SewerJacks 0.8.6

Corremn keeps working on his sewerjacks project with SewerJacks 0.8.6

I have released another version. This one has a new interface and a few new features. All creature icons have been changed to Nick
Kelsch’s blood bowl icons. Thanks Nick. And allies are more “team” based so you can now control a mob of blood-thirsty orcs or angry
dwarfs and go crazy. Hopefully this adds to the atmostphere.

RogueCommunity Update

The voting has started, based on roguebasin’s releases news, Andrew Doull from ASCII Dreams has put a poll online for the roguelike of this year… be sure to vote for your favorite roguelike!

  • Thomas Biskup has made his yearly christmas appearance for 2007, announcing his plans for ’08 which include releasing JADE and redesigning ADOM website. We are all eager to see him fulfill this ToDo list!

Dwarf Fortress, Histories of Greed and Labour

Adventure ModeA new version of Dwarf Fortress has been released, after almost a year of development and with LOTS of new, nifty features, from one of the most complex games ever created.

What new is there? according to the official release data…

Well, it has been a while. That means potential instability, so don’t get too attached to your fortresses at this point. I’ll be doing subsequent releases more often now as I solve problems. In any case, dwarf mode now has a z-axis and you can make fortresses that span several levels. Fluids behave much more reasonably, and you can walk across the world in adventure mode in the local view without having to step off of an artificial edge. And various other lots more stuff.

Randomly Generated IntroFull info available at the devlog

Finally some players reactions:

My first coolest discovery was when I figured out what the symbol for volcanoes was.

This was quickly topped when I realization that my volcano starting site had abundant hematite right out in the opening.

This, in turn, was displaced from its status as coolest discovery when I realized I could look inside the caldera and say hi to all the imps living inside the volcano.

Finally, the most truly ultimate discovery in my first five minutes occured when I popped the units menu open to look at the population of fire imps and such, and discovered that my fortress site has a wandering population of snailmen on the plains below. Snail. Men.

This is totally awesome, even though I’m not entirely sure why.

Standing in the shadow of the mountain

3 cool things I’ve so far spotted:

1. You can set the Flag [CIV_CONTROLLABLE] on any entity_default civ and you can play them in dwarf mode (Human settlers anyone?) they don’t seem to need to come from [MOUNTAIN_SETTLEMENTS] anymore.

2. You can build Huts. If you build a room with 4 walls on one level,then build some stairs up and “roof” it with construction floors, it counts as inside on the lower level. (That means, you can make rooms, place beds etc. inside) I find it rather cool to have my lumberjack live outside in the woods with a small wood stockpile nearby.

3. Hunters are FAR more effective and are FAR less likely to get killed. one hunter bought in so many deer corpses that my butcher had a problem to keep up.

Fortress Location

Just noticed a natural cave on my map with a perfectly circular HUGE lake in it. The cave is stuffed with cave spider silk and (I assume) lots of cave spiders. The lake is inhabited by a tribe of frogmen and a solitary giant toad.The nearby mountains are roamed by packs of skeletal goats, who occasionally hop down to harass my dwarves (but thankfully not very often).

I could go on and on, as the game spawns interesting situations out of nowhere. Now, download and play it!

Slaves to Armok II: Dwarf Fortress By Tarn Adams
Forums
Wiki

Thanks to MasterGeo for the screenshots!

ChessRogue 0.3.0

Finishing level 1ChessRogue moves closer to the roguelike realm with this release. Really nifty things on it, including a graphics SDL frontend which looks sweet!

It includes several major changes, including a tiled graphical interface using the SDL library which you may prefer to the ASCII display, and a new optional mini-boss guarding a powerful artifact.

The full list of changes from version 0.2.2 is:
* Fix bug with Haste power and practice mode warnings
* Fix bug with mantrap (and other) powers and practice mode warnings
* Fix inconsistency in keymap handling
* SDL display mode for Windows and X
* First of the boss-levels implemented: the Archbishop’s temple
* First item implemented: the Archbishop’s sceptre

Get the new version via sourceforge at the official website

Privateer ASCII Sector

privt.png

Privateer: ASCII Sector is a cool space exploration game with roguelike elements, it features a pretty fun trading and mission based schema with space combat and ship upgrade elements. The game is still being development but it is fun to play already; it is full of small details such as federation ships inspecting you for contraband and space travel via warp zones.

priv4.png

Your starting ship is pretty weak and slow, so you will have to take a lot of care if engaged in combat, with time and some missions acomplished you will be able to buy faster, bigger ships. Space combat is simple yet you have a lot of options like handling your shield levels and selecting from your different weapons.

priv3.png
Exploring the space may get a bit tiring, although there exists an autopilot feature, but most of times you will be wandering around empty star clusters. Autopilot stops too far from navpoints so you still have to travel a bit of empty space.

