Numenfall
Legend of Siegfried | |
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Beta Project | |
Developer | Xan |
Theme | Classic |
Influences | ADOM, JADE, Incursion, Ragnarok, ToME |
Released | 7/02/2011 |
Updated | 12/3/2012 |
Licensing | closed source |
P. Language | C# |
Platforms | Windows, Linux |
Interface | ASCII, Keyboard |
Game Length | ~2 hours |
[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 0.2.6 (Windows); requires .NET Framework 4.0
Download 0.2.5 (Linux); requires Mono with support for .NET 4.0
Forums
Development Blog
Screenshots
Changelog for 0.2.6
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 hp bar
- A* optimization
- You no longer need to restart to change font size, window size, or fullscreen
- Added basic playback functionality
- Metal items can now melt
- Added option to scale graphics
- Added error handling to allow you a chance to attempt a save in case of a fatal error
- Reworked cave generation
- Added containers
- Reworked score system
- Added AI-based dungeon generation
- Added trees
- Added AI usage for all implemented feats
- Added AI usage for all implemented spells
- Added more content
- Added required time to cast spells to spellcraft page
- Reworked how modifiers are applied to various types of equipment
- Combine inventory and equipment screens
- Right click on adjacent tiles will now attempt to open/close/operate or talk to a person there
- Finish yeti quest
- Change "open" command to "operate" command
- Remove "close" command
- Added cross training to combat skills
- Add tooltips to most statuses
- Many GUI improvements, fuller mouse integration
- Complete rewrite of low-level display and input
- Critical hits no longer do any bonus damage, but will always deal maximum damage at +75% armor penetration
- Improved UI for various menus
- Added active DM AI
- Make number of shops in city more consistent and reduce size of city
- Added descriptions for most potions
- Visible creatures and items now show graphical tiles
- Added more feats
- Improved AI (fleeing)
- Going up or down no longer takes two turns
- Decreased wolf strength and agility
- Fixed a bug with pathfinding and traps
- Fixed some issues with displaying extended tiles
- Fixed a minor grammer issue
- Fixed save game meta info for some backgrounds
- Fixed a display bug that only manifested at certain resolutions
- Fixed a minor bug with automation
- Fixed a minor bug with targeting in non-visible areas
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 and dungeon generation
- Various dungeon features (doors, decorations, etc.)
- Materials and qualities for items
- Many state modifiers (poison, diseases, bleeding, etc.)
- Many types of terrain
- Weather patterns
- Customizable interface and keybindings
- Item containers
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:
- Inter-game interaction