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Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/2/2011 |
Updated | 7/20/2011 |
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 0.1.3 (Windows); requires .NET Framework 4.0
Download 0.1.3 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video
Screenshots from 0.1.0
Changelog for 0.1.3
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.
* Implemented basic magic/spell system * Added a new material * Added a new weapon prefix * Added 3 new weapon qualities * Added new monsters * Added intelligence attribute * Added spellcraft skill * Added a visual delay for projectile movement * UI now shows character level and xp required for next level * Reworked item generation, also allowed non-mundane items to generate * Reworked item prices * Refactored relationship between entities and AI/controller * Refactored class hierarchy * Refactored event handling * Many optimizations * Fixed loading taking time in game * Fixed random names generating three vowels in a row * Fixed an issue with international keyboards * Fixed decriptions displaying names even when the observer is not aware of the object * Fixed auto-targeting monsters which are not visible * Fixed arrows displaying correctly when flying north/south
Features
Currently implemented features:
* Basic magic/spell system * Score keeping, and high score list * Shops * Basic settlements * 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 * Pre-set quests * 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:
* Inventory restrictions (weight or size or some other criteria) * Item containers * Inter-game interaction