Numenfall

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Revision as of 21:24, 7 July 2016 by Xan (talk | contribs) (0.3.8.2)
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Numenfall
Beta Project
Developer Xan
Theme Classic
Influences ADOM, JADE, Incursion, Ragnarok, ToME
Released 7/02/2011
Updated 6/29/2016
Licensing closed source
P. Language C#
Platforms Windows, Linux
Interface ASCII, Tiles, Keyboard, Mouse
Game Length ~2 hours
[Forums 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

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

Download 0.3.8.2 (Music)
Download 0.3.8.2 (Without music)
Forums
Development Blog

* Graphical tiles are no longer currently fully supported

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

Thanks to the Feedback Friday players for all the valuable feedback! This release focuses on addressing many of the issues raised by them, as well as including several bug fixes and content additions. Of particular note is the new tutorial system, which attempts to explain new game mechanics as you encounter them. As always, feedback, bug reports, suggestions and any other comments are welcome.

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

All downloads require .NET framework 4.0 or Mono with support for .NET framework 4.0. I have not been able to test this version on Linux. It will require you to install at least SDL2 as a dependency.

Changelog for 0.3.8.2

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.

* Reduce duration of random events
* Conservatory now continues to grow the selected herbs until changed (instead of ending when one batch finishes)
* Add new critical effects for weapons
* Add natural armor to some NPCs, including magic servant
* Fix bug with followers getting stuck with 0 hp when they die while travelling with leader in overworld
* Fix item info in some cases
* Fix a bug with mana torrent
* Fix naming issue for some artifacts
* Fix an AI bug
* Fix a few dungeon generation bugs
* Fix interface for items inside containers to be consistent and fix some more bugs


0.3.8

* New tutorial mode
* Transferring items to or from containers moves the whole stack by default; hold shift to move part of a stack
* Items can now be used from within containers
* Add Vi keys for movement control
* Add specific death messages for bleeding and poison
* Add terrain info to look mode
* Targeting UI now prints a cancellation message
* Improved some areas and added new stuff
* Improved loot generation
* Improved page scrollbars
* Improved keybinding display
* Learning spells now requires confirmation
* Reduce toxicity generated by a few potions
* Arcanist-Alchemy now starts with ingredients for potions
* Fixed a couple bugs with collapsable categories in the inventory screen
* Fix a crash bug with some items not setting stat modification info correctly (thanks to an uploaded bug report)
* Fix a crash bug with certain monster melee attacks (thanks to an uploaded bug report)
* Remove Monogame dependency, requires SDL2

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