Difference between revisions of "Incursion"

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{{game-beta| name = Incursion
{{game-beta| name = Incursion
|developer = [[Julian Mensch]]
|developer = [[Julian Mensch]], [[Richard Tew]]
|theme = [[List of roguelikes by theme#Fantasy|Fantasy]]
|theme = Fantasy
|influences = [[Omega]], D20
|influences = [[Omega]], D20
|released = 2007 Jul 28
|released = 2007 Jul 28
|updated = 2010 Jan 21 (0.6.9I)
|updated = 2015 August 14 (0.6.9Y19)
|licensing = [[Freeware]]
|licensing = [[Freeware]]
|language = [[Cpp | C++]]
|language = [[Cpp | C++ | IncursionScript]]
|platforms = [[Windows]], [[Linux]], [[Mac]]
|platforms = [[Windows]]
|interface =
|interface = [[ASCII]]
|length = 10-20 hours
|length = 10-20 hours
|site = http://www.incursion-roguelike.net/
|site = https://incursion-roguelike.net/
}}
}}


''Incursion: Halls of the Goblin King'' is a freeware roguelike game based on (but not strictly adherant to) the mechanics of the d20 system made available under the Open Game License by Wizards of the Coast.
[[File:Incursion1.png|thumb|Race Selection]]
[[File:Incursion2.png|thumb|God Selection]]
[[File:Incursion3.png|thumb|Gameplay]]


The game boasts 9 races, 10 classes, 45 skills, and 17 gods all of them very well described and implemented and requiring totally different strategies to be played effectively though one can also decide to play as an atheist or a polytheist.
== Introduction ==


According to the developer, ''Incursion: Halls of the Goblin King'' is "a promo game for the upcoming roguelike epic ''Incursion: Return of the Forsaken''", which will feature overland map, multiple dungeons, towns, more prestige classes and other features.
''Incursion: Halls of the Goblin King'' is a freeware roguelike game based on the mechanics of the [http://www.d20srd.org/ d20] system, available under the Open Game License by Wizards of the Coast. The game boasts 9 races, 10 classes, 45 skills, and 18 choices of god (including no god), each requiring totally different strategies to be played effectively.


At the moment, Incursion features a single, randomly generated multilevel dungeon. Which could seem limiting but it feels like a complete game and requires several hours of gameplay to ascend and hundreds to master.
The game is unfinished but deemed to be complete enough to have an active playing community during the early 2010s. Its source code has been released, and for some time it was maintained by someone other than its original creator.


The developer has stated that, while not ''exactly'' true, it would be best that people consider Incursion dead, and that it is possible that new Incursion will never come.
== Features ==


The developer has promised that the source code will be released at some point in the early future.  
With mechanics strongly based on pen & paper and some unique design goals, Incursion offers a quite different experience than most roguelikes nowadays.


The great tech doc about the game is provided [http://www.incursion-roguelike.org/TechPaper%20(Web%20Version).htm here]. It could prove useful in roguelike development.
While most roguelike gameplay focuses on learning to beat many quirks and pitfalls, Incursion focuses more on player character design, the diversity of choices your character can make in regards to development, anti-grinding philosophy not very different from Dungeon Crawl Stone Soup, and resource management.


== External links ==
Incursion is notable in several ways; in most roguelikes, resting has little downside, but in this game, it takes eight hours, is often very dangerous, and causes new monsters to generate on your level, eight hours worth. While treasure is randomly generated, an entire levels treasure is generated when you first enter it, and newly created monsters have little treasure; this obviates the strategy of camping in a particular level range to get an item you want as a random drop by just waiting for monsters to gen and killing them. Hit points are normally non-regenerating, which forces the player to save resources and choose dungeon encounters carefully.
 
What's most interesting, however, is the degree to which skills and feats are essential; they are purposefully more powerful than most magic items, and choosing and using them effectively is vital. Thus, advancing your character isn't just a matter of leveling up plus some lucky magic finds but is more a matter of consciously and strategically planning the route your character takes.
 
The game has a steep learning curve even for a roguelike but is still fair. Most of the difficulty stems from the need to read various in-game manuals, item and monster descriptions, and knowing how to build your character. So, the difficulty in Incursion is more akin to Dwarf Fortress than it is to NetHack.
 
Tabletop knowledge won't help you very much, since mechanics have been somewhat altered to be more fit for a roguelike.
 
Since it's a PnP-like adventure, Incursion places much more weight on the depth and believability of its fantasy world rather than your usual roguelike rescue-the-world plot. There are very few things expected from the player to do (just kill that goblin), and the game is a mix of a wide-open sandbox and a typical dungeon crawler. Very well-written in-game descriptions help. In other words, use your imagination.
 
== Development History ==
 
According to its creator, ''Incursion: Halls of the Goblin King'' was "a promo game for the upcoming roguelike epic ''Incursion: Return of the Forsaken''", which would have featured overland map, multiple dungeons, towns, more prestige classes and other features.''. ''Return of the Forsaken'' was slated in the best-case scenario for a release in the last quarter of 2011.
 
A detailed tech doc about the game used to be provided via its website. It has been added to roguebasin for archival purposes at [[Incursion Tech Doc]]. It could prove useful in roguelike development.
 
On 2013-04-14, [https://groups.google.com/d/msg/incursion/I_TjzVcYY-o/kw3McLhp7HoJ its creator posted] a proclamation that development on Incursion was finished; having moved on to other interests, he no longer had time or interest in maintaining the project. On 2014-03-16, after offers to maintain the codebase and fix the bugs, [https://groups.google.com/d/msg/incursion/VqMTcEMYC2Y/EQqHi7nDPJ4J he posted] to the Incursion Google group announcing the release of the source code for the last couple of released versions.
 
