I've got an update in the works, but it's mostly just documentation and a .bat file for people who have trouble running the jar. However, it does speed up level generation (which can bog down a bit at the higher levels), as slightly faster pathfinding. I just need to get off my lazy butt and write the help file.
Waiting in anticipation
Any plans to add more classes, perhaps an archer? I suppose the Wizard would play like an archer, so perhaps you've balanced the current crop, and I should just settle for what there is
I have begun sketching out my next project, however, which will be a super-hero themed roguelike. While much of the design is still up in the air, the play style will be similar to QuickHack in many ways.
Oh excellent, well consider me an eager fan. I'd like to see a super-hero roguelike executed well - do you think you'll roll up their powers, or will there be "classes" of heroes?
I also prefer games that I can learn quickly; while games like Angband, Nethack, and Dwarf Fortress are great, I want to play, not learn to play.
Same here, you can spend way too much time, digging into the nitty gritty and never getting anything out of the game. The number of "bigger" RL's I've taken a long time rolling up, only to be trounced by something very early on, it sort of defeats the point of a very detailed set up, if the difficulty can spike so soon you've not familiarised yourself with the complex character.
I know part of the charm of roguelikes is the mysticism that comes along with their mechanics, and many old school'ers wear that as a badge of honour, but for newcomers to the genre, especially nowadays, it can just put people off, and they'll be missing out on a really quite complex, diverse and very interesting world of gaming.
I've found a similar thing at play within the wargaming community. It's almost as if some wargamers feel they have to earn their stripes on the hardcore, dry nuts and bolts games, where the pain with an antiquated and obfuscated UI is part of your bootcamp training. There are some epic, complex and deep wargames out there, but ultimately a lot of them are hampered by their presentation and interface from yesteryear. It's looking up though, a number of companies are now bringing more accessible wargaming to the masses... and I feel like roguelikes are also in a period of similar transition. Although I could be wrong
Anyway, keep up the good work wire_hall_medic, if all your future projects have QuickHack's elegance behind them, I'm sure they'll be received well by newcomers to the genre.