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[ANNOUNCE] Incursion 0.6.0 released

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Julian Mensch

unread,
Jul 28, 2007, 7:53:41 PM7/28/07
to
Hello, everyone,

I am pleased to announce the first* public release of
the new roguelike game Incursion: Halls of the Goblin
King. This release is not a technology demo or an alpha-
release; while we're still working on fixing many of the
bugs listed on our bug database, the game is a complete,
challenging roguelike and has been played from beginning
to victory by several playtesters; have a look at their
victory dumps on the website!

Download Incursion free of charge at the official
website of the game,

http://www.incursion-roguelike.net

There are Win32 binaries currently available; the
Linux version is under development and will hopefully
be available soon.

WHAT IS INCURSION?
Incursion is a freeware, text-based computer game
set in the swords-and-sorcery world of Therya with an
emphasis on character building, mechanical depth and a
nuanced combat system. Incursion makes use of the same
rules-set as the most popular tabletop RPG in the world,
which was also used in the blockbuster commercial game,
Neverwinter Nights. These mechanics, released by Wizards
of the Coast under their Open Game License, bring the
authentic flavor of old-school roleplaying to a digital
medium in previously unheard-of detail.

Incursion challenges a player to build a character to
delve deep into the goblin caves in the farthest reaches
of Mohandi, a nation of turmoil and strife, to break the
tide of a goblinoid army being raised by the self-named
king of goblins, Murgash. The player can choose from a
wide variety of roles, including warriors, priests,
bards, woodsmen, necromancers and martial artists, and
can mix these "classes" freely in their character, then
further differentiate their character by choosing feats
-- special techniques and abilities to augment their
abilities. The wide range of character abilitues serves
to guarantee that no two games of Incursion will be
alike, and the game can be won with a wide spectrum of
different playing styles.

Incursion is a short game, being quicker to play from
beginning to end than major roguelikes like Crawl or
NetHack, yet being longer than most of the so-called
"coffee break" roguelikes. Playtesters report that a
game of Incursion played from beginning to victory often
takes between 10 and 20 hours. Despite this rapidity,
Incursion contains a wide range of content, with 9 races,
11 character classes, 17 gods, over 500 monsters, 200
feats, 490 spells and 450 magical items. Every game of
Incursion also features 10 dungeon levels which are
randomly generated by the game from a wide variety of
terrains, room types and dungeon features, and are thus
different every time the game is played.

SYSTEM REQUIREMENTS
Incursion is a reasonably compact game, taking only
3 megabytes of disc space for the game proper, but the
saved game files can be 2 MB or more. The game uses
the Win32 API and should function on any video display
in common use today. Players with very slow processors
or less than 256 MB RAM may experience slowdowns during
gameplay.

INCURSION: RETURN OF THE FORSAKEN
Incursion: Halls of the Goblin King is a complete and
complex roguelike game, but it also serves as a teaser
for a coming work of greater complexity, Incursion:
Return of the Forsaken. While the action in _Halls of
the Goblin King_ is limited to the interior of a 10-
level underground complex, _Return of the Forsaken_
will feature a full, dynamically generated overland
map, weather, NPCs who gain experience and character
levels just as the PC does, quests and plot development,
social factions to join and advance in, many different
cities and dungeons to explore and advancement all the
way to 20th character level. _Return of the Forsaken_
is tentatively scheduled for release in 2011, and will
be more strongly inspired by the classic old-school
roguelike, Omega.

Messages about Incursion are on-topic in the Usenet
newsgroup rec.games.roguelike.misc, and I will be
watching there to answer any questions people might
have about the game.

Good luck with your first games, and many thanks to
everyone who takes the time to have a look at Incursion!

-- Julian Mensch

[*] Exempting a deeply buggy and essentially unplayable
release in 2002.

rbra...@gmail.com

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Jul 29, 2007, 12:01:16 AM7/29/07
to
Looks very interested, and I've downloaded it. I can tell you've put a
lot of work in the game and I'm looking forward to playing it, but
upon starting the game I discovered that the text was very small and
difficult to read. A few other Crawl players also expressed the same
opinion, and I couldn't find an option to change text size. Will
continue on trying out your game though, and a font size/change option
would be much appreciated in the next version. :)

-Brannock

Julian Mensch

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Jul 29, 2007, 12:32:34 AM7/29/07
to

Hi,

You can go to the options panel by pressing [f] Change System
Options
on the startup screen. Then use the left and right arrow keys to
navigate
to the "Output Options" screen, and change the four resolution and/or
font
size options at the bottom of the screen. These changes will be saved
as
your preferences between uses of the game. The 16x16 font is quite
readable at all resolutions, but make sure you select a big enough
window
size to accomodate it, or the game will default to the 8x8 font if it
can't
get at least 80 columns and 50 rows of text in the window with the
font you selected.

