Sure. It's over here. Not too far along yet, but I'm happy with the progress I'm making so far.
Oh cool, I actually saw that one, but didn't realize that was you. Looks pretty similar to my project actually, although it looks like yours will be a bit more traditional roguelike (believe it or not, I have never actually played a roguelike unless you count DF).
Well...not really traditional. Mine is going to be army based rather than individual based, for the most part. So it's sort of a civ-roguelike hybrid. But right now I am going for more of a traditional aesthetic. That could change. We'll see how it all looks as I go along.
Well, at least in terms of stats and stuff - your first post mentions standard stats like attack, defense, hp, etc. My combat so far is based on swing speed, item weights, sharpness, tissue layers, etc. I haven't experimented to see how much mine actually makes sense with different weapon types... my guess is not, haha.
Which brings up my next questions - what do you guys enjoy most and least about turn-based roguelike combat? I haven't played any roguelikes or very many RPGs, so I don't have much to base my game off of. I'm interested in keeping the game fun by giving players options, but not too many options so as to become tedious and overwhelming.
In other news, I finally figured out what was causing my economy rewrite to fail - I wasn't giving the world enough clothiers, so the rest of the economy could not buy the clothes they needed and refused to work, meaning that nobody produced any items or offered any items to sell. Now that that's been fixed an economies appear to be functioning at least somewhat correctly, I'm working on getting the nebulous "economy agents" into the game as being actually attached to characters. This can lead to things like a shady blacksmith asking you to take out a rival (which will actually effect the economy!).
Speaking of which, I'm brainstorming ways that economic agents who go broke can be utilized. I can turn some of them into beggars and others into bandits, and I suppose other ones into adventurers or even mercenaries. Any other thoughts?
Finally, I'm hoping to have a system of legal/illegal goods on the black market, depending on what the government has outlawed. Alcohol can be one, I guess, but any ideas on other things? I'm not too sure what drugs or illegal substances were present in ancient societies, although I'm willing to make some up for the sake of interesting gameplay.