The game doesn’t feature music or sound effects, which would add a lot to the space exploration phase. I end up playing some techno tracks in the background while playing this.

priv1.png
The game is real-time, and doesn’t feature dungeon crawling nor random space generation, which would have been great. It keeps its roguelike tag for being ascii and spatially consistent.

Browse the official website, including screenshots and a forum. The game already sports a nice degree of complexity, and I am sure the author would appreciate your comments!

GearHead2 v0.440

The original SAN-X1 BuruBuru of SantiagoZ DesignsA new version of GearHead2, the best of science fiction roguelikes out there, has been released. The author says the game is still far from complete, although it is completely playable and enjoyable.

For those who don’t know (or are too young to remember), GearHead2 is a science fiction roguelike CRPG featuring random story generation and big stompy robots. The game is far from complete, but has finally reached the stage where I’m willing to call it playable. All of the major systems are in place and working.

Read the official release announcement.

I am glad to see the game keeps evolving and is still in development. You gotta give it a look if you haven’t!

Learn more about the GearHead project via the forums, wiki and website

GearHead 2 is also open source! if interested on contributing check it out at sourceforge

Experiment: DNA integration

Xenocide

Xenocide logo 'X'

Mines

The year is 2129, and man has taken to the stars. With him he had brought all of the wonders and horrors that he was wrought throughout the ages; joy and sorrow, peace and war, life and death. He has also found that he is not alone…

Xenocide the roguelike presents world from distant future. Humanity has advanced far beyond what modern people dream about technology. Then came the discovery of hyper-drive engine enabling rapid space exploration. Man begins to expand his empire, and finally meets intelligent alien race.

The crew of the Columbus attempted to make contact with the alien vessel, but they received no response. They waited for ten long hours, transmitting the same message of greetings and peace. Then, just when most of the crew had begun to suspect that the alien vessel might be abandoned, they received a response from it. The response did not come in the form of a communication, it came in the form of a missile, a missile with an antimatter warhead.
(…)
Thus began the war.

Read the review here

DiabloRL takes the OpenSource path

DiabloRL Logo

Mr. Anubis Raskolnikov, creator of the great rougelike DoomRL, has made a step toward software freedom by releasing the DiabloRL source to the world! The project is very promising, and it is a shame not having the time to make it better when you are a busy roguelike developer, so I am glad he took the decition… I hope we can see new version of the game pop out soon!

As I don’t have as much time to develope DiabloRL as I would like, I decided to release it’s source code under the GPL licence. Also I created a project for DiabloRL on SourceForge, where a SVN repository is set up for DiabloRL.

http://sourceforge.net/projects/diablorl/

As an added bonus, I add the most recent version (basically the 0.4.1-4 that has been on the DiabloRL beta tests forum) for download as 0.4.2, and it’s source code too.

http://diablo.chaosforge.org/

If anyone’s willing to work on it, I’ll gladly give him write permission on the SVN server.

Via chaosforge

Incursion 0.6.4A

IncursionJulian Mensch has just released the final version of Incursion until 2008! That’s a long time to wait before more RL goodness comes our way from one of the best in development RL’s currently going. Grab the latest version from the Incursion website here.

From the release:

I’ve just released the final version of Incursion before my planned development hiatus until early 2008. There’sa great deal changed and fixed in this version, but thehighlights include rebalanced casters, explore mode,new difficulty-altering options, much improved allies, many crash bugs fixed, more useable gods and lots and lots ofgeneral debugging.

The Win32 version is up on the site; the Linux version and an update to the web manual should be coming tomorrow, hopefully.

Best wishes everyone!

– Julian Mensch

Junk collector

Rough terrainScrap was entry for 7DRL challenge in 2005 but after deadline author wished to polish it in order to make it more a game than a proof of concept. Later extended version came and finally 1.1 which fixed all known bugs.

You control a robot surrounded by other hostile robots. That is all you get to know about the plot but it is sufficient. Your machine can have up to eight systems plugged in. Any combination with at least one power source is valid. How one collects parts to plug into one’s robot? From other robots of course!

Read the rest of the review