Terra Magna

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{{game-alpha
 
{{game-alpha
 
|name = Terra Magna
 
|name = Terra Magna
|developer = [[user:Archpriest_of_Fate|Archpriest of Fate]]
+
|developer = [[Archpriest_of_Fate]]
 
|influences = [[Dungeon Crawl]], [[ADOM]], [[Mount&Blade]]
 
|influences = [[Dungeon Crawl]], [[ADOM]], [[Mount&Blade]]
 
|theme = [[Fantasy]]
 
|theme = [[Fantasy]]
 
|released = 2018
 
|released = 2018
|updated = October 23 2018 (v.0.0.0.7-a)
+
|updated = June 8 2019 (v.0.0.0.8-a)
 
|language = [[Python]]
 
|language = [[Python]]
 
|platforms = [[Windows]]
 
|platforms = [[Windows]]
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== Description ==
 
== Description ==
  
'''Terra Magna''' is a hardcore fantasy roguelike, placed in large random world.  
+
'''Terra Magna''' is a hardcore fantasy roguelike, placed in large world.  
  
 
'''The key feature''' of Terra Magna is cross-genre gameplay - it is RPG/strategy, where player is able to lead dwellers of Terra Magna in massive fights, filled with medieval weapon and magic. The world of Terra Magna will be divided into many factions, which will interact with each other in politics as well as on the battlefield. Right now we've took our place in fight between Goblin Union of Haalt, dwelers of The Goblin Forests, and The Yellow Empire, powerful human invaders.
 
'''The key feature''' of Terra Magna is cross-genre gameplay - it is RPG/strategy, where player is able to lead dwellers of Terra Magna in massive fights, filled with medieval weapon and magic. The world of Terra Magna will be divided into many factions, which will interact with each other in politics as well as on the battlefield. Right now we've took our place in fight between Goblin Union of Haalt, dwelers of The Goblin Forests, and The Yellow Empire, powerful human invaders.
  
'''Also''' battle system is considered to be very complex and realistic. To improve realism most of skills are capped for classes-archetypes and depends on the size of creatures.
+
'''Also''' battle system is considered to be quite complex and realistic. To improve realism most of skills are capped for classes-archetypes and depends on the size of creatures.
  
'''Another key feature''' is weapon types and magic schools, which are considering as unique ways to harm opponents, each with its own advantages and disadvantages. Magic is planned to be divided into 5 circles by power and 3 levels in addition. Adepts, masters and great masters have unique spells of each circle, and that's planned to include at least 15 levels in each magic school plus unique Archmages' ones.
+
'''Another key feature''' is weapon types and magic schools, which are considering as unique ways to harm opponents, each with its own advantages and disadvantages. Magic is planned to be divided into 5 circles by power and 3 levels in addition. Adepts, masters and great masters will have unique spells of each circle, and that's planned to include at least 15 levels in each magic school plus unique Archmages' ones.
  
 
Right now it's Alpha version of the project, and is currently in active (but quite lazy) development, which was started in April 2018.
 
Right now it's Alpha version of the project, and is currently in active (but quite lazy) development, which was started in April 2018.
Line 32: Line 32:
 
- Realistic system of bodyparts and internal organs
 
- Realistic system of bodyparts and internal organs
  
- Very complex battle system (read description of characteristics in [C]haracter menu)
+
- Different health effects, which affect creature's battle efficiency
  
- Tactic system (landscape bonuses)
+
- Very complex, but logical battle system, including different bonuses and penalties, getting through course of fight or positioning (read description of characteristics in [C]haracter menu)
 +
 
 +
- Tactic system (landscape bonuses and penalties)
  
 
- Training of skills with their using
 
- Training of skills with their using
Line 40: Line 42:
 
- 3 archetypes of creatures (warriors, archers and mages)
 
- 3 archetypes of creatures (warriors, archers and mages)
  
- Limited escape from battle (you can run on the global map from every fight, but need to run on the tactic a bit before it)
+
- Limited escape from tactic map (100 turns in fights or some distance between you and your opponents outside it)
 +
 
 +
- Every magic school is strong with their effects - Fire magic burns everyone in spell area, Air allows damage control, throws opponents and lowers their offense
 +
 
 +
- Two bodyguards from officers of your party can follow you in every locality by your will
  
 
=== Content ===
 
=== Content ===
Line 46: Line 52:
 
