Numenfall
Legend of Siegfried | |
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Beta Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE, Ragnarok |
Released | 7/02/2011 |
Updated | 2/24/2012 |
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 0.2.2 (Windows); requires .NET Framework 4.0
Download 0.2.2 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog
Changelog for 0.2.2
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.
* Added throwing nets * Added poison darts * Added to the main quest * Added kobolds * Added deferred dungeon generation * Fire and smoke * Added more descriptions * Added more materials * Added zombies * Added traps * Added eating, edibles, and hunger * Added roads to world generation * Added conversation/rumors to commoners * Added context-sensitive single key command * Added context-sensitive command hints * Added critical hits * Added more documentation * Character Sheet now shows average protection * Tweak radial calculations for projections * Added redirection for 'bump' commands when first direction is useless * Increased stone golem resistance to slashing and piercing and elemental damage * Decreased effect of perception on dodge and attack rolls * Reduced number of goblins in encounters * Magical imbalance and saturation no longer can affect spells at low values * Potions can now shatter from heat * More color-coding for messages * Resting now stops at full health * Allowed random choices at character generation * Improved stealth * Improved item generation * Improved targeting UI * Improved building generation * Improved item swapping * Improved AI (perception) * Improved AI (fleeing) * Improved AI (confidence) * Improved AI (item use) * Improved AI (throwing weapons) * Improved AI (movement patterns) * Optimization (memory) * Optimization (dynamic events) * Optimization (pathfinding) * Fixed a bug with autoexplore forcing you to steal from shops * Fixed a bug with disease * Fixed a bug with city inhabitants AI * Fixed a bug with low perception scores preventing you from seeing things you should be able to * Fixed a bug with AI not handling being teleported correctly * Fixed a bug with DynamicInvoke and exception handling * Fixed a major bug with armor/protection
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