You can also toggle between fullscreen and windowed mode by pressing
[ALT] + [ENTER] just like with most Windows applications.

Hope this helps,

-- Julian Mensch

Krice

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Jul 29, 2007, 7:47:06 AM7/29/07
to
On Jul 29, 2:53 am, Julian Mensch <jmen...@shaw.ca> wrote:
> I am pleased to announce the first* public release of
> the new roguelike game Incursion: Halls of the Goblin
> King.

Killed two monsters, then third one killed me. It was
a kobold monk. I quaffed a healing potion, but it didn't
make any difference.

Timofei Shatrov

unread,
Jul 29, 2007, 9:56:32 AM7/29/07
to
On Sat, 28 Jul 2007 23:53:41 GMT, Julian Mensch <jme...@shaw.ca> tried to
confuse everyone with this message:

> Hello, everyone,
>
> I am pleased to announce the first* public release of
>the new roguelike game Incursion: Halls of the Goblin
>King. This release is not a technology demo or an alpha-
>release; while we're still working on fixing many of the
>bugs listed on our bug database, the game is a complete,
>challenging roguelike and has been played from beginning
>to victory by several playtesters; have a look at their
>victory dumps on the website!
>
> Download Incursion free of charge at the official
>website of the game,
>
> http://www.incursion-roguelike.net
>

So, I played it a bit. As another poster said, the font is too small. Blue text
is very hard to read. My first character didn't live long, he met some sort of
spellcasting skeleton and got killed from afar. This isn't bad by itself, I like
the hard games, but the character generation process is quite long and there's
no way to generate a quick random character. Fortunately I could reuse the old
character, and this time he lived longer and was unfortunate enough to meet
several annoying things.

He found a container, which contained about 10 items. The process of
transferring them to the backpack was very painful, to say the least. To examine
an "in the air" item I need to find an unoccupied slot and press "x", which is
also annoying (moreso if all the slots are occupied).

There was a wand, which my dwarf barbarian wanted to test on the next monster. I
chose "use item", and there's ridiculous number of possible actions. So, "zap"
is there, without any keyboard shortcut, but well, whatever. I select it and the
game crashes. Oops. Later I found there's a separate command for zapping wands.

Undaunted, I restored the autosave (which was before my character processed the
container), and continued the journey. My character decided to munch on a fresh
boa constrictor corpse and contracted "mummy rot". Thinking that the disease
will wear off with time, I ignored it. But after some time stat drops became
dangerous. Potion of healing didn't help. Random potions didn't help. So, I
decided to read the scroll... The magic runs amok! You die! Ouch... In fact,
unbeknownst to me, I even had a potion of cure disease. But well, sometimes it's
better to die and learn.

--
|Don't believe this - you're not worthless ,gr---------.ru
|It's us against millions and we can't take them all... | ue il |
|But we can take them on! | @ma |
| (A Wilhelm Scream - The Rip) |______________|

Timofei Shatrov

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Jul 29, 2007, 11:24:46 AM7/29/07
to
On Sun, 29 Jul 2007 04:47:06 -0700, Krice <pau...@mbnet.fi> tried to confuse
everyone with this message:

>On Jul 29, 2:53 am, Julian Mensch <jmen...@shaw.ca> wrote:

I think that's because drinking a potion gives an opponent a few free hits at
you. That's rather evil, because running away is almost never an option.

Kornel Kisielewicz

unread,
Jul 29, 2007, 12:00:38 PM7/29/07
to
In a state of madness Julian Mensch wrote the following :

> Incursion is a short game, being quicker to play from
> beginning to end than major roguelikes like Crawl or
> NetHack, yet being longer than most of the so-called
> "coffee break" roguelikes.

That could be taken offensive -_-.

Anyway, I tried it, but the display acts wierd :/:

http://chaosforge.org/incursion-bug.png

(mind that I can't play it fullscreen because my monitors are oriented
vertically now)

Hell if I have an idea why...

