Oh yeah, I forgot I put that safeguard in place. Somehow or other the save game backups that are created between levels were saving the monsters on previous levels. When the new level began to load, the game would load in those monsters, thinking it was reloading a game, rather than spawning new monsters. Fixed / safeguarded against for 2.0
Its sad that this game this far along and its still unplayable. It crashs everytime I play it and I lose all progress.
You mean "hinkey" isn't an industry term? Up till now, I've had few of the problems others have reported. Why? I'm not sure. I do clean installs every update, but I'm sure others do as well. It's just with the last build, I've been running into the "Monsters spawning in walls" thing EVERY single game. Other than that, not really too many problems. It's still playable and I DO still play all the time. Finally got to Satan for the first time last night. (I said I love the game, I never said I was very good at it!)
Hell is coming! Our biggest update since launch is now uploading to Apple to begin the final review process! We're launching much later than anticipated, I apologize, but the extra time sincerely paid off, as the game is significantly more stable and balanced for the effort. I just know you'll all enjoy it to bits. New Features: Hell! Another world, with new levels, music, monsters and maps to explore, has been added to the end of the game, appropriately situated between the Dungeon and Satan. (Hell Beta has been disabled) New Boss: A new, Dungeon-themed boss has been placed between the Dungeon and the new Hell world Amafyst: The Fairy Wizard's basic projectile skill now leaves behind Crystal Caltrops upon impact, each lasting 10 turns dealing damage and slowing monsters that walk on them. Each skill point in Amafyst creates a higher number of more damaging crystals Easy Mode now spans all three game worlds Game Center can now be disabled via 100 Rogues user preferences in the Settings App Tutorial messages added (Tutorials can be disabled via in the game Menu) New Balance Features: Map Generation: Each map is now comprised of a mix of handcrafted and randomly generated rooms Mob Clustering: Monsters now spawn more tightly in groups, and only spawn in mobs within rooms, reducing the incidence of difficult encounters in hallways. Respawning: Only monsters designated by the designer as being appropriate for one-one-one encounters can spawn in hallways or respawn over time. Balance Changes: Starting stats / inventory adjusted for both classes Whack of Glory now has a chance to miss UI Changes: End of game Score Tally Screen cleaned up Challenge Mode menu revamped Bug Fixes: Stability improvements throughout the game Monsters from previous levels are no longer reloaded into the game (often appearing stuck in walls)
Also, bragging rights: Ken Levine plays our game before bed each night. http://kotaku.com/5675559/the-future-of-pc-gaming-according-to-the-lead-creator-of-bioshock
Which part, apologize or delay? I think we're going to start doing a lot more of the latter and a lot less of the former, in the interests of everyone ever.
Keep checking here / 100Rogues.com. Our six-month launch anniversary is next weekend, which will hopefully coincide beautifully with the launch of 2.0. No official statement yet, but we definitely see the opportunity.
I hear the Fargoal devs are adding skeletons in wizard hats... When will 100 Rogues be rolling out it's "skeletons in wizard hats" feature?
Hmm, well, there's one head, no hat, two new hooded enemies, one guy with a very large hat, something that's halfway to a skeleton with really cool hair. Oh, and our artist has simulated jiggle physics with astonishing quality on two new characters. S'pose that last one isn't particularly close to behatted bags of bones, but it's important to some of you, I'm sure. But no, no skeletons in wizard hats.
Heh, no matter how many hats on skeletons I add, their legs will still never move. Can't have it all. BTW good luck with the 2.0 update, looking forward to it!
Hey Toucharcade, here's the official announcement about all the Version 2.0 features. http://www.100rogues.com/2010/11/02/100-rogues-version-2-0-formal-announcement/ What do you guys think? -Keith