Numenfall
Legend of Siegfried | |
---|---|
Alpha Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE |
Released | 7/02/2011 |
Updated | 1/07/2012 |
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] |
Links
Download 0.2.1 (Windows); requires .NET Framework 4.0
Download 0.2.1 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog
Changelog for 0.2.1
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 color-coding for various messages * Added Lone wolf background * Added stealth skill * Added Perception and Charisma attributes * Added in-game documentation system (press '?' at any pageable information screen to get available contextual documentation; view all documentation by pressing '?' on the main play screen) * Added concentration skill * Added literacy feat * Added robes * Added quarter staves * Added Neophyte of Tali background * Added oil lanterns * Added black cave spiders, black bears, and vampire bats * Added responses to sound to AI * Added throwing daggers * Added to initial starting equipment * Added Nomad background * Added permanent body modifications * Added display of feats to character sheet * Added ability for extracting alchemy ingredients from corpses * Added recipe for distillation of black spider venom * Added content to one of the main quests * Added in-game option to change font/window size * Added new setting for font size, 'Font'; possible values are '8x13' and '12x20' * Added two new settings, 'WindowWidth' and 'WindowHeight' * Allowed help at character generation (press '?') * Increased arrow speed * Made full text always display for attacks with non-standard weapons * Reworked experience and skill training * Autoexplore now prints a message on completion * Allowed wooden bridges to burn * Improved item weight display * Improved AI to seek out last sighted enemy * Improved AI to respond to heard noises * Improved AI reaction to ranged attacks * Improved description of large item stacks * Improved pageable text and made up and down arrow scroll one line at a time * Improved default initialization attempts * Changed base regeneration rate * Allow any key for (more) now properly defaults to false * Reworked color stack of ASCII renderer to work correctly over multiple lines * Fixed a bug that prevented ranged weapon damage from displaying correctly * Fixed various bugs with bridges * Fixed poison stacking * Fixed a bug in handling dialogue trees * Fixed a bug where attributes weren't set for some monsters * Fixed a bug where NPCs wouldn't shoot their last bolt * Fixed a bug that prevented projectiles from passing over water * Fixed a bug with AI attempting to reload crossbows with arrows equipped
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 * 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 * 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