Anyway, congratulations on releasing it *finally* :D.


regards,
Kornel Kisielewicz

Krice

unread,
Jul 29, 2007, 12:19:13 PM7/29/07
to
On Jul 29, 6:24 pm, g...@mail.ru (Timofei Shatrov) wrote:
> That's rather evil, because running away is almost never an option.

Died same way again. This time it was a skeletal foot soldier,
I think I was unable to damage it(?)

Julian Mensch

unread,
Jul 29, 2007, 2:14:13 PM7/29/07
to
On Jul 29, 10:00 am, Kornel Kisielewicz <admin@nospam_chaosforge.org>
wrote:

> In a state of madness Julian Mensch wrote the following :
>
> > Incursion is a short game, being quicker to play from
> > beginning to end than major roguelikes like Crawl or
> > NetHack, yet being longer than most of the so-called
> > "coffee break" roguelikes.
>
> That could be taken offensive -_-.

It was seriously not meant that way. Honestly, I have a
lot of respect for the shorter games -- many of them
branch out very experimentally and try things untried in
roguelikes before. My apologies if I had a poor choice
of words.

> Anyway, I tried it, but the display acts wierd :/:

I will look into this immediately.

Julian Mensch

unread,
Jul 29, 2007, 2:21:53 PM7/29/07
to
> I think that's because drinking a potion gives an opponent a few free hits at
> you. That's rather evil, because running away is almost never an option.

No, there's no attack of opportunity for drinking potions.
However, there is a quite significant timecost difference
between drinking a potion on your belt and one in your
backpack.

-- Julian

Julian Mensch

unread,
Jul 29, 2007, 2:30:59 PM7/29/07
to
> He found a container, which contained about 10 items. The process of
> transferring them to the backpack was very painful, to say the least. To examine
> an "in the air" item I need to find an unoccupied slot and press "x", which is
> also annoying (moreso if all the slots are occupied).

The inventory interface is very different from NetHack et al., but I
think it plays better once you've had some time to get used to it.

> There was a wand, which my dwarf barbarian wanted to test on the next monster. I
> chose "use item", and there's ridiculous number of possible actions. So, "zap"
> is there, without any keyboard shortcut, but well, whatever. I select it and the
> game crashes. Oops. Later I found there's a separate command for zapping wands.

Yes, use 'b' to zap wands. I will fix the crash right away -- it's
one
of very few remaining and I just missed it.

> Undaunted, I restored the autosave (which was before my character processed the
> container), and continued the journey. My character decided to munch on a fresh
> boa constrictor corpse and contracted "mummy rot". Thinking that the disease
> will wear off with time, I ignored it. But after some time stat drops became
> dangerous. Potion of healing didn't help. Random potions didn't help. So, I
> decided to read the scroll... The magic runs amok! You die! Ouch... In fact,
> unbeknownst to me, I even had a potion of cure disease. But well, sometimes it's
> better to die and learn.

Eating corpses is very dangerous in Incursion, and is not normally
done
for sustenance alone. You hunger much more slowly than in other
roguelikes, and normally the humanoid enemies give you enough food
rations to get through the game.

-- Julian Mensch

Julian Mensch

unread,
Jul 29, 2007, 2:34:59 PM7/29/07
to

This seems to be a general problem with the Weapon
Focus screen, which all Warrior get. I was hoping something
like this _wouldn't_ show up in the release. :(

I'll fix this (and the Zap crash) and post a patch version as
soon as possible.

Martin Read

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Jul 29, 2007, 3:49:45 PM7/29/07
to
Julian Mensch <jme...@shaw.ca> wrote:
[Incursion]

> The inventory interface is very different from NetHack et al., but I
>think it plays better once you've had some time to get used to it.

It sounds suspiciously like Omega's inventory system.

I hated it in Omega, too.
--
\_\/_/ you take a mortal man and put him in control
\ / and watch him become a god watch people's heads roll
\/ --- Megadeth, "Symphony of Destruction"

Corremn

unread,
Jul 30, 2007, 1:23:02 AM7/30/07
to
On Jul 29, 8:53 am, Julian Mensch <jmen...@shaw.ca> wrote:
> Hello, everyone,
>
> I am pleased to announce the first* public release of
> the new roguelike game Incursion: Halls of the Goblin
> King. This release is not a technology demo or an alpha-
> release; while we're still working on fixing many of the
> bugs listed on our bug database, the game is a complete,
> challenging roguelike and has been played from beginning
> to victory by several playtesters; have a look at their
> victory dumps on the website!
>

So far a very good game.