- 2 magic schools (Air, Fire - adept's level)
 
- 2 magic schools (Air, Fire - adept's level)
  
- 3 types of melee weapon (one-handed: cut, piercing and blunt)
+
- one-handed and two-handed melee weapon - scaled bonuses for two-handed, but no shield
 +
 
 +
- 12 types of melee weapon (common: cut, pierce, blunt; exotic: polearm, lash, bec de corbin, flail, energy, flame-bladed, double bladed polearm, axe, dagger)
  
 
- 3 types of ranged weapon (bows, crossbows and throwing)
 
- 3 types of ranged weapon (bows, crossbows and throwing)
  
- 3 types of armor (clothes, light armor and magic clothes)
+
- 4 types of shields (bucklers, round shields, kite shields and pavises)
 +
 
 +
- 8 types of armor (poor clothes, common clothes, light armor, medium armor, heavy armor, artifact armor, named artifact armor, magic clothes)
 +
 
 +
- 17 types of creatures' social role (merchants, guild members, peasants, strangers, light infantry, medium infantry, heavy infantry, sergeants, lietenants, captains, adepts of magic, heroes, legendary heroes, demigods, lords, warmasters, kings)
 +
 
 +
- 28 types of furnitures
 +
 
 +
- 5 types of houses (hermit's wooden house, village dweller's wooden house, crystal wizard tower, stone house-lodge, stone donjon)
 +
 
 +
- 4 types of tactic map (wilderness, village map, wizard tower map, castle map)
 +
 
 +
- 6 types of tactic biomes (meadow, swamp, ravines, hilly plain, forest, plain)
 +
 
 +
- 143 quotes to appear in main menu and to be engraved on items
  
- 6 types of creatures' social role (merchants, mercenaries, peasants, light infantry, captains, magicians)
+
- 1 type of quests (headhunting)
  
 
=== Global map ===
 
=== Global map ===
Line 58: Line 80:
 
- Tactic and global map (only 1 region right now, 200*200 tiles)
 
- Tactic and global map (only 1 region right now, 200*200 tiles)
  
- 2 types of moving parties (patrols, farmers)
+
- 11 types of moving parties (patrols, farmers, strangers, militia, bandits, groups of magicians, bodyguards, retinue, scout party, army party, war party)
  
- 8 types of stable parties (capitals, its districts, provincial cities, villages, castles, wizard towers, free cities and bandit camps) ''Currently its available to interact with 7 of them on the global map, but generating of tactic map of these settlements is developing now.''
+
- 8 types of stable parties (capitals, its districts, provincial cities, villages, castles, wizard towers, free cities and bandit camps) ''Currently its available to interact with 7 of them on the global map, and go to the tactic map of 3 of these settlements.''
  
- Hiring system (party consists of named mercenaries as well as squads of soldiers)
+
- Hour-based and locality-based spawn on the global map
 +
 
 +
- Different AI for different types of parties
 +
 
 +
- Hiring system (party consists of named officers as well as squads of soldiers, there is a limitation of hiring per day in one locality)
  
 
- Payment system
 
- Payment system
  
- Rebellion system (if some payments are rejected)
+
- Rebellion/desertion system (if some payments are rejected or party size is large)
  
 
- Casualties system (squads maintains their full size till party will not suffer enough casualties to annihilate entire squad)
 
- Casualties system (squads maintains their full size till party will not suffer enough casualties to annihilate entire squad)
Line 74: Line 100:
 
- Calendar
 
- Calendar
  
- Declaring player as member of another faction (once per 5 days)
+
- Declaring player as member of another faction with cost based on his previous deeds (once per 5 days)
  
 
- 6 factions (The Yellow Empire, Goblin Union of Haalt, trivial humans, bandits, outsiders, Free Cities)
 
- 6 factions (The Yellow Empire, Goblin Union of Haalt, trivial humans, bandits, outsiders, Free Cities)
 
- Banditism (attacking member of not hostile faction can turn the player bandit or even outsider)
 
  
 
=== Another features ===
 
=== Another features ===
  
- Tile system
+
- Banditism (doing evil things like robbery, marauding and aggression can turn the player into bandit or even outsider, if there are any witnesses)
 +
 
 +
- Total mastery requirement of high quality items
 +
 
 +
- Adaptation of magic books
 +
 
 +
- Tile system (577 tiles)
  
