Huh, alright, fair enough. I guess I never saw any of the content. Which would, of course, make sense since I always crashed two floors down or so.
No more ads in 100 Rogues Here's the official blog post on our site announcing the removal of ads from the game, as well as a tid-bit about Version 2.0. Which is going to be radical, in both the "dictionary" and "ninja turtle" sense of the word. http://www.100rogues.com/2010/10/07/you-complained-and-we-listened/
1.09 is uploading to Apple as I type. Changelog: 1.09 Changelog: Feature Changes iAd removed from score tally screen Bug Fixes Stat-boosting equipment no longer permanently decreases the affected stat when switching floors Stability improvements when switching to new floors Archers no longer wander aimlessly between the same few tiles searching for non-existent ammo Hell Beta now accessible Items bought from the shop that are added to quickslots are no longer invisible until quick slot items have changed In a way, this was for the best. The Hell code should work for you all now; the issue was that it was using a debug level-up function available to our debug project settings that never got compiled into the actual release. This has been resolved and tested.
oh well... Just tried the update and did two games in the Hell beta mode... All I can say from 15 minutes gameplay: bugs and crashing... First, I used some magic (healing, I think) and then the my player used random magic spells even though I just wanted to perform an normal attack. I did not even bring up the magic selection thing by tapping on the player; still my rogue performed randomly magic spells. Very annoying. This happened in both games I played... Then, some enemies (rats) just spawned in front of me... I don't think this is supposed to be like that (hopefully). Finally, I my second game, I entered a room with lots of enemies and the game crashed (back to springboard)... Additionally, with the tons of monsters in each room in Hell, the game become realtively slow (even on my 4th gen phone) ... As I have not played the "regular" game but only the beta, I don't know if these issues may also exist in there. Hopefully, this really is an early beta of Hell, as - at least for me - it is not fun to play at the moment. It actually reminds me of the early versions of the game (and these are no good memories). FYI: iPhone 4, firmware 4.1, non-JB (did a restart before trying the game)
Yeah, the Beta is definitely buggy as Hell. The rats are being spawned by another monster nearby. A monster that currently looks like a black bandit in-game has a confuse ability that will have you executing skills semi-randomly. The game is far less crashy on my end now (been about a week since that got pushed, and Hell has been in development for about 6). The main goal of the Beta is to get some feedback on how the monsters work together, mostly and find any real behavioural problems. Are Heads generally able to attack the player? Do Bone Demon's attacks work at the right distances? Do Satans Bodyguargs shoot through walls?
I played a regular game and had no problems so far. The only strange thing was that in a room with 5 archers none of them attacked me. One thing that does not seem to work perfectly is the drag and drop function between the inventory, the locker and the shop. My suggestion is to just disable it and only use the menus for equipping or buy and sell objects because when using these menus everything works just fine for me. PS Someone in this thread posted some days or weeks ago that he feels like he's always waiting for the next update and does not enjoy the game because of that. To prevent this it's better to not publish update details too early. I've got other apps where you play and play and someday you are just surprised that there is an update. Maybe that's the way to go with 100 rogues.
Nice The Hell Beta is looking great altho it crashes quite often without any particular action... sometimes it just crashes when i am moving. Also, the fairy's crytsal ball skill crashes the game alot in both normal and beta, when you try moving over the ball or just trying to move randomly around it very quickly. Satan's bodygarud don't seem to shoot through walls~ they only attack when i am in their range! Just found the difficulty a little steep Suggestion, mabbe the monster that confuses us~ shud only be able to disorient our movement~ not make us use skills~ it drains all the sp pointlessly... doesn't even give us a chance to use aoe skills so that we could kill that monster by chance.
I just played a game in normal mode. I had lots of bugs... way more than I noticed in prior versions. At the first boss, the beetles were invisible but still attacked me. I could also attack but no damage numbers appeared. Even after finishing off the Genie, the invisible Beetles were still there attacking me... In Dungeon 1, there were no monsters. Not a single one. In Dungeon 2, a lot of the foes (the flying babies) spawned outside the dungeon (in the orange/red zone) not moving. The game finally crashed before I died in Dungeon 3. The game's concept is really great. I really wish that the devs would be capable of delivering a basically bug free version after all these months but sadly they are obviously not... With all the bugs in the Hell beta, I expect no good for the future release. I personally don't know a single game that is that buggy after all this time... Wes, no personal offense, you seem to be a nice guy but from a customer perspective the game and the team's game developing skills leave much to be desired.
Hell's Beta is accessible by entering "OHR: Straight to Hell" as a profile name. You'll know if you've entered it correctly if you can enter it at all; only that exact name can exceed the profile name limit of 12 characters I'll bring it up with our designer, and definitely look at the crystal ball issues. The frequent crashing is an issue with the lava animations. I'm implementing the solution as I compile now. The Vandella and her Succubus recolor both have abilities that make you want to avoid close-range combat with them at all costs. This most likely won't change. In the case of the Vandella, there is a small chance you'll do what you want to do, or cast a useful AoE that does harm your intended target. It's just statistically less probable the more skills you know and the more monsters are around you, which makes sense jives quite well fictionally with confusion, imho.
I hope I can earn your respect (and mine, since I agree with you). There has always been one next, big thing that's taken immediate priority in trying to release; fixing shields so they don't crash the game, getting the shop done, making hell, redesigning items in a way that lets development move forward, whatever. After Hell is done, I'll have the chance to reprioritize; the new class will take more work from our artist than from me, so I'll have much more time to just get the game steady enough that future updates don't introduce new bugs.
Was having a really nice run till I ran into a Gypsy who had spawned inside a wall. Before I could bolt, she teleswaped with me and that was the end of that game. You guys KNOW I love this game, but the new build seems to be quite a bit more hinkey than the last one.
1.06 is OUT!!! Oh wait... we're up to 1.09 now - someone ought to update that. Also, the magical magical Version 2.0 should be moving to Apple in the next day or so! More news coming very soon. Jay: "hinkey" ? Can you be more specific?
If this happens, quit out of the application. If you are on an iPhone 3gs or iPhone 4, double tap the home button so you see your suspended apps, close 100 Rogues. Then, restart the game and continue. The game will place you at the entrance to the dungeon level you were on... problem solved.