Deliantra is an advancement of the crossfire multi-user RPG game. Unlike the original project, it focuses mainly on stability and playability, but also adds modern technology such as map scripting, Perl server extensions, asynchronous I/O, higher resolution graphics, and better client support.
| Tags | Games/Entertainment mud Role-Playing multimedia Graphics |
|---|---|
| Licenses | GPL |
| Operating Systems | Windows Windows POSIX Linux Windows |
| Implementation | Perl |
Recent releases


Changes: Spell effects are now more aggressively merged for performance reasons. A potentially serious corruption with objects' environments has been discovered and fixed. New faces for the alchemist, wizard, and Quetzalcoatl class have been added. Cone spell symmetry has been fixed. The commands accept-invitation and suicide have been added to the list of asynchronous commands, so that players that are stuck in any way can free themselves more easily. There are various fixes for player-made weapon improvements and the alchemy skill.


Changes: The lamps and torches were completely redesigned and rebalanced, and cursed lamps and torches will now explode. Applying unpaid items will examine them now, to improve in-game documentation, and shortened item names will end in "...". A "What" column has been added to the body command, showing items in that slot. Bad assignment of crafting skills and their tools has been fixed.


Changes: Map scripts have been implemented, which are going to replace most of the boulder logic in the maps. Lightning has been rebalanced again, and the monster's ability to follow the trail of a player is now dependent on their wisdom. Alchemy-like skills can't be used with any cauldron anymore. A cheat in nimbus, which allowed infinite retries in minesweeper, has been fixed. Recreating monsters will no longer propagate when there is no player the map.


Changes: The line of sight algorithm has been replaced completely, by a better performing and more correctly working one. The light/darkness logic was rewritten completely. Permanent invisibility will not make the monsters completely passive anymore, as the players now generate noise on attack, which will attract the monsters. The monster AI was improved a bit by implementing a primitive "smell system", which the monsters use to track players. Old code, unused code and legacy support for gcfclient were removed.


Changes: The tutorial maps have been redesigned and improved greatly, the class selection has been moved to the tutorial, and the texts have been improved a lot. An overflow in lightning calculations has been fixed, and negative glow radii are supported in daylight now. The magic ears now trigger when used by an NPC dialogue, and directional casting of the 'invisibility' spell works again.