Maybe if you'd used a higher level language it'd be done by now.
Yeah, that's what people say. But I haven't seen their major roguelikes... I really think that in game development the programming language plays very little role.
ToME 4 is a recently released major roguelike (whether you like it or not), *and* it features scripting with Lua. Plus, it should be obvious to anyone, and in the professional and academic world is undisputed common knowledge, that the choice of language, as well as what tools you use, undeniably plays a large role in *any* programming project. Choice of language and tools, coupled with the developer's proficiency in them, is critical to any project that wants to ship this century. To suggest otherwise reveals an extreme lack of understanding of the software development life cycle.
Higher level languages, which features more machine instructions per line of code, by their very nature result in a more rapid release, whereas lower level languages take more time, as well as requiring a greater debug time. This is why many software companies make extensive use of higher level languages for applications that are not speed critical, since speed is where most higher level languages lose their edge.
This is also why Dark God has been able to release a very ambitious ToME 4, coupled with constant updates, which are all impressively large in scope. I'd say he pretty much makes the value of scripting languages undeniable. By coding a robust engine in C++, which uses OpenGL for rather impressive graphical effects, as well as being highly modular, he's able to add an absurd amount of content with every release, solely because of the increased productivity of working in a higher level language like Lua.
All in all, whether or not you choose to make use of a scripting language is up to you, and depends on your design goals. But to suggest that because *you* don't use it, that it doesn't provide a huge productivity boost for others who may use it, is silly and absolutely wrong.