 
- Sound system on the tactic map
 
- Sound system on the tactic map
Line 89: Line 119:
  
 
- Permanent death
 
- Permanent death
 +
 +
- Savescum defense
  
 
== Screenshots ==
 
== Screenshots ==
  
'''Global map'''
+
'''Global map with new tiles'''
  
<div style="margin:0 6px">https://preview.ibb.co/iiXFRV/global-map.png</div>
+
<div style="margin:0 6px">https://i.ibb.co/GpwfzL5/global-tiles.png</div>
  
'''Fight between 2 patrols on the tactic map'''
+
'''This demigod, i guess, can lucky annihilate entire patrol squad (look at his endurance above log)'''
  
<div style="margin:0 6px">https://preview.ibb.co/fXrOfq/tactic-map-fight.png</div>
+
<div style="margin:0 6px">https://i.ibb.co/dWSyhsN/demigod.png</div>
  
'''Well, we gonna lose this'''
+
'''Village. So peaceful place. And it can be the paradise for robbers.'''
  
<div style="margin:0 6px">https://preview.ibb.co/jbKyDA/Tactc2.png</div>
+
<div style="margin:0 6px">https://i.ibb.co/8YVNHHV/house-village.png</div>
  
'''And my legs gonna cutted alongside my head, if i wouldn't run from this goblin and this fight. Light infantry is not too powerful soldiers, but they are strong enough to kill adventurer without armor.'''
+
'''Very epic fight between human war party of aristokrat and goblin war party, commanded by the goblin king. There are about 400 creatures by each side, but now in the FOV we can see about 100 at all.'''
  
<div style="margin:0 6px">https://preview.ibb.co/hsfr0q/Tactc3.png</div>
+
<div style="margin:0 6px">https://i.ibb.co/30rsywV/large-fight.png</div>
 
+
'''If i would be more experienced and better armored, this tactic tile could help me to survive. Still its just a second before escape.'''
+
 
+
<div style="margin:0 6px">https://preview.ibb.co/en276V/tac4.png</div>
+
  
 
== Requirements ==
 
== Requirements ==
Line 122: Line 150:
 
== Download ==
 
== Download ==
  
Version 0.0.0.7-a (b71) - 29 Mb - first release of Alpha: [https://drive.google.com/file/d/1yFLwVZG4de4v_8Y693r5r1AvPeA98iH-/view?usp=sharing]
+
Version 0.0.0.8-a (b157) - 16 Mb - second release of Alpha: [https://drive.google.com/file/d/1J9ZCyyRuHoIKdhjegVqNElUyZ_XnR6Yp/view?usp=sharing]
 +
 
 +
''Save with Shift+ESC. Advanced keys in the .pdf file inside.''
 +
 
 +
== Contact developer ==
  
''Save with Shift+ESC. Advanced keys in the .doc file inside.''
+
You can place there any bugreports or contact developer in comments or via e-mail: [https://www.moddb.com/games/terra-magna] (ModDB)

Latest revision as of 21:27, 8 June 2019

Terra Magna
Alpha Project
Developer Archpriest_of_Fate
Theme Fantasy
Influences Dungeon Crawl, ADOM, Mount&Blade
Released 2018
Updated June 8 2019 (v.0.0.0.8-a)
Licensing Freeware (beerware), Closed source
P. Language Python
Platforms Windows
Interface Keyboard, Graphical tiles
Game Length Infinitely
Official site of Terra Magna


Contents

[edit] Description

Terra Magna is a hardcore fantasy roguelike, placed in large world.

The key feature of Terra Magna is cross-genre gameplay - it is RPG/strategy, where player is able to lead dwellers of Terra Magna in massive fights, filled with medieval weapon and magic. The world of Terra Magna will be divided into many factions, which will interact with each other in politics as well as on the battlefield. Right now we've took our place in fight between Goblin Union of Haalt, dwelers of The Goblin Forests, and The Yellow Empire, powerful human invaders.

Also battle system is considered to be quite complex and realistic. To improve realism most of skills are capped for classes-archetypes and depends on the size of creatures.

Another key feature is weapon types and magic schools, which are considering as unique ways to harm opponents, each with its own advantages and disadvantages. Magic is planned to be divided into 5 circles by power and 3 levels in addition. Adepts, masters and great masters will have unique spells of each circle, and that's planned to include at least 15 levels in each magic school plus unique Archmages' ones.

