Well, after about a ba-zillion runs I finally had my first crash. Found a scroll of Resistance, and when I tried to use it, it booted me out to the home screen. I was able to continue, and the scroll was still in inventory, but each time I tried to use it, I was once again booted to the home screen.
Reproduced and resolved for 1.08. No workarounds this time, I'm afraid, apart from just not using resistance scrolls. Sorry
the game keeps crashing even when you're not using resistance scrolls. My strength on my fairy was = 1. 1 FFS and I was on the last floor.
slippery dippery slope It has been a while since I've posted here. Sorry about that. Development continues! With a few cosmetic exceptions, all Hell monsters are 100% finished and ready to ship. The boss is the only thing left to be done before we can actually ship the new world. This has been true for the last few days, actually. What have I been working on in that time, you ask? Why, Game Center support, of course! We have been playing with the possibilities of adopting different social networking packages since before launch, but this Apple-supported one seems to give us what we need. Mostly. I mention this because the team is incredibly satisfied with the current leaderboards, and will not abandon the metadata about armor type, number of turns, etc., coupled with each high score unless we have absolutely no other option. There's a chance, it seems, that OpenFeint could provide such a function for us, but as we're not prohibited from using both at some future junction, we feel comfortable moving ahead with Game Center for the time being. So what are we moving ahead with? Achievements! Our next update will begin our support for achievements in Game Center, but probably only with 3-5, to start. Apple places a firm cap on a game's point allocation, so we are being conservative for now. We'll add more in future updates, rest assured, especially with large content drops like new classes and worlds. As for why everything's taking so long, well, we've been a 3.0 App until this point. Game Center support requires us to use 4.1. 4.1 requires us to acknowledge multitasking. Multitasking requires X and Y. Achievements requires data synchronization with iTunes Connect, new art, etc. And all of this requires a butt-ton of testing and tweaking. At the moment, Hell is still on track for an early October submission to Apple, which will most likely be version 1.1. In the meantime, there will most likely be a 1.08 version pushed as well, which will contain Game Center support and a Beta build of Hell for players to test without needing to go through the Bandit Hole and Dungeon first. The exact details of how this will work are still being decided. tl;dr 1.08 is coming. It adds Game Center Achievements but not leaderboards (for now) and is taking a really really long time to do. Hell is almost done, you'll be able to test it in 1.08. Hell launches early October.
Probably also worth mentioning that 1.08 will have the string of bug fixes and minor content updates, as usual. A bug with stat-boosting equipment being unapplied multiple times, weapon focus applying to the wrong weapon after retrieving one from the locker, beating satan no longer hinges on no varmpire bats being killed, a couple new weapons... OH! Kind of cool: so, Jani-taur is requiring slippery-when-wet floor tiles, right? As a midpoint for supporting that, Unholy Fires (and staves thereof) now leave a few of the tiles it hits flaming, dealing damage to targets occupying those tiles each turn for a few turns.
Inspired by Chuck Norris and my lack of shaving for two weeks, I now want a beard item! It gives you a beard that can sometimes randomly hit an enemy in front of you with a fist for a very small amount of damage. Also the beard is visible on your rogue. Make it so... please?
Hey, you guys at TouchArcade wanna help us out? We're having a screenshot contest (just for fun) - post your craziest screenshots on our official forum. http://www.100rogues.com/forums/general/screenshot-contest/#p944 Also just to keep you guys in the loop, we're knee-deep in HELL, the next huge bit of content coming soon. -Keith
Hey gang! 1.08 is nearly out the door. The team ran in to some development problems integrating Game Center, but things appear to be working again, so we're on to our last rounds of testing. Here's what you can expect, with maybe an extra bell, whistle or bug fix. New Features: Game Center now supported with the game's first 10 achievements Beta version of the upcoming Hell world accessible through main menu New Content New explosion graphics 2 New Weapons: Balance Changes Unholy Fires now sets a portion of tiles on fire, dealing damage to actors that occupy them for a number of turns Whack of Glory damage is now reduced by the targets magic resistance UI Changes Fairy Teleport now displays log message when misfiring Resting can now be triggered via a new Tent icon, as well as by holding the skip turn button "Return to Main Menu" button added to System Menu Quickslot offsets tweaked Bug Fixes Scrolls of resistance no longer crash the game when used Satan's Vampire Bats no longer crash the game when killed Quabbus once again always sells exactly 1 food item Monsters no longer occasionally walk on top of one another
Haven't played this in ages since the early days with all the bugs. Have the controls been updated over the past weeks/months? Would love to see relative swipe controls or even just a dpad option.
If you don't mind digging back a ways, we spent a couple of pages debating the merits of those two control schemes. In brief: Swipe to move works very well for sword of fargoal, because when my swipe isn't perfect and I move up instead of left, I'm not going to die for the mistake. In 100 Rogues, one such misstep can easily kill you, so it doesn't make sense for us to support it. As for d-pads, we have one, centered around the player, and it has an order of magnitude more space to press each direction than d-pads in other games, making it virtually impossible for gestures to be misunderstood. It is my unwavering belief that virtual joysticks do not belong on the device with games that depend on accurate or precisely timed use of them. As for changes in input since launch, most notable is the inclusion of an attack button, which allows attacks (ranged attacks, most importantly) to enter a targeting phase before executing, which prevents some issues players had where movement happened instead of attacking when attempting to target a monster.
Have you considered a push-hold targeting system? I.e. hold instead of tap, targetable enemies glow red underneath as they do now, get highlighted with a target symbol when you "hover" over them, let go to attack. Let go on a non-enemy square to cancel the attack.
The problem with the dpad around the player concept is that it requires moving the thumb large distances and covering up large portions of the screen when moving. It's physically uncomfortable and visually distracting. It may be ideal for some (obviously you like it) but not for others. The best games have control options for a reason - people are different, and have different preferences. But I'm just a paying customer, what do I know.
We sort of have that. The next time you've got multiple tiles highlighted on an ability that only targets monsters, touch and hold over them. You'll notice a floating finger pointing to the monster that will be targeted when you release. We couldn't do this for the tap-to-shoot gesture unless it's being targeted via the targeting button, of course, since movement would be the same gesture.
Sorry, I didn't mean to slight your opinion, but the idea has been tried, tested and rejected by the team and our testers for, one, being too inaccurate and, two, being impossible to place on the screen without being uncomfortable to reach for some and eclipsing other, more important input tasks like targeting or accessing menus. We've found three different means of holding the device while playing, each with their own tradeoffs. I prefer to hold the device in my right hand with fingers cradling it and thumb reaching to move which, as you pointed out, does cover up the screen at times. Holding the device in two hands , using both thumbs to hit different edges of the screen minimizes obscurity of the screen. Holding the device in one hand and tapping with index finger of the other also works.