Hey guys! The DESIGN A MONSTER contest is up and ready to roll! Go Vote! http://www.100rogues.com/2010/08/02/100-rogues-design-a-monster-contest-you-decide/ More news on 1.06 Soon! -Keith
Still my #1! A bad pun with some cool effects I think would be more than possible to implement. Some of the other guys there were either vague or just felt kind of like what already exists. Like the Mad Scientist and Exploding Cockdoodle just sound like the already existing robot pretty much functionality wise.
I got to Dungeon 5, picked up the roast, was interrupted, so I had to exit the game. When I came back to continued the game, the dungeon was empty. No Satan, nothing. This is the second time that its happened to me. In both cases I didn't grind in the Dungeons very much. I only killed a handful of monsters. This time I walked through Dungeon 2 and exited before encountering anything. I remember the same thing happening the last time this occurred. Both times I walked through at least one dungeon without encountering or killing a single monster, and I think that both times it was Dungeon 2? Hope that helps. iPhone 3GS, 4.0.1
Oy, I'm so sorry about that. I've gotten a few reports to that effect and yeah, the game loads in to dungeon five with the correct assets from where you left off (e.g. satan having dropped down / not having dropped down), but always assumes that the fight has started when reloading (and therefore doesn't need to drop satan down again). Super-omega high priority for 1.06, which (Update!) looks like it can go to Apple tomorrow.
I think it is all due to depression. Do you think it's easy being a game villain with everybody hating on you? I think sometimes, when they give him the cue back stage that it's showtime, he simply waves them off sulking in his dressing room.
I think the janitaur was a given as soon as it was posted over a month back. how is 1.0.6? Still tweak tweak tweaking?
Did the bugs ever get worked out of this game? I haven't been around for a couple months so I haven't kept up.
I also stopped playing this a while back - primarily because it ended so soon. Does it still end with Satan or are there further levels now? Are the two '?' character slots at the start now occupied by new classes? If not, to either of these features, are there any plans on these fronts? Thanks Jamie
Most of the bugs have been solved. The gameplay has changed drastically from what it was with the last patch. Everything from drops to enemy difficulty has been reworked. There are also a few new items. The gameplay is short because of the mechanics of the game. Its an arcade styled rogue like. The point is to get a high score, which in most games keeps the entirety of the game very short. But I believe that the a pirate / underwater level and hell are being added. So that is two more level sets with two more bosses. The merchant I think is planned for the next patch alone with items that will have modifiers on them. (ie hardened leather armor of beatle) There will be a new monster soon and I think a couple more in the future level addons. The classes are in the works. I don't think they will be next patch but I think Wes said the patch after that. You would have to search back through this thread. Skellyman and Dino guy or something like that are the classes. Or they were last time I heard.
Yeah the next patch is the item store I believe. I was hoping for new classes along the lines of Bard / Ranger types rather than weird skeletons / dinsouars.
As i understand it, the skelly is a thief sort of class, just like the fairy is a mage and dinoman will be a barbarian. The classes are still there in design, there is just a layer of personality on top. You could almost consider the 4 rogue types like a Eye of the Beholder party: a cleric, a mage, a thief and a fighter. Hmm, multiplayer 100 rogues? Food fights!
Still working consistently on this. Many things I know will either take an altogether new engine to accomplish, or I suspect will take indefinite periods of redesign, so I tend to intersperse periods of predictable, schedulable debugging with new content development. Keeps my head clear for both and gives everyone something new to look at. Yep, although it may not be in that order. Art for the next world's monsters is nearly complete, and I saw all of Keith's design plans for them together for the first time last night. Let me just say they are going to hurt me as much as they're going to hurt you. Yes, Quabbus the shopkeep will be in 1.06. I posted last Monday that I thought that he'd be ready to go to Apple last Wednesday. It was pretty much then that I was doomed to a week of >102 fevers, related insomnia and other symptoms too gross to describe. Now the Strep's cleared up and I'm once again ready to push to Apple. Keith and Blake are going to test my fixes to the changes they found in my absence and I should be able to push very early tomorrow morning, to hopefully get it out in time for the weekend. Yep, Skellyman Scoundrel and Dinoman Bruiser be their names. She'll be very theify / assassiny, with lots of deceptive skills and at least one multi-stage attack. By contrast, the Dinoman will rely much more on just raw damage-dealing than synergy of skills or attrition, which sounds more straightforward but will probably require as much strategy as the others since damage doesn't work in all situations. And yes, the current design has him able to turn into a dinosaur.
This game just gets better and better. That's all I wanted to say. I have never regretted my purchase.
BAM! 1.06 has been submitted to the App Store and is awaiting review. Official update will read: New Features! Quabbus the Shopkeeper has returned from his Foreign Land with wares for you to purchase Gold now drops from treasure / some monsters Multi-branding! On super-rare occasion, items will be created with multiple special effects, such as swords that immobilize foes and grant strength while equipped New Content! 2 New Monsters Many New weapons, consumables and otherwise items New sounds used for items when equipped / dropped UI Upgrades! New icons for poison, soften, etc., status effects iPhone Map icon has been bumped down, making it easier to press Bug Fixes Issues with Weapon Focus leveling up the wrong weapon after loading have been resolved Weapons of Vampire no longer restore health from non-weapon damage Satan should now properly load into the game under all circumstances Challenge Mode tiles no longer appear in the main game Faith now correctly aligns on iPad