I expect 1.07 will be a minor content update, for the most part, with a ton of small bug fixes (I can guarantee this as I've already got about 20 or 30 things off our tracker). Some work on the next world, Hell, has begun (got the first monster 100% implemented today! ), but the new world might not be showing up for another few updates. In the meantime you can expect more items and item systems like identification / cursed items, a new monster or two in the Dungeon levels, and very probably some metagaming features, some of which we've been planning for over a year, which will make each play an extension of all previous plays, to some degree. There's some exciting stuff coming while Hell is in development, to be sure.
Also, sorry to any early adopters, I'm wiping the high scores now to clear out any test scores that might be up there.
Just downloaded the update . I'm hoping for new characters sometime in the distant future. It's "boring" in a alittle way without much to choose from.
Aaaaaaaaaaaannnnnnnnnnddddd the game crashed. I was playing as a fairy and I was loading the 3rd floor and it crashed.
Hrm, sorry to hear that. Would you mind telling me if you were able to continue upon reloading without issue? It should reload you with the same equipment / skills / stats at the start of level 3 if nothing too horrible happened.
You may die a bit. But thats part of the learning process. This is more of an arcade styled roguelike, so it is definetly more pick up and play. Imagine a turn based diablo with the expectancy that your character is going to die.
Enjoying the store. A couple of times I picked up a quarterstaff of... teleport? Something like that. But it never entered my inventory. Is this a glitch, or is it because I'm the Knight dude and can't use it?
New monster? does anyone know if it's even possible to kill this wierd cat-statue thing? I've been hitting it for an hour or so :x
I picked it up as a Crusader and it worked... Did it go to your quick slots first? Seems just like a scroll of teleport though.
It's a gameplay feature, they've said that since day 1. As in, if you keep teleporting around, there's a small chance you'll be teleported somewhere random. It keeps things fresh and interesting!
Yep, just a reskin. We figured there were enough scrolls and changed the skill-casting items to staves now that we have art for them. And yes, Stone Kittens! We award XP / Points for killing one, but I wouldn't try. I can't speak for Keith, but the best thing I've found when encountering them is to force them to aggro on to a ranged attacker, but teleporting would also shake them. Although it's definitely annoying to have one on you, it isn't necessarily a game-ender if you have to go through a level with one.
Hmm I have seen a bug where if you buy something from the store and you have quickslot spaces, it seems like the item disappears. However, the next time you put something else from your bag in your quickslot, it appears there along with the item you purchased. Some kind of display glitch I guess.
This "update" seems to be even more crash-prone and bug-ridden than the previous one... Tried it for 5 minutes and got the floor covered in ghost items (sword sprite with no characteristics) and random crashes. And very uneven movement/map scrolling, etc. I really want to like this game because I do like the concept/basic gameplay but the game itself is far too buggy and slow to be genuinely enjoyable. I try it again with each update and give up after a couple of games. Seriously, guys, learn how to code properly. What the hell do you do when you load a map for example ? How can it take 10 seconds to spawn enemies for a roguelike on a platform as powerful as an iphone ? And I say that as a professional game developer (PS3/360 and not iphone, but still...).
UPDATE! I found the issue with the genie killing you when you kill it. The workaround I can give you all for now is to not be standing where a gold beetle has died recently when you kill him. When the fight ends, the boss script sends a kill message to the spawner, which forwards to any live (and unfortunately also dead) beetles based on location. So, if you're standing where a beetle died, the spawner tells you to die because it thinks your a beetle that needs killing. Sorry it's taken me so long to find this, but it is working now (it no longer forwards to dead things or decides what to kill based on map location) so the fix will be in 1.07.