The original website, http://incursion-roguelike.net is back up as of 2022.
 
== Source Code ==
 
The officially released source code can be built by following the instructions given in the release post.  Unfortunately, it was based on an old, unsupported version of [https://www.allegro.cc Allegro], which has been a source of many show-stopper bugs.
 
An updated version can be found [https://github.com/rmtew/incursion-roguelike on Github]. It has been modified to use [https://github.com/libtcod/libtcod libtcod], in place of Allegro, fixing many of the long-time crash and interface bugs.
 
== Download ==
 
The latest modernized version can be downloaded via [https://incursion-roguelike.net/ the web site].
 
== External Links ==


* [http://incursion.wikidot.com/ Incursion Wiki]
* [http://incursion.wikidot.com/ Incursion Wiki]
* [http://forums.penny-arcade.com/showthread.php?t=31335 Penny Arcade thread]
* [http://www.bay12forums.com/smf/index.php?topic=2668 Bay 12 forum old thread]
* [http://forums.somethingawful.com/showthread.php?threadid=2574823&userid=0&perpage=40&pagenumber=1 Something Awful thread]
* [http://www.bay12forums.com/smf/index.php?topic=139289.0 Bay 12 forum current thread]
 
* [http://forums.penny-arcade.com/showthread.php?t=31335 Penny Arcade forum thread]
{{stub}}

Latest revision as of 07:17, 21 August 2024

Incursion
Beta Project
Developer Julian Mensch, Richard Tew
Theme Fantasy
Influences Omega, D20
Released 2007 Jul 28
Updated 2015 August 14 (0.6.9Y19)
Licensing Freeware
P. Language C++ | IncursionScript
Platforms Windows
Interface ASCII
Game Length 10-20 hours
Official site of Incursion


Race Selection
God Selection
Gameplay

Introduction

Incursion: Halls of the Goblin King is a freeware roguelike game based on the mechanics of the d20 system, available under the Open Game License by Wizards of the Coast. The game boasts 9 races, 10 classes, 45 skills, and 18 choices of god (including no god), each requiring totally different strategies to be played effectively.

The game is unfinished but deemed to be complete enough to have an active playing community during the early 2010s. Its source code has been released, and for some time it was maintained by someone other than its original creator.

Features

With mechanics strongly based on pen & paper and some unique design goals, Incursion offers a quite different experience than most roguelikes nowadays.

While most roguelike gameplay focuses on learning to beat many quirks and pitfalls, Incursion focuses more on player character design, the diversity of choices your character can make in regards to development, anti-grinding philosophy not very different from Dungeon Crawl Stone Soup, and resource management.

Incursion is notable in several ways; in most roguelikes, resting has little downside, but in this game, it takes eight hours, is often very dangerous, and causes new monsters to generate on your level, eight hours worth. While treasure is randomly generated, an entire levels treasure is generated when you first enter it, and newly created monsters have little treasure; this obviates the strategy of camping in a particular level range to get an item you want as a random drop by just waiting for monsters to gen and killing them. Hit points are normally non-regenerating, which forces the player to save resources and choose dungeon encounters carefully.

What's most interesting, however, is the degree to which skills and feats are essential; they are purposefully more powerful than most magic items, and choosing and using them effectively is vital. Thus, advancing your character isn't just a matter of leveling up plus some lucky magic finds but is more a matter of consciously and strategically planning the route your character takes.

The game has a steep learning curve even for a roguelike but is still fair. Most of the difficulty stems from the need to read various in-game manuals, item and monster descriptions, and knowing how to build your character. So, the difficulty in Incursion is more akin to Dwarf Fortress than it is to NetHack.

Tabletop knowledge won't help you very much, since mechanics have been somewhat altered to be more fit for a roguelike.

Since it's a PnP-like adventure, Incursion places much more weight on the depth and believability of its fantasy world rather than your usual roguelike rescue-the-world plot. There are very few things expected from the player to do (just kill that goblin), and the game is a mix of a wide-open sandbox and a typical dungeon crawler. Very well-written in-game descriptions help. In other words, use your imagination.

Development History

According to its creator, Incursion: Halls of the Goblin King was "a promo game for the upcoming roguelike epic Incursion: Return of the Forsaken", which would have featured overland map, multiple dungeons, towns, more prestige classes and other features.. Return of the Forsaken was slated in the best-case scenario for a release in the last quarter of 2011.

A detailed tech doc about the game used to be provided via its website. It has been added to roguebasin for archival purposes at Incursion Tech Doc. It could prove useful in roguelike development.

On 2013-04-14, its creator posted a proclamation that development on Incursion was finished; having moved on to other interests, he no longer had time or interest in maintaining the project. On 2014-03-16, after offers to maintain the codebase and fix the bugs, he posted to the Incursion Google group announcing the release of the source code for the last couple of released versions.

The original website, http://incursion-roguelike.net is back up as of 2022.

Source Code

The officially released source code can be built by following the instructions given in the release post. Unfortunately, it was based on an old, unsupported version of Allegro, which has been a source of many show-stopper bugs.

An updated version can be found on Github. It has been modified to use libtcod, in place of Allegro, fixing many of the long-time crash and interface bugs.

Download

The latest modernized version can be downloaded via the web site.

External Links