I like that little bit of unknown. Like in another iOS game "the dungeon" there are potions and weapons that don't tell you what they are until you have used them. I like that little surprise.
I gotcha. Yes that makes perfect sense. Ive never asceneded on any of the other roguelikes perhaps 100 rogues will be different
I'm having problems with the Morph Ball skill. He's ok changing into the ball, but he sure doesn't like changing back into humanoid form. Crashes every time.
Definitely want more unknown/randomness. The reason why Rogue Touch is still my favorite iOS roguelike is due to these factors and how well-balanced the game is. As awesome as 100 Rogues is (and it really is awesome) I wish I could die due to status effects rather than being overwhelmed by sheer numbers of enemies, which is what causes me to die 9/10 times. Thanks for the response on Rogue-Bot, Frogtorch. I got him anyway, but haven't spent a lot of time playing with him. Hopefully this is addressed in the next patch.
Yep yep. Very big problem. I've fixed it for the next update, which should go out today or tomorrow. Also! I've extended our automated testing. With one click (and about an hour of waiting around), the game can now automatically go through the game with each player class, execute each of their abilities, and kill a couple monsters on each level. That should catch any more of these problems as more and more classes get added to the game.
Speaking of which: it just found an issue switching levels with Tourist if you are Blended In. Specifically, you're not always guaranteed to shift back to your old self and be able to attack, etc., again. Still not sure what's causing that...
Hopefully you had Whack of Glory. ... actually that might not even work, if the kitten decides to move back to you after getting whacked. Were you specifically trying to have that happen, or did you curse my name when it did?
OK, I'm leaving for the day. I've been planning to ship for the last couple OF days, but the game just hasn't felt ready. Plus, as I mentioned, I've got a smoke test that kicks a lot more tail, and that has been helping me find and fix a LOT of obscure bugs. Anywhoo, I may let that run a few more times while I'm asleep tonight. If the results are clean in the morning, I'll ship. In the meantime, here's the exciting parts of the changelog for this update (which will go to both OS X and iOS simultaneously). New Features For the Mac App Store: Necromeister! Included free this update is the Necromeister update previously available on iOS New Scoundrel Skill: Quick Step. Any non-movement action allows you to make 1 movement action without taking a turn. Endless Mode: TO THE MOOOOOOOOON. Moon tileset and refinished monster art for endless mode. Balance Changes: Tourist now deals at least 5 damage with all thrown weapons (which can be negated by defenses) Necromeister begins the game with one less staff and one more heal meal UI Changes Combo / Endless high score screens are now remembered, and can be seen within the High Scores page Items in inventory no longer immediately begin dragging when touched Offering and Alchematize skills work again Necromeister 'Attack' button no longer crashes when pressed Strength Scrolls no longer read as 'Grants %1 Strength for 10 turns' Damage numbers draw on top of stairs Game Freeze while autorunning and dying of hunger corrected Achievements once again appear in Badges screen Ghosts and Ghost beetles once again regenerate health each turn Occurrences of player sprites 'skating' (moving without playing their move animation) have been fixed Rogue-Bot's Morph Ball ability no longer crashes when mode is exited When Cutscenes are disabled, the Genie fight now drops the same potions that are dropped when the cutscene is enabled Bow Draw sound no longer plays when throwing arrows Tourist no longer becomes invisible when Blended In after using the stairs Crashes fixed when a fire tile kills a target of Amafyst of Gold Fireball before the projectile impacts Rare instances in which a Sacrificed Phantom has already died due to its natural lifespan have been circumvented
Sorry. If it makes you feel any better, that screenshot is the funniest thing I've seen all day, I can imagine how you felt stuck like that (especially if it was a 'good' game! )
Yeah, I can imagine too. I have done things like that before. My thought process went like this: "Now I'll just...wait...oh no...OH NO. What can I do? Let me think....no...no there's nothing. I CAN'T DO ANYTHING. *Sigh*" That about right?
I like how the crusader can wield the battleaxe and the plate armour. But the magicians teleoportation would have come in great handy here I did try whack of glory and it failed me. It was a decent game I was on the last map before the pope boss. I am really enjoying this game since it was on sale for free, might buy the skeleton guy to support the dev
Hey Wes, just to let you know, after the last update the game works 100% on iOS 5 beta 2..not sure if you intentionally fixed anything compatibility wise, but as of now it runs great!
Glad to see this title thriving. Reminds me of Shiren the Wanderer, without the crazy-hard difficulty (though I can guess it does get quite challenging later on.)
It does get pretty challenging. I always seem to die right when I feel safe going into a new level. I always seem to be greeted and subsequently surrounded by baddies.
Wow, it is really challenging to me unless I play on the easy difficulty. I rarely make it out of the bandit hole on rogue difficulty. I'm getting better though.
If I play on easy I can get pretty far, on medium to the castle, on rouge I can get to like bandit hole three before I get ambushed.
You guys are a bucketload of confidence Next session of 100 Rogues, I'll keep my sword tighter and my shield closer.