Crafting? I haven't fully caught up on this thread, but I have seen the item selling / junk item discussion come up a few times. I totally get and agree with the reasoning behind no selling. However, have you ever thought about allowing us to combine identical items to upgrade them? I guess it would need rebalancing since that previously-useless Robe I find on level 1 is now basically an armor enchant, but I think it would be a neat way to clear inventory space and let the player feel less disappointed with those sorts of treasures.
That exact feature is planned for the distant future, but I'll warn you now you may be waiting a while on it, as it will not be an easy one to implement.
We've been preening 2.5 for just under a week now, debugging and polishing as much as we can, but it should be ready to launch in the coming days. Faster play. A lot of people (but none louder than Keith XD ) have been clamoring for some way to remove the tedium of waiting for archers, zombies, and especially Satan's Bodyguards to finish taking their turns. In 2.5, the game will allow most monsters to take non-movement turns simultaneously. A typical turn will look like this: {Player Attacks} {All Monsters Attack} {All Actors move}, with the braces indicating the only non-overlapping periods of time. There's a few exceptions like Skybaby / Bully attacks that need to execute in order as they have been so that the knockback effect doesn't screw things up, but overall the game will play loads faster. STABILITYYYYYYYYYY! Facebook / Playhaven integration are in, working, done. Boring, stuff, I know, but it'll help us stay afloat. New leaderboards specifically for players that have defeated Satan, to be sorted according to how many turns you took to finish the game. Two new proper weapons and about half a dozen new items of various uses, which should be of great interest to the Skelly. After 2.5, the next big shiny new feature will most likely be the Dinoman Bruiser, although you'd have to ask Keith about that, since the timetable to get the necessary art / design assets complete isn't entirely locked down yet. While Dinoman is coming, an OSX port will be a big priority for us (already well underway). Probably releasing on all platforms alongside the OSX port will be a Hard Mode. A steady stream of new, if minor, content can be expected, as well. New weapons, potions, throwable items, that kind of thing. Also expect to start seeing traps showing up in the dungeons, which are similar to crystal caltrops only with varied effects, inconsistent visibility and semi-permanent existence.
OK, 2.5 has officially been submitted to Apple. At long last, we are Waiting for Review. Official Changelog: New Content 2 Weapons 2.5 new types of Bow Ammunition 3 throwable items with unique effects New Features Hyper Play! 100 Rogues' turn system has been reworked to allow most turns to occur in about a second, with all monsters attacking simultaneously Facebook integration: post your game scores to your Facebook wall Playhaven integration: Access 100 Rogues' Playhaven community and find great similar titles New High Score board for fastest Satan-Killers Balance Changes Monsters now follow more aggressively through hallways Overall difficulty increase throughout Normal Mode Easy Mode made substantially easier in Dungeon and Hell worlds Bug Fixes Final cutscene properly functions again on iPads Hand Grenades properly function again The Humbled debuff properly affects ranged attackers again Stairs following the Genie fight no longer crash if the game is saved and reloaded during the fight Center tile of the second boss is once more targetable Center tile of the second boss can no longer be leap attacked into, nor can a crystal ball be placed there Godly Resistance of the second boss once again applies appropriately Smoke Bombs no longer occasionally float in mid-air when thrown, nor subsequently crash the game when thrown after that point Crash fix when confused monsters attempt to move but are unable to find an appropriate direction in which to do so iPod Music Picker no longer leaves behind a screenshot of the programmer's iPod contents when closed (said programmer has also been informed that DDR is 'Soooo 1998') Second Boss no longer temporarily locks up when hit by Crystal Balls Familiar no longer ceases to act after swapping places with it
Wes, having an issue with the game going into that red wait button mode way to frequently. It is running a lot smoother than it used to. But anytime I am in a room with enemies outside the fov, every move goes into the red button / wait period.
Post-update: I have a tower in my locker. If I try and move it out I get a flashing white rectangle taking up about 1/3 of the screen. I can tap out and game on but the tower remains in the locker.
The white flashing screen big is present on both the locker and item shop...if you press on where the item would be after the screen flashes white it will fix itself and let you buy the item, similarly if you can find the remove button in the locker when the screen turns white you can remove it from the lOcker
Same issue here too with the shop and locker. Also noticed that the Crystal attack with the wizard doesn't seem to hit all 3x3 spots anymore.
Due to the some item-eating bugs with the locker, click-and-drag functionality has been disabled. Items can be managed between inventory and locker via the tooltip buttons. (spending another three days debugging click and drag is not worth my time compared to new features and higher priority bugs). I don't know what the flashing white rectangle thing is yet, but I'll be looking into it. So hey, guys, did the massive change to how turns work or all the new items improve the quality of the game *at all*? < / fishing for compliments>
@we'd Lol, I was actually going to post about that but got sidetracked on the white flashing screens! Yes, thank you thank you thank you for speeding up the game animations on enemies!!! Lightening quick play now made it down to Satan last night with the crusader in 2000 turns in less than an hour ! Very nice change, removed all the frustration of waiting especially on the hell levels!
No, it's not because of your hardware. It's very simple: 100 Rogues is the buggiest iPhone application ever. Extremely poorly coded. Very promising game, great setting and nice graphics but broken beyond repair. Basically it is useless and I feel like I lost my money on this one.. not that it really matters, we are talking a few bucks here. Seriously, I just hope they hire external help with the code.. - bManic
I would be willing to be that hardware has a little to do with it. Betaed and played this game on a 2gen touch and had so many problems. Once I got an iphone 4, they disappeared. Tried it out on my touch again, problems.
Beat the game as crusader really fast. The mace balloons are really helpful in dungeon, as are the new arrows. The trick is getting them, I guess. Seems a little smoother, but still crashes hard 3-4 times per game. The simultaneous enemy turn feature greatly helps in Dungeon and Hell. It also is extremely helpful as a crystal ball wizard. I don't really notice the enemies following through hallways better. I just skipped the dark pope fight because it crashed, then when I reloaded the game I was behind the pope's door. Now he keeps showing up in the hell levels. Big disembodied pope square center in the middle.
I skipped the past few updates, due to various reasons (including being pissed over IAP) but got this update and i finally feel my 5$'s worth. The game seems so polished now. Moving around quick with such fluid animation feels really good~ The game loads noticeable faster. No stupid graphical glitches (The rogues finally go into the exit doors and not through them). New items add some new strategies! Haven't played enough yet, but i have not crashed once. Although there are still a few minor issues that need to be ironed. Like the In-game music player~ It just looks glitched but works~ but once you close the app, the music doesn't stop and the music player doesn't respond to touches at all. I had to stop the music by forcing the Music player from multitasking menu. You might want to look into that. Also, the music player is VERY basic. No options to even skip a song. I have seen it in some games, so i know the APIs support it. I know you must be busy with the other BIGGER updates., But please don't implement things hastily. Anyways, i am in love with 100 rogues all over again and i think i'll buy the skellyman scoundrel after-all. P.S. Was the "known Bug": Skellyman cannot use teleport scrolls fixed? Because its not mentioned in the patch notes. That was the only thing keeping me on the fence~ And also, once i have bought it with my itunes account, Do i have to pay again if i delete the app and reinstall it and try to download her? (Never made an IAP before :">)