Difference between revisions of "Numenfall"

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(Legend of Siegfried 0.1.5 released)
(Legend of Siegfried 0.2.0 released (ARRP))
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|developer = [[Xan]]
|developer = [[Xan]]
|released = 7/2/2011
|released = 7/2/2011
|updated = 8/6/2011
|updated = 9/18/2011
|language = [[Csharp|C#]]
|language = [[Csharp|C#]]
|platforms = Anything that works with SDL.NET (Windows, Linux)
|platforms = Anything that works with SDL.NET (Windows, Linux)
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== Links ==
== Links ==


[http://exong.net/RL/download.php?platform=windows Download 0.1.5 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=windows Download 0.2.0 (Windows)]; requires .NET Framework 4.0<br>
[http://exong.net/RL/download.php?platform=linux Download 0.1.5 (Linux)]; requires Mono<br>
[http://exong.net/RL/download.php?platform=linux Download 0.2.0 (Linux)]; requires Mono<br>
[http://exong.net/RL/forum Forums]<br>
[http://exong.net/RL/forum Forums]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
[http://legendofsiegfried.wordpress.com Development Blog]<br>
[http://exong.net/RL/20110703_1631_46.zip 0.1.0 Gameplay video]


== Screenshots from 0.1.0 ==
== Changelog for 0.2.0 ==
 
[http://exong.net/RL/Clipboard01.png Overworld]<br>
[http://exong.net/RL/Clipboard02.png Dungeon]
 
 
== Changelog for 0.1.5 ==
 
This is the last release before the ARRP on Sept. 18, on which I plan to release version 0.2.0, which will include much more interesting towns and cities, and well as implement dialogue and quests, although the main focus will be filling out the current features with content.


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 alchemy system, one recipe, another herb
  * Added simple and complex dialogues
  * Added various new content
* Added quick recovery in "safe" areas
  * Added wilderness encounters
* Added throwing skill
  * Added 2 backgrounds
* Added talk command
  * Added at least 5 new skills
* Added cities
  * Various activities now train attributes
* Added different shop types
  * Weapon skills now give a slight dodge bonus when facing those weapons
* Added information on attack and dodge values to the character sheet
  * Reworked NPC starting experience, stats, and skills
* Added option to allow any key for more
* Added level of message detail option
* Added ability to set options in game
* Added crossbows and bolts
* Added 7 new artifacts
* Added 48 new alchemy ingredients
* Added 9 new alchemy recipes
* Added 8 new monsters
  * Added 10 new potions
  * Added 2 new scrolls
  * Added 2 new natural weapon types
  * Added several new colors
  * Improved AI
  * Made shopkeeper wares depend on their wealth
* Modified some alchemy ingredients
* Actor queue optimizations
* Dynamic event optimizations
* AI Optimizations
* Fixed an issue with shoplifting
* Fixed an issue where you could begin the game on an isolated island
* Fixed poison to not affect bloodless creatures
* Fixed a minor bug with line-wrapping not working correctly with item weight display
* Fixed a minor bug with line-wrapping and indentation
* Fixed a minor bug with autoexplore
* Fixed a minor bug with protection modifiers
* Fixed a minor bug that could occur when entering dungeon levels
* Fixed a minor bug with auto-repeated keypresses
* Fixed a bug that could get you trapped by mountains in wilderness encounters
* Fixed a bug where items that you paid for could become unpaid when you equipped them
  * Fixed a bug with automation


== Features ==
== Features ==


Currently implemented features:
Currently implemented features:
* Quests and dialogue
  * Basic alchemy
  * Basic alchemy
  * Autoexplore and goto
  * Autoexplore and goto
Line 54: Line 75:
  * Score keeping, and high score list
  * Score keeping, and high score list
  * Shops
  * Shops
  * Basic settlements
  * Basic settlements and cities
  * Field of view and light sources
  * Field of view and light sources
  * Random world generation
  * Random world generation
Line 63: Line 84:
  * Languages:  The more advanced races speak a common tongue, but each race generally has  
  * Languages:  The more advanced races speak a common tongue, but each race generally has  
     its own specific language as well
     its own specific language as well
* Pre-set quests
  * Factions and territories, e.g., goblins in their own territory might attack creatures  
  * Factions and territories, e.g., goblins in their own territory might attack creatures  
     they would not mind in other places
     they would not mind in other places

Revision as of 02:46, 19 September 2011

Legend of Siegfried
Alpha Project
Developer Xan
Theme Classic
Influences ADOM, JADE
Released 7/2/2011
Updated 9/18/2011
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]


Links

Download 0.2.0 (Windows); requires .NET Framework 4.0
Download 0.2.0 (Linux); requires Mono
Forums
Development Blog

Changelog for 0.2.0

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.

* Added simple and complex dialogues
* Added quick recovery in "safe" areas
* Added throwing skill
* Added talk command
* Added cities
* Added different shop types
* Added information on attack and dodge values to the character sheet
* Added option to allow any key for more
* Added level of message detail option
* Added ability to set options in game
* Added crossbows and bolts
* Added 7 new artifacts
* Added 48 new alchemy ingredients
* Added 9 new alchemy recipes
* Added 8 new monsters
* Added 10 new potions
* Added 2 new scrolls
* Added 2 new natural weapon types
* Added several new colors
* Improved AI
* Made shopkeeper wares depend on their wealth
* Modified some alchemy ingredients
* Actor queue optimizations
* Dynamic event optimizations
* AI Optimizations
* Fixed an issue with shoplifting
* Fixed an issue where you could begin the game on an isolated island
* Fixed poison to not affect bloodless creatures
* Fixed a minor bug with line-wrapping not working correctly with item weight display
* Fixed a minor bug with line-wrapping and indentation
* Fixed a minor bug with autoexplore
* Fixed a minor bug with protection modifiers
* Fixed a minor bug that could occur when entering dungeon levels
* Fixed a minor bug with auto-repeated keypresses
* Fixed a bug that could get you trapped by mountains in wilderness encounters
* Fixed a bug where items that you paid for could become unpaid when you equipped them
* Fixed a bug with automation

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
* Basic melee and missile combat
* Basic weapon skills and a few non-combat skills, with a basic training framework
* 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
* Customizable interface and keybindings

Planned features:

* Races and backgrounds/classes
* 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
* Activatable items, skills, and powers
* Random quests, and not just basic things like "Go and Find X of Y", "Kill X of Y", etc.
* Weather patterns
* 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