My second game I died by drinking a unknown potion, I was on 53/53
hp. However the character dump does not tell me what I died of and I
was too pissed off to read my tomestone properly before quitting. I
think I saw something about a potion of stuttering?? I still would
like to know what killed my dwarf warrior.

Messages: (Note I quaffed a potion of unhealth before I quaffed
another unknown potion.

You finish eating the uncursed food ration.
You feel unhealthy.
This must be a Potion of Unhealth!
You die...

Am I stupid or does the character dump not tell you what I died of. I
really must know. I now know that quaffing unknown potions is a death
sentence.

Corremn

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Jul 30, 2007, 2:06:51 AM7/30/07
to

Also every time I attempt to disarm a trap (as a level 1 dwarven
warrior) it crashes. Thanks for the auto save.

Julian Mensch

unread,
Jul 30, 2007, 8:29:14 AM7/30/07
to
> Am I stupid or does the character dump not tell you what I died of. I
> really must know. I now know that quaffing unknown potions is a death
> sentence.

The Philter of Stammering and Stuttering inflicts 1d6+1 points
of attribute damage to your Charisma; the Potion of Unhealth
does likewise to your Constitution. If any of your attributes are
reduced to 0, you die.

Testing unknown potions can be bad, but it's only deadly if you
already have an attribute at 7 or lower, and then only on a 1 in 6
chance (or if you get poisoned and have a low Fort save and no
way to cure poison).

There is a minor bug here in that there should be a "You feel
uncharismatic" message from the potion; I think I know why
that wasn't displayed, however, and will fix it.

I'll need to investigate your disarm crash more as well.

-- Julian Mensch

konijn_

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Jul 30, 2007, 9:49:37 AM7/30/07
to
On Jul 30, 8:29 am, Julian Mensch <jmen...@shaw.ca> wrote:
> > Am I stupid or does the character dump not tell you what I died of. I
> > really must know. I now know that quaffing unknown potions is a death
> > sentence.
>
> The Philter of Stammering and Stuttering inflicts 1d6+1 points
> of attribute damage to your Charisma; the Potion of Unhealth
> does likewise to your Constitution. If any of your attributes are
> reduced to 0, you die.

Death by ugliness ;)

Cheers,
T.

PS : To bring at least some value to this point, I think you suffer
from the all must follow the same rule syndrome.

Kornel Kisielewicz

unread,
Jul 30, 2007, 11:18:55 AM7/30/07
to
In a state of madness Julian Mensch wrote the following :
> On Jul 29, 10:00 am, Kornel Kisielewicz <admin@nospam_chaosforge.org>
> wrote:
>> In a state of madness Julian Mensch wrote the following :
>>
>>> Incursion is a short game, being quicker to play from
>>> beginning to end than major roguelikes like Crawl or
>>> NetHack, yet being longer than most of the so-called
>>> "coffee break" roguelikes.
>> That could be taken offensive -_-.
>
> It was seriously not meant that way. Honestly, I have a
> lot of respect for the shorter games -- many of them
> branch out very experimentally and try things untried in
> roguelikes before. My apologies if I had a poor choice
> of words.

Nah, no offence taken, it just sounded wierd that "so-called" :P.
Personnaly I have too much ideas to focus my strength on a single
project, unless it's a milestone in my dev-life. Probably that's why
GenRogue never got released.

regards,
Kornel Kisielewicz

elias....@mbnet.fi

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Jul 30, 2007, 1:37:40 PM7/30/07
to
I mostly like what I've seen so far.

Characters with rerolled stat & perk sets start with wizard mode
active. I assume this is a bug?

Julian Mensch

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Jul 30, 2007, 2:15:31 PM7/30/07
to
On Jul 30, 7:49 am, konijn_ <kon...@gmail.com> wrote:

[ Death by charisma loss ]

> PS : To bring at least some value to this point, I think you suffer
> from the all must follow the same rule syndrome.

