes a standard turn (previously 150% of a turn)
  • Reduced the monetary value of materials
  • Reduced the impact of character level on maximum magical saturation/imbalance
  • Bugfixes:
  • Fixed a bug where the information pane would have the wrong title
  • Fixed a bug where you would gain 1 gold coin per week from a non-existent mine
  • Fixed a bug where allies could take loot
  • Fixed a bug that prevented missile weapons from receiving item modifier effects
  • Fixed pricing of variable item modifiers
  • Fixed a bug where incompatible modifiers would be applied to an item
  • Fixed a bug with modifiers unstable sort
  • Fixed a bug that allowed you to get over 100% magical imbalance
  • Fix bug with finding memorable features to goto
  • Fix bug with selecting multiple items
  • Fix spell icons not being dimmed when unavailable on overworld
  • Fix talent info display for particular talents
  • Fixed a bug with NPCs not being allowed to level talents over rank 1

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 main game is one of these.)
  • ...and more...

Possibly future features:

  • Inter-game interaction