Numenfall

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Revision as of 14:20, 19 March 2012 by Xan (talk | contribs) (Legend of Siegfried 0.2.3 released)
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Legend of Siegfried
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Ragnarok
Released 7/02/2011
Updated 3/19/2012
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 0.2.3 (Windows); requires .NET Framework 4.0
Download 0.2.3 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog

Changelog for 0.2.3

ATTENTION: the game defaults to automatically checking for updates on startup; if this behavior is undesirable for any reason, you can disable it by adding the line "Autoupdate=false" to the file "settings.cfg".

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 game version update system
* Added new content
* Added more initial equipment
* Added highlighting to visible creatures that are dangerous
* Added experience gained display to experience gained in other ways than by killing
* Added option to stop autoexplore when an item or feature is found (defaults to true)
* 'l'ook now allows displaying details of other actors
* Increased effect of agility on speed
* Allowed unloading crossbows
* Nomad now becomes hungry at 80% the normal rate
* Dodging now reduces action points
* Increased effect of strength for heaver weapons
* Reworked opposed rolls
* Simplified experience and level system
* Zombies no longer have the stealth skill
* Drinking poison now asks for confirmation
* Improved AI (coordination)
* Internal refactoring
* Fixed a typo
* Fixed skill used for throwing daggers
* Fixed unarmed not working with critical hits
* Fixed a bug with selling an item onto a stack
* Fixed a bug with saving not serializing AI goals correctly
* Fixed a bug with projectiles not working with criticals
* Fixed a bug with thrown arrows/bolts dealing full damage
* Fixed a bug with projectiles crashing the game
* Fixed a bug with weapon skills not working for two-handed weapons
* Fixed a bug with resting stopping when healed


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