To put this in perspective, the stat is called "Charisma" for
historical reasons, but a better term might by "force of
personality" -- it's used for turning undead, paladin healing,
the power of innate magic, etc. If it goes to 0, your personality
is snuffed out and you're brain-dead. It's not physical beauty.

-- Julian

Julian Mensch

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Jul 30, 2007, 2:16:47 PM7/30/07
to

No, that's design -- re-rolling perks can be really abusive. The
game lets you do it, but puts you in Wizard mode to signify
that it isn't a "by the rules" game. You can reroll when perks
are disabled, however.

elias....@mbnet.fi

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Jul 30, 2007, 3:53:55 PM7/30/07
to
> No, that's design -- re-rolling perks can be really abusive. The
> game lets you do it, but puts you in Wizard mode to signify
> that it isn't a "by the rules" game. You can reroll when perks
> are disabled, however.

Fair enough. But that has the problem that in wizard mode, the game
displays spoily information about things you examine. What I've seen
so far has not been *terribly* spoily, but it does show item levels,
exact creature alignments, etc, and that information is a bit hard to
ignore.

It should also probably be mentioned in the message you get when you
try to reroll the sets the first time.

Another note: the game could use a way of picking up and stowing
several items with less keypresses. Currently, picking up and stowing
8 items from a pile of 10 takes 24 keypresses, but that could be
reduced to 10 if the interface was changed to be more like, say, the
multidrop/pickup interface in Crawl SS.

A question. What does the 'Fatesense' perk do? One of my characters
has it, but I haven't found any description of its effects.

Martin Read

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Jul 30, 2007, 4:27:21 PM7/30/07
to
Julian Mensch <jme...@shaw.ca> wrote:
> No, that's design -- re-rolling perks can be really abusive. The
>game lets you do it, but puts you in Wizard mode to signify
>that it isn't a "by the rules" game. You can reroll when perks
>are disabled, however.

Observation: Workaround: Repeated execution of game program.

Julian Mensch

unread,
Jul 30, 2007, 9:22:11 PM7/30/07
to
On Jul 30, 2:27 pm, Martin Read <mpr...@chiark.greenend.org.uk> wrote:

> Julian Mensch <jmen...@shaw.ca> wrote:
> > No, that's design -- re-rolling perks can be really abusive. The
> >game lets you do it, but puts you in Wizard mode to signify
> >that it isn't a "by the rules" game. You can reroll when perks
> >are disabled, however.
>
> Observation: Workaround: Repeated execution of game program.

Sure, or hex editing, or what-have-you. It's not trying to
prevent people from "cheating", it's trying to define what
baseline legitimate play /is/.

And, as Elias points out above, Incursion really needs
an Explore mode that's distinct from the Wizard mode.
This is on the to-do list for the next major release, along
with an "AutoLoot" macro to make multi-inventory
actions easier, and a ease-of-use revision of the
inventory interface.

I /do/ listen to you folks, ya know. :)

-- Julian Mensch

Julian Mensch

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Jul 30, 2007, 9:34:34 PM7/30/07
to
On Jul 30, 12:06 am, Corremn <corr...@dodo.com.au> wrote:
> Also every time I attempt to disarm a trap (as a level 1 dwarven
> warrior) it crashes. Thanks for the auto save.

I'm having trouble duplicating this. If you could send a saved
game to incu...@shaw.ca, that would be really nifty. If you
don't have one, can you at least tell me what kind of trap it was,
and where your dwarven warrior got the Handle Device skill
(i.e., a Perk, the Natural Aptitude feat, etc.).

Thanks lots,

-- Julian Mensch

Julian Mensch

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Jul 30, 2007, 10:31:51 PM7/30/07
to
> Blue text is very hard to read.

I deluded myself into thinking I mentioned this when I
responded the first time, but apparently I didn't, since
I'm getting this from other sources as well.

