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Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/2/2011 |
Updated | 7/28/2011 |
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 0.1.4 (Windows); requires .NET Framework 4.0
Download 0.1.4 (Linux); requires Mono
Forums
Development Blog
0.1.0 Gameplay video
Screenshots from 0.1.0
Changelog for 0.1.4
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 the bottomless dungeon * Added a number of Alchemy Ingredients * Added 4 item types * Added 5 artifacts * Added item color highlighting based on rarity in item lists * Added 7 item enchantments * Added 2 item materials * Added 1 item quality * Added capability to cancel "long" actions e.g., wearing or removing armor * Added amulets, 5 varieties * Added goto on mouse click * Added autoexplore command * Added re-stocking to shops * Added selling to shops * Added inventory limitations * Added settings configuration file, which is used for various preferences * Added elemental resistance modifiers to various material types * You can no longer wield a shield and bow at the same time * Made armor modifiers change the displayed protection values when inspecting an item * Made agility affect speed * Factions may now make outcasts * Allowed viewing inventory from main screen, rather than having to view equipment first * Improved cave generation * Improved context sensitive movement to handle closed doors * Slight tweak to random name generation * Fixed a bug with item lists displays * Fixed a bug with pageable data line wrapping * Fixed a bug with projectiles modifiers not applying * Fixed a minor bug with awareness not updating correctly in some cases
Features
Currently implemented features:
* Autoexplore and goto * 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:
* Item containers * Inter-game interaction