Hi there,
There was many mentions about that on this mailing list and Incusrion is
developed. There are some delays but the game is not death at all.
Read it here:
https://groups.google.com/group/incursion/browse_thread/thread/6e32c084d6ab6254
It's not optional, but there are classes (mage, cleric)
which cast from a list of prepared spells that they can
re-prep every day, and other (sub)classes that cast from
a fixed known list based on a fatigue pool (sorcerer,
oracle, etc.) So you can avoid spell prep if you don't
like it.
> In either case, is it possible through the new spell manager to set up
> "spell sets" that can be cast in quick succession with few keypresses?
Yes. You can set up multiple spell lists, name them and
select which one is active and will be automatically prepared
after resting. It's very user-friendly and strategic, and I
hope the whole interface will be better the second time
around.
> I ask because the reason I give up on most of my attempts to play the
> Neverwinter Nights games is that buff management is tedious and time-
> consuming.
I agree. Real-time d20 does not work, especially not as NWN
set up spell preparation. Hopefully Incursion's interface will
be a lot more usable in practice.
-- Julian Mensch
I feel like we're talking past each other here; I was referring to a
subset of memorised spells that could be cast all in one go (taking
the requisite number of turns) without selecting each spell to be cast
individually at casting time.
Say, for a wizard, setting up Mage Armor, Fox's Cunning, Detect Secret
Doors in a "buff list" and then casting them all in succession through
entering, say, (C)ast, (B)uffs, (A) - 'general exploration', once. And
then modifying those buff lists as more spells are gained, so you
wouldn't have to cast each individually every time you'd rested.
Yes, we have "buff sets" too, and they're separate from
memorized spell lists (and a lot simpler). There's already
a simple AutoBuff in currently-released-Incursion -- you
select your buffs in Spell Manager and then mark them, and
there's a key to cast them all at once, and the status line
shows whether they're all up, some up or none-up.
The new game is a bit more complex, because your AutoBuff
might consist of the mage casting /enlarge/ on the fighter
and /improved invisibility/ on the thief while the cleric
casts /divine favor/ on himself, /bless/ on everybody and
has the rogue use a wand of /stoneskin/ on him. And the
player has to be able to do all these characters' actions
with one keystroke, but only those that aren't up already
in case some but not all get dispelled.
This is not fully coded, yet, but will 100% certain be
there in the final game, and a lot of the support code is
already written. And yes, like with memorized spells, you
will get to make multiple lists of buffs for different
situations, name them and switch between them.
-- Julian Mensch
As a visual aide to the player, the controlled character
is the only creature displayed as '@', while the other
party members can be displayed as numbers or as glyphs
normal for their monster type, at the player's elective.
Do you have plans to allow a party member to separate from the rest of
the party, while still remaining under player control, outside of
combat? I, for one, would appreciate the ability for the sneaky member
of my party to scout ahead, and I'm sure there are a ton of other uses
we would come up with for something like that.
Truth is, I haven't looked at anything overworld-related in
more than a year now. It's still a planned element of the game,
but my focus has really been on getting the game engine back to
a state that makes it actually playable as a game -- casting
spells, trading blows with monsters, summoning creatures, etc.
-- but using the new mechanics, backbone and much deeper data
structures. It's taking a long time.
The overworld will not be technically complex. Initial plan
for release is "something like Omega", with weather effects,
challenge ratings for different geographic areas and so forth.
It will *probably* be randomly generated. I'm not familiar
with the Elder Scrolls games at all -- I downloaded the old,
free ones from Bethesda's site but never get to play them. (I
never want to start any time-consuming games because it takes
time away from working on Incursion.)
I am developing the background and the setting of the world
overall, and it has defined, fixed nations and cultures with
human-written characteristics -- you'll be able to pick a
culture for your human characters in the final game. But I
don't think the roguelike will end up being set in the areas
of those defined nations, but rather in a region called the
Vatic Wastes where there are no maps, the kind-of frontier
land of Therya, which can credibly be random-generated.
This is all still up-in-the-air at this point, though.
There's a reason I say release is probably about two years
off all the time.
> main problem I ran into with Goblin King version is that I got
> fatigued after a certain amount of levels, and the hordes of enemies
> made it feel almost like Diablo sort of game. I'd love to see ancient
> dwarven cities, jungle ruins, desert tombs, wizard towers, and that
> sort of thing.
This is definitely planned. There may still be one "fruit
salad" dungeon in new!Incursion that feels like the one in
old!Incursion, but smaller, more contained and tightly
themed locales are planned to be the norm.
It would be impossible not to allow it with the way
the game is currently written.
There are some party-based conceptual hassles still to
work out. Currently, the game goes into combat-time when
any member of your party gets into combat, so your scout
gets attacked and, three rooms away, the rest of your
party rolls initiative and starts taking combat actions.
This may change, of course.
100% sure it will be possible to tell one or more party
members to stay in a safe locale, and send the others
elsewhere on the map.
Not sure yet how it will work if you want to send some
party members to a different game map (i.e., some people
go down stairs, others don't). It might require some kind
of telepathic bond effect between party members to allow
that. There's no real engine-barrier to it as the code
is currently written, though.