Yeah, unfortunately there's not a whole lot we can do about the delay. It should be out today, (possibly even now). In the meantime, you can check out the skills for the class here: http://www.100rogues.com/2011/08/02/the-spiritual-journey-of-the-undead/
I'm loving the upbeat story told in the flavor text shown in the linked bit there. Apple has been doing that a lot lately, it seems, releasing updates tied to an IAP but then sitting on the IAP aspect itself for up to ANOTHER WEEK (like was the case recently with Magnetic Billiards). Pretty annoying.
Anyone having problems with gamecenter? Mine keeps saying disabled. Also what iap do you guys recommend... Survival or combo mode? Thx!
Game Impressions While the zombie himself seems to be working great, not only can I not find his end scores via the HoF filters, just getting to the final score table screen at the end of a game as a zombie seems to kick me out to the palmtop.
Hrm, just had one un/successful playthrough of zombie. died late-dungeon, no crash at score screen. HoT?
Can you do it in Endless? Maybe it was a freak event. This happened to me on my iPad 1st Gen with the latest official iOS release (4.3.5, I think) at the end of an unremarkable Endless run.
Game Impressions Crap weasels! While we're getting closer to solidness, I'm still having some major score issues! It appears that previous Endless scores, regardless of class, aren't saved. So finish up an Endless run as any class and see my local score (all good so far), but once I play a second Endless game, regardless of class, only the latest local score is shown with seemingly no record of my previous Endless scores.
OK, I've got another update just about ready to roll out, but I will look into that problem in the few hours before I ship. Also, I'm going to start using 'crap weasels' in daily speech. Hope you don't mind.
2.9.4 is shipping out now! Changes: New Content: New Player Class: White Knight! The spirits of dead Rogues are reanimated into slow, heavy-hitting suits of armor, and must find Satan to earn their place among the dead. Abilities: Wall of Swords, Stomp, Monumental Protection, and more! ($1 IAP) New Weapons: Sawed-off Bow (Scoundrel only) and Dagger of Fear Balance Changes: Heal Meals restore 40 health, rather than fully restoring health Targets of Zombie's 'Infect' skill have their damage scaled down appropriately based on the world they are in Bug Fixes Friendly fire once again triggers with appropriate frequency Item sprites no longer draw on top of actors after saving and loading a game Reflection angle improved on reflected projectiles Monsters with chance-to-occur debuffs coupled with melee attacks once again make the necessary dice roll rather Edit:Endless Mode Scores are now saved properly Various stability improvements
Thanks for another solid update Wes. I can't wait to try out the White Knight later! Any word and/or time-frame when we can see Dinoman? I'm still looking forward to playing as him most of all...
Basically as soon as we're starting to get back in the green... We've got a few other projects in the works. 100 Rogues is still my day job, but this new game I've been spending nights and weekends on, plus 100 Rogues IAPs should hopefully be able to fund Dinoman's art requirements this year, but I can't promise anything yet.
I can only assume this is a new Monster-Player class, right? When I heard of the Zombie Player Class last time I honestly thought for a bit it would be a full "Player Class" if you know what I mean. No harm as it was still great but it would be nice if there was a way to make it a bit more clear if it is a new player or monster player class in the future. Oh, has the Endless Scores issues bee resolved (only tracking the last Endless score, regardless of class or amount, just overwriting the last entry each time at the end of the game).
Oh, yes, that one must have slipped through my log, sorry. Endless mode scoring has been fixed. As for Player / Monster class, it's safe (and sad) to assume that the Dinoman is the only other full-fledged player class that will be added to 100 Rogues (unless we get, like, Angry Birds level popularity [seriously, hasn't everyone already bought that game by now?]). Just out of curiosity, what do you feel the monster classes are lacking compared to the proper classes? Are the visual tweaks to their monster counterparts leaving much to be desired, or maybe the lack of cutscenes? Or is it the lack of equippable items? Regarding items, I think Monster classes are at an advantage over the Player Classes. Generally, Monsters are balanced toward not needing to get any better stuff throughout the game; proficiency with their skills is all it takes, and you can focus more on that each round rather and actually learn their play style. Only in specific instances like the Wizard's telestab do items make the game's combat more interesting, rather than just giving you more stuff to trade up over time.
My whine with them is ONLY in regards to not being able to use all of the game's many fun equippable items. I don't give a rat's ass about cutscenes (which I maybe watch once and then skip from there on) or even them needing to accurately portray the items as they're equipped. I have immediately bought each one as they dropped and loved their diversity of playing styles as well as appreciating how, when just monster classes, you guys seem to be able to churn one or two out with each update, so again no regrets there.