There's an option, "Monochrome Help", that will change most of the
blue (and other colored) text grey, on the "Input Options" options
panel. This should be easier on the eyes of people with LCD
displays. :)

-- Julian Mensch

paladi...@gmail.com

unread,
Jul 31, 2007, 12:07:22 AM7/31/07
to
On Jul 28, 7:53 pm, Julian Mensch <jmen...@shaw.ca> wrote:
> Hello, everyone,
>
> I am pleased to announce the first* public release of
> the new roguelike game Incursion: Halls of the Goblin
> King. This release is not a technology demo or an alpha-
> release; while we're still working on fixing many of the
> bugs listed on our bug database, the game is a complete,
> challenging roguelike and has been played from beginning
> to victory by several playtesters; have a look at their
> victory dumps on the website!
>
> Download Incursion free of charge at the official
> website of the game,
>
> http://www.incursion-roguelike.net
>
> There are Win32 binaries currently available; the
> Linux version is under development and will hopefully
> be available soon.
>
> WHAT IS INCURSION?
> Incursion is a freeware, text-based computer game
> set in the swords-and-sorcery world of Therya with an
> emphasis on character building, mechanical depth and a
> nuanced combat system. Incursion makes use of the same
> rules-set as the most popular tabletop RPG in the world,
> which was also used in the blockbuster commercial game,
> Neverwinter Nights. These mechanics, released by Wizards
> of the Coast under their Open Game License, bring the
> authentic flavor of old-school roleplaying to a digital
> medium in previously unheard-of detail.
>
> Incursion challenges a player to build a character to
> delve deep into the goblin caves in the farthest reaches
> of Mohandi, a nation of turmoil and strife, to break the
> tide of a goblinoid army being raised by the self-named
> king of goblins, Murgash. The player can choose from a
> wide variety of roles, including warriors, priests,
> bards, woodsmen, necromancers and martial artists, and
> can mix these "classes" freely in their character, then
> further differentiate their character by choosing feats
> -- special techniques and abilities to augment their
> abilities. The wide range of character abilitues serves
> to guarantee that no two games of Incursion will be
> alike, and the game can be won with a wide spectrum of
> different playing styles.

>
> Incursion is a short game, being quicker to play from
> beginning to end than major roguelikes like Crawl or
> NetHack, yet being longer than most of the so-called
> "coffee break" roguelikes. Playtesters report that a
> game of Incursion played from beginning to victory often
> takes between 10 and 20 hours. Despite this rapidity,
> Incursion contains a wide range of content, with 9 races,
> 11 character classes, 17 gods, over 500 monsters, 200
> feats, 490 spells and 450 magical items. Every game of
> Incursion also features 10 dungeon levels which are
> randomly generated by the game from a wide variety of
> terrains, room types and dungeon features, and are thus
> different every time the game is played.
>
> SYSTEM REQUIREMENTS
> Incursion is a reasonably compact game, taking only
> 3 megabytes of disc space for the game proper, but the
> saved game files can be 2 MB or more. The game uses
> the Win32 API and should function on any video display
> in common use today. Players with very slow processors
> or less than 256 MB RAM may experience slowdowns during
> gameplay.
>
> INCURSION: RETURN OF THE FORSAKEN
> Incursion: Halls of the Goblin King is a complete and
> complex roguelike game, but it also serves as a teaser
> for a coming work of greater complexity, Incursion:
> Return of the Forsaken. While the action in _Halls of
> the Goblin King_ is limited to the interior of a 10-
> level underground complex, _Return of the Forsaken_
> will feature a full, dynamically generated overland
> map, weather, NPCs who gain experience and character
> levels just as the PC does, quests and plot development,
> social factions to join and advance in, many different
> cities and dungeons to explore and advancement all the
> way to 20th character level. _Return of the Forsaken_
> is tentatively scheduled for release in 2011, and will
> be more strongly inspired by the classic old-school
> roguelike, Omega.
>
> Messages about Incursion are on-topic in the Usenet
> newsgroup rec.games.roguelike.misc, and I will be
> watching there to answer any questions people might
> have about the game.
>
> Good luck with your first games, and many thanks to
> everyone who takes the time to have a look at Incursion!
>
> -- Julian Mensch
>
> [*] Exempting a deeply buggy and essentially unplayable
> release in 2002.

I remember that release. Glad to see a new one.
One thing that might be a bug. I started a Human Paladin, which gave
me a horse to begin with. I did a 'u', and 'Initiate Mount' (I think
that's what it was...) and am now riding my horse Ruth. (wierd name
for a horse if you ask me). Anyway, Ruth is still following me
around. I'm guessing that should not be the case. Also, when I did
the mount, I was not "on top" of Ruth, I was in the tile next to her.

Julian Mensch

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Jul 31, 2007, 12:31:42 AM7/31/07
to
> I remember that release. Glad to see a new one.

Heh; I thought _someone_ might.

