Hello, Numenfall dev here.
Hey, weclome! Always nice to have the dev drop in. Glad the write-up did it some credit, and no worries 'bout the bugs. Expected with in dev stuff, and there haven't been any that were particularly game breaking (well, that I've ran in to, personally, so far, heh) anyway.
Anyway, always glad to see anyone enjoy the game! I'd also be happy to answer any questions about the current state of the game, what you can and can't do right now, future plans, etc, etc. The description on Roguebasin is a little out of date now; initially the plan was to basically make "ADOM 2" myself, but the goal is a little different now. Less open-world, more story oriented.
I'd definitely be interested to hear something about that necromancer option that's taunting us in the profession list, hehe. ... also, is that eternity archivist a nanoha reference, or is that unintentional/aiming at something else? Actually just noticed the possibility, ha.
Smaller scale, would be interested in knowing how to (/if you can) make use of the smith in Aberna. Swung by the place a few times with various bars or gems and whatnot in the inventory and didn't get any sort of positive response. Maybe some sort of indication of what you're missing could be put in, there?
... also, is there any way to get more mining automatons, or just things in general to stick in the hole under your tower? Take over the goblins after wrecking their fortress and use them as cheap labor?
Totally digging the almost masters of magic/age of wonders vibe with that tower, by the by. Should be really interesting to see how that progresses in the future, especially once stuff the screen actually fends off starts showing up.
There are some (a lot?) of similarities to TOME 4; some people have even thought that I use the T-engine. But that's probably mostly because the layout of the UI is similar. As far as I know, my game shouldn't be as demanding of your computer, and I hope the gameplay is significantly different.
Ehehe, performance is actually only a little better than T4... with everything turned down as far as it'll go (ToME could actually manage even better than it does, but no one's gotten around to making a truly slimmed down version, yet -- even the no music version has something like 200 megs of superfluous graphical finery in it). Definitely better than it with any of the bells an whistles turned on.
And yeah, gameplay is quite different (have been playing T4 since something like beta 2, so I can say that with some confidence

). Some rough similarities, but they're mostly pretty rough indeed. Just the resource interactions and the harmony/discord stuff are things T4 doesn't play with much (some -- oozemancers have some similar mechanics to the latter, and the paradox resource in general is pretty similar to numenfall's current magic system*, just with more moving parts and a different sort of penalty involved -- but not much). Only
really close thing is the bag, and I blame absolutely
no one for using the same mechanics as (or at least similar to) ToME's transmog chest, personally. Easily one of the best implementations of loot management the gaming world's seen, heh. Well... and maybe the stamina/ammo implementations. Stamina's generic, though, and anyone who says that infinite quivers are something bad is someone I'd have a go at. It's nice to have main characters that
don't have trouble keeping themselves in food and arrows. Once they can figure out how to swim, your critters'll have the three main clichéd roguelike incompetencies beat :V
Other than that, nah, there's not really much in the way of similarities, other than a vaguely similar UI and sorta' similar talent design (cooldown based, et al, but T4 doesn't exactly have a monopoly on that sort of thing... just happens to be about the biggest roguelike that makes notable use of it, particularly while rolling with the whole icon thing). So far, anyway. Not that there'd be anything wrong with things if there were -- T4's got a lot of good design ideas floating around in it, and it's almost always good juju to pay attention to good ideas.
Any case, definitely thanks for what work you've done so far! Looking forward a fair bit to seeing how it develops in the future. Kinda' regret I never got around to checking it out before the name change, heh. Almost did a few times, but never got around to downloading it.
*The chronomancer classes in general would actually be a pretty decent thing to look at, if you were interested in doing more stuff with a similar intent to what you've got now, I'd say. The whole scheme of a resource that ramps up but becomes more unstable as it does is very much a similar concept, just with more involved effects than a simple effectiveness penalty. Could probably pluck out some ways one can riff on that more than numenfall currently does, if you were interested. Not saying it
needs it or anything, but I'm pretty much always a proponent for adding more involved and novel parts to a mechanic, ehehe.