Numenfall
Legend of Siegfried | |
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Beta Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE, Ragnarok |
Released | 7/02/2011 |
Updated | 5/16/2012 |
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 0.2.4 (Windows); requires .NET Framework 4.0
Download 0.2.4 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog
Changelog for 0.2.4
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 the downloaded version of the game is 0.2.3. You must check for updates at least once to download the latest version.
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 more dialogue * Added combat stances * Nerfed all gnolls and kobolds * You may now drop items that are held, rather than worn * Items that stack with currently equipped ammo are automatically stacked with it * Way of restoration, rejuvenation, now applies to allies * Increased rate of effect for potion of revivification * Added new feats * Reworked shield bash * Added option to change the resolution of the game window * Added maximum discharge rate to wands * Added more content * Added option for fullscreen * Reworked experience system * Reduced unarmed skill damage bonus * De-overpowered blackwood material * Fixed some bugs with messages * Fixed a bug with caltrops * Fixed a bug with loading on linux * Fixed a bug with dungeon size depending on window size * Fixed a bug with moonsilk material not increasing cost properly * Fixed a bug with stealth training * Fixed a bug with interior wall generation of buildings * Fixed a memory leak * Fixed a bug with viewing inventory after death while playing a saved game * Fixed a bug with unarmed stealth attacks
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