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v0.0.3 — Alpha

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@codingncaffeine codingncaffeine released this 11 Jul 05:49
· 527 commits to main since this release

SiegeFX 0.0.3 — Alpha

What's New

  • Difficulty matters — the Easy/Medium/Hard choice now scales all party and monster damage with the game's original multipliers, all the way into the play session.
  • Authentic experience model — XP is earned per point of damage (a monster is worth exactly its authored value across however many hits), with the original per-award limiting factors; no more double rewards.
  • Quest turn-ins — quests complete when you bring them back to their NPC, with the proper completion jingle; NPCs switch to their post-quest dialogue afterward.
  • Equipment depth — stat requirements are enforced on equip, and worn enchanted jewelry actually alters your stats. Companion armor now mitigates damage too.
  • Smarter enemies — monsters attack the nearest party member instead of tunneling on the hero, and wounded cowards (goblins, krug) flee as authored.
  • Dev console — press ~ in-game for testing tools: god mode, gold, item spawning, instant level, and quick-teleport to any of the 81 regions.

What's Fixed

  • Trap damage now comes from the container's authored values (trapped chests in later regions are genuinely dangerous).
  • Regions streamed in while walking now get their decals and correct lighting; previously only the starting area did.
  • Reloading a save no longer respawns enemies you killed or re-arms containers you looted in regions that stream in later.
  • Boss and multi-item guaranteed drops now actually drop; pickups that don't fit your bag stay on the ground with a "No room" notice instead of vanishing.
  • Loading a cross-region save from inside the game works everywhere.

Requirements & running

Same as before: Windows x64, self-contained, and your own Dungeon Siege installation. Unzip and run SiegeFX.exe; non-standard installs set SIEGEFX_DS1.


Prerelease — versions below 1.0 are marked as such.