Fair warning: "Tactical option" wasn't the goal for the potion. It was designed for those that found the game too difficult to complete, but still wanted to be able to see the endgame content, and to give the people constantly posting negative reviews because of the hunger mechanics some way to play the game they are asking for. The 50 turn timer prevents it from being strictly a win-button, but it definitely provides an overpowered tactical advantage that works against the game's preexisting goals for balanced combat. (The item description about a 'feeling of listlessness' was an intentional caveat to players). Also, like character class IAPs, the potion is taking a while to become available. It might be a day or two before the button actually works. Sorry for the inconvenience.
Our original font choice didn't support the localized characters necessary for the German translation, regrettably, so we went with a new one. It may change yet again, if characters in a new language don't read well in this one. Apologies in advance, this time, if the switch is jarring.
so i havent played 100 rogues for a long time. i boot it up. first thing i see "Fairy crusader" and "human wizard" really guys?
3.2 has gone out. Among other small, cosmetic changes and fixes: Balance Changes Arrows deal less max damage when thrown Final boss can no longer be killed in play, but will trigger the end cutscene if enough damage is dealt to him Dinoman no longer hurts himself when charging into walls Bug Fixes Skill energy costs have been asserted Knight's stunning attack no longer always stuns Dungeoneer's Ranged Shot upgrade no longer takes energy Dungeoneer now fires 2-3 shots instead of always firing 3 Wizard and Crusader class names now read properly in character select Various minor fixes, tweaks Defater potion can now be used Endless and Combo mode high score lists now display appropriately UI Improvements Graduated text effects on buttons and at small sizes now read better across all languages Only the top 10 scores across all classes appear when viewing all player classes.
OUYA Port Hey gang! I'm sure it's seemed like not a lot has been happening on 100 Rogues the last couple of months, but I have been very hard at work on........dotdotdotdotdotdotdotdotdot AN OUYA PORT! Yes, 100 Rogues is going cross-platform, starting with the indie console Ouya. Whether or not you are planning to pick up one of these groundbreaking consoles, you iOS players will be reaping the benefits. To make the game cross-platform, I will be rewriting our entire, 50,000+ lines of code in a different programming language. While I'm doing that, I'll be cleaning the gunk out of my designs that has been causing bugs in the iOS version since the very start. The code improvements will also make it even easier for me to add content to the game down the road. Even some of the big features we've wanted to add to the game (a No-Animation mode that allows speedier play, for one ), will find their way onto all versions of the game. 100 Rogues iPhone is about to get bigger, better, faster, and funner than ever before! The Ouya port will release alongside the console itself, which is currently slated for a mid-March release. Shortly after that, all the improvements will be make their way to iOS. Exciting times are ahead! I look forward to keeping you all informed in the coming months. For now, you can head over to our website to see the full release announcement. http://www.100rogues.com/2012/09/03/100-rogues-ouya/
I've just uploaded a video of no-animation mode, a gameplay mode that will be added in the first massive update the iOS version of the game will get once the Ouya port launches. Check it out! http://www.youtube.com/watch?v=TqOTQ4HLrZI&feature=youtu.be
Meanwhile you could add a faster gameplay mode, might be easier and faster than no animation and you could make us happy while we wait This is the best roguelike I've ever played and I bought this a 1 month ago, I can only tell it's an old game because of the bad gfx in the intro movie. Love it. BTW, when I use the Paladin's knockback attack and the enemy does get knocked back, it seems to take forever for the game to let me take action again, not sure it's a bug.
Game Impressions Generally I'm pleased with the game HOWEVER I have encountered many problems while playing on my iPad Mini (latest software). For instance: - the game would exit randomly sometimes and when I reload it it resets the floor I was in. - when I move some objects in the inventory, they get somewhat stuck on other objects with no way of moving them. - It happened twice (but it worth mentonning) two lvl 1 rats continued their route ignoring the walls and took like 8 tries to kill because their energy bar, even though depleted, didin't command the game code to kill them. Hope this falls in attentive ears and would be remediated in future updates for the newer hardwares. Thanks for your time
Wow, an update! Happy anniversary Rogues. After a good 2 years of playing since release I moved on, but damn, bugs and all were worth it for solid one hand gaming on crowded trains. Cheers!
I get crashing on use of any and all items, including equipment, food, scroll - 100% of time on iPhone 4S :-( used to love this game, figured I'd go back and try it out with the lastest update. Now unplayable :-(
Same here, I was working so only tried scrolls at the beginning, game crashes and I have up. But any item crashes the game