> One thing that might be a bug. I started a Human Paladin, which gave
> me a horse to begin with. I did a 'u', and 'Initiate Mount' (I think
> that's what it was...) and am now riding my horse Ruth. (wierd name
> for a horse if you ask me). Anyway, Ruth is still following me
> around. I'm guessing that should not be the case. Also, when I did
> the mount, I was not "on top" of Ruth, I was in the tile next to her.

I think what happened is correct, but a little confusing to a new
player. Paladins start the game with a named horse -- Westley
came up with the names, BTW; they're from medieval mythology
from what I understand -- as well as the spell /mount/ as an
innate spell-like ability to conjure a horse, since they don't get a
real sacred mount until level 5, and low-level paladin mounts tend
to die fairly quickly.

So I think you cast mount, and a second (unnamed) horse appeared
under you, right? But the horse you started the game with, named
Ruth, is still there. So it's a little confusing because there's two
horses
involved.

To mount your starting horse as a paladin, press 'y', then select
Mount from the list of verbs, then select your horse. This will avoid
the gratuitous accidental conjuration of a second equine. :)

-- Julian Mensch

Corremn

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Jul 31, 2007, 12:59:16 AM7/31/07
to
On Jul 31, 10:34 am, Julian Mensch <jmen...@shaw.ca> wrote:
> On Jul 30, 12:06 am, Corremn <corr...@dodo.com.au> wrote:
>
> > Also every time I attempt to disarm a trap (as a level 1 dwarven
> > warrior) it crashes. Thanks for the auto save.
>
> I'm having trouble duplicating this. If you could send a saved
> game to incurs...@shaw.ca, that would be really nifty. If you

> don't have one, can you at least tell me what kind of trap it was,
> and where your dwarven warrior got the Handle Device skill
> (i.e., a Perk, the Natural Aptitude feat, etc.).
>
> Thanks lots,
>
> -- Julian Mensch

Hmm, I thought I chose disarm from the use item menu, maybe I selected
Dismiss which crashes the game if you attempt to 'dismiss' an object.
So I guess that was it.


Also if I use the following options to gen a character the game
crashes everytime.

Alter gen options: n
sex: f
Drow
Priest
God: Khasrach
choose attribute set: a-e
alignment: Chaotic Evil

CRASH!!

Bye bye drow priestess.


R. Dan Henry

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Jul 31, 2007, 1:58:28 AM7/31/07
to
On Mon, 30 Jul 2007 17:18:55 +0200, Kornel Kisielewicz
<admin@nospam_chaosforge.org> wrote:

>In a state of madness Julian Mensch wrote the following :
>> On Jul 29, 10:00 am, Kornel Kisielewicz <admin@nospam_chaosforge.org>
>> wrote:
>>> In a state of madness Julian Mensch wrote the following :
>>>
>>>> Incursion is a short game, being quicker to play from
>>>> beginning to end than major roguelikes like Crawl or
>>>> NetHack, yet being longer than most of the so-called
>>>> "coffee break" roguelikes.
>>> That could be taken offensive -_-.
>>
>> It was seriously not meant that way. Honestly, I have a
>> lot of respect for the shorter games -- many of them
>> branch out very experimentally and try things untried in
>> roguelikes before. My apologies if I had a poor choice
>> of words.
>
>Nah, no offence taken, it just sounded wierd that "so-called" :P.
>Personnaly I have too much ideas to focus my strength on a single
>project, unless it's a milestone in my dev-life. Probably that's why
>GenRogue never got released.

Well, "so-called" is quite correct. I imagine most players do not
actually play them during coffee breaks, so the name is a misnomer.

--
R. Dan Henry
danh...@inreach.com

paladi...@gmail.com

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Jul 31, 2007, 8:02:04 AM7/31/07
to

I guess I'm wondering if it makes sense that you can "summon" a mount
when you don't get that ability till lvl 5. Should it work that way?
Makes sense to mount Ruth, but unless I'm summoning a special mount
from my god or something, I shouldn't be summoning a real horse out of
thin air... That's my thought I guess.

elias....@mbnet.fi

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Jul 31, 2007, 8:05:23 AM7/31/07
to
Okay, next question. I have an orc warrior stuck in a pit, because he
has a massive armor check penalty from his orcish banded mail, so he
can't climb out, and he can't take it off because he's prone. How do I
stand up?