Right now it's Alpha version of the project, and is currently in active (but quite lazy) development, which was started in April 2018.

[edit] Current features

[edit] Battle system features

- Realistic system of bodyparts and internal organs

- Different health effects, which affect creature's battle efficiency

- Very complex, but logical battle system, including different bonuses and penalties, getting through course of fight or positioning (read description of characteristics in [C]haracter menu)

- Tactic system (landscape bonuses and penalties)

- Training of skills with their using

- 3 archetypes of creatures (warriors, archers and mages)

- Limited escape from tactic map (100 turns in fights or some distance between you and your opponents outside it)

- Every magic school is strong with their effects - Fire magic burns everyone in spell area, Air allows damage control, throws opponents and lowers their offense

- Two bodyguards from officers of your party can follow you in every locality by your will

[edit] Content

- 2 magic schools (Air, Fire - adept's level)

- one-handed and two-handed melee weapon - scaled bonuses for two-handed, but no shield

- 12 types of melee weapon (common: cut, pierce, blunt; exotic: polearm, lash, bec de corbin, flail, energy, flame-bladed, double bladed polearm, axe, dagger)

- 3 types of ranged weapon (bows, crossbows and throwing)

- 4 types of shields (bucklers, round shields, kite shields and pavises)

- 8 types of armor (poor clothes, common clothes, light armor, medium armor, heavy armor, artifact armor, named artifact armor, magic clothes)

- 17 types of creatures' social role (merchants, guild members, peasants, strangers, light infantry, medium infantry, heavy infantry, sergeants, lietenants, captains, adepts of magic, heroes, legendary heroes, demigods, lords, warmasters, kings)

- 28 types of furnitures

- 5 types of houses (hermit's wooden house, village dweller's wooden house, crystal wizard tower, stone house-lodge, stone donjon)

- 4 types of tactic map (wilderness, village map, wizard tower map, castle map)

- 6 types of tactic biomes (meadow, swamp, ravines, hilly plain, forest, plain)

- 143 quotes to appear in main menu and to be engraved on items

- 1 type of quests (headhunting)

[edit] Global map

- Tactic and global map (only 1 region right now, 200*200 tiles)

- 11 types of moving parties (patrols, farmers, strangers, militia, bandits, groups of magicians, bodyguards, retinue, scout party, army party, war party)

- 8 types of stable parties (capitals, its districts, provincial cities, villages, castles, wizard towers, free cities and bandit camps) Currently its available to interact with 7 of them on the global map, and go to the tactic map of 3 of these settlements.

- Hour-based and locality-based spawn on the global map

- Different AI for different types of parties

- Hiring system (party consists of named officers as well as squads of soldiers, there is a limitation of hiring per day in one locality)

- Payment system

- Rebellion/desertion system (if some payments are rejected or party size is large)

- Casualties system (squads maintains their full size till party will not suffer enough casualties to annihilate entire squad)

- Buying and selling equipment in shops

- Calendar

- Declaring player as member of another faction with cost based on his previous deeds (once per 5 days)

- 6 factions (The Yellow Empire, Goblin Union of Haalt, trivial humans, bandits, outsiders, Free Cities)

[edit] Another features

- Banditism (doing evil things like robbery, marauding and aggression can turn the player into bandit or even outsider, if there are any witnesses)

- Total mastery requirement of high quality items

- Adaptation of magic books

- Tile system (577 tiles)

- Sound system on the tactic map

- Random generation of content

- Permanent death

- Savescum defense

[edit] Screenshots

Global map with new tiles

global-tiles.png

This demigod, i guess, can lucky annihilate entire patrol squad (look at his endurance above log)

demigod.png

Village. So peaceful place. And it can be the paradise for robbers.

house-village.png

Very epic fight between human war party of aristokrat and goblin war party, commanded by the goblin king. There are about 400 creatures by each side, but now in the FOV we can see about 100 at all.

large-fight.png

[edit] Requirements

1. Microsoft Visual C++ 2008

2. At least 1280*960 screen size.

3. Not too bad CPU and RAM.

[edit] Download

Version 0.0.0.8-a (b157) - 16 Mb - second release of Alpha: [1]

Save with Shift+ESC. Advanced keys in the .pdf file inside.

[edit] Contact developer

You can place there any bugreports or contact developer in comments or via e-mail: [2] (ModDB)

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