And just making sure you didn't miss this:

Julian Mensch

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Jul 31, 2007, 8:31:09 AM7/31/07
to
On Jul 31, 6:02 am, "paladin.ri...@gmail.com"

<paladin.ri...@gmail.com> wrote:
> I guess I'm wondering if it makes sense that you can "summon" a mount
> when you don't get that ability till lvl 5. Should it work that way?
> Makes sense to mount Ruth, but unless I'm summoning a special mount
> from my god or something, I shouldn't be summoning a real horse out of
> thin air... That's my thought I guess.

You get mount as a spell-like at level 1. This is so you can
play a paladin as a mounted warrior from the get-go despite
mount mortality rates in Incursion, rather than changing tactics
at level 5. This, IMO, would makes mounted combat a
suboptimal choice for paladins, and we don't want that.

I see that this isn't documented in the manual. That's an
oversight; it should be.

-- Julian Mensch

Julian Mensch

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Jul 31, 2007, 8:38:05 AM7/31/07
to
On Jul 31, 6:05 am, elias.erk...@mbnet.fi wrote:
> Okay, next question. I have an orc warrior stuck in a pit, because he
> has a massive armor check penalty from his orcish banded mail, so he
> can't climb out, and he can't take it off because he's prone. How do I
> stand up?

This may be a bad quirk of implementation in that standing up
is part of the move command, which the pit overrides to retry as a
climb check. I will fix.

In the mean time, you can get out of the pit using a potion of
dimension door.

> And just making sure you didn't miss this:
>
> >A question. What does the 'Fatesense' perk do? One of my characters
> >has it, but I haven't found any description of its effects.

It lets you know the blessed/cursed status of items you pick
up, and gives you a +4 bonus to Intuition. It's the granted power
from the priests' Fate domain.

elias....@mbnet.fi

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Jul 31, 2007, 10:21:41 AM7/31/07
to
Thanks for the answers.

Maybe there should be a confirmation before kicking a neutral or
friendly creature? I accidentally kicked a protectar to death while I
was trying to get it to help me against the undead.

Karnot

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Jul 31, 2007, 3:27:11 PM7/31/07
to

Monochrome Help : This can be used for people with low-contrast
monitors or visual disabilities.

Nope. No low-contrast monitors or visual disabilities, just plain bad
coloring. Should be gray by default. I can only imagine someone
picking dark-green & dark-blue as part of glasses companies
conspiracy, to ruin people's eyes.

Also, i would guess font size only works for resolutions 1200 and
above right ?
Figures...everything is incredibly tiny on 800 or 1024, and changing
font size does nothing.


Julian Mensch

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Jul 31, 2007, 3:42:49 PM7/31/07
to
> Nope. No low-contrast monitors or visual disabilities, just plain bad
> coloring. Should be gray by default. I can only imagine someone
> picking dark-green & dark-blue as part of glasses companies
> conspiracy, to ruin people's eyes.

Well, turn it on if you like it. 0.6.0B has a brighter dark-blue
color. On my own terminal, I have no trouble reading the
manual, so I guess it varies -- but I am working to make sure
everyone can play the game comfortably.

> Also, i would guess font size only works for resolutions 1200 and
> above right ?
> Figures...everything is incredibly tiny on 800 or 1024, and changing
> font size does nothing.

First: You need to change the window size or resolution to
accomodate a larger font size -- the game is built for a minimum
80x50 display, so it can't do the 16x16 font in a 800x600 display.

Second: You can maximize the game to full-screen mode by
pressing [ALT] + [ENTER]; that should make the type at least
a bit bigger.

I find that the text is very readable in 1280x1024 using the 16x16
font, and still reasonable fullscreen using 800x600 and 8x8 for
the people that have low resolution. The trick is that you have to
set the window size or resolution large enough to accomodate
whatever font you select.

Since a lot of people seem to have been confused by this, I will
add a pop-up box that comes up when you run the game for the
first time explaining how to set font size and resolution / window
size.

Hope this helps,

-- Julian

elias....@mbnet.fi

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Aug 1, 2007, 4:55:52 AM8/1/07
to
How do I shield-bash a monster when I'm wielding a reach weapon that
can't be used to attack at close range?

I just rolled an orc warrior who got a +3 morningstar perk, but he
started with only a +2 morningstar (I of course chose the morningstar
for the weapon focus).

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