Endless Quest Roguelike RPG Daniel Nations A disturbance is felt across the land. Orcs and goblins gather in numbers that haven't been seen in centuries. Chaos des… $0.99 Buy Now Watch Media DetailsA disturbance is felt across the land. Orcs and goblins gather in numbers that haven't been seen in centuries. Chaos descends. Are you ready to face it? Endless Quest is a party-based roguelike adventure that combines randomly generated content with a story where you get to choose how you ultimately save the world. An open-ended class creation system allows mixing and matching to create the characters you want to play, and the tactical combat system provides a unique challenge. MAKE YOUR CHOICES. Endless Quest is a game of choice. Will you save Archer's Pass? Or would you rather go search for treasure? PLAY YOUR WAY. Adventure solo or as a full party. Mix magic, prayer, melee and bardic abilities however you want. Dual wield, shoot arrows, crush with two-handed weapons or stand behind your shield. DON'T BE AFRAID TO RUN: In true roguelike fashion, death is permanent if your fellow party members can't get to you in time. Sometimes, failure is better than death. MULTIPLE END-GAME BOSSES. You won't always face down the same boss at the end of the game, and after winning -- if you can -- you travel to Gateway to face even harder challenges. ROGUELIKE BY DESIGN: The roots of the game are in roguelikes such as rogue, moria and omega with randomly created areas and permadeath anchoring a robust role-playing game. THE TABLETOP WITHOUT THE TABLE: Endless Quest is designed to feel like old tabletop pen-and-paper games with limited healing translating to a strategic element in surviving a quest. * * * Acknowledgements: Many of the graphics in this game were purchased from Pioneer Valley Games. Other tilesets and graphics are from public domain or free-to-use tilesets, including graphics from Reiner Prokein, Clint Bellanger and Lamoot. Some of the sounds used come from www.freesfx.co.uk, including sounds by qudobup. Information Seller:Daniel Nations Genre:Adventure, Role Playing Release:Aug 29, 2019 Updated:Nov 17, 2020 Version:1.05 Size:167.5 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Here is a link since appinfo is still processing: Endless Quest RPG by Daniel Nations https://apps.apple.com/us/app/endless-quest-rpg/id1478132464 stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #2 stubbieoz, Aug 30, 2019 Last edited: Aug 30, 2019 Daniel Nations has a few rogue likes and turn based rpgs on the App Store; Endless Adventure RPG Endless Depths 2 RPG Endless Nights RPG Dungeons of Evermore. I have them all. They are pretty good if you can handle old style gameplay and graphics. Luckily I can so I just bought this one as well. EDIT; Warning. Game freezes very early when talking to a particular npc on iPad Pro iPadOS beta. I am going to try to contact developer. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #3 Royce, Aug 30, 2019 I have also enjoyed his work over the years. I also have experienced freezing when speaking to an NPC or trying to speak to the innkeeper from within the inn in two separate games on an iPad Pro with current iOS. havlen Well-Known Member Jan 2, 2014 57 7 8 #4 havlen, Aug 30, 2019 I'm sorry you guys are having problems. I decided to send myself a promo code so I could download the same version that is on the app store (developer versions should be the same, but they do use a different provisioning profile). Thus far I've tested on two iPad Pros, the newest 9.7-inch iPad and an iPhone 7s and haven't been able to reproduce the problem. One thing I am curious about is how many NPCs are in town with question marks over their heads. The screenshot I was sent (I believe that was probably you, stubbieoz) only showed one NPC. There should usually be three when you start the game, although one might be hanging out in one of the buildings. You'd still see the question mark over the building. The NPC with the green striped suit is really a tutorial NPC that has information about playing the game. Also, try running through an Explore quest. You can do this by heading down the road to the west of town and going north at the split. When you reach the sign post, it will ask you if you want to explore. If you choose explore, it will create a random area (possibly with something like a tower or cave to explore). I'm curious on if any further problems occur besides freezing when a dialog box comes up. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #5 Royce, Aug 30, 2019 No issues other than the freezing. The freezing occurs for me when trying to talk to the tutorial NPC after having already accepted a quest from another NPC, or when I hit the talk to innkeep button in the inn. Closing the app and restarting allows me to proceed but trying to speak to the same NPC again will freeze the game again. Now that I know that, it’s not really a problem but it might bother new players. I’m enjoying it. Just had a really brutal death with what I thought was gonna be a great party hahaha. havlen Well-Known Member Jan 2, 2014 57 7 8 #6 havlen, Aug 30, 2019 Thanks. That's actually very helpful. I was just immediately tapping the NPC when the game started and it wasn't crashing. Hopefully I can recreate those steps and have an error pop on my screen. stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #7 stubbieoz, Aug 30, 2019 Sent an email before I came here. That’s the problem. If you talk to another npc before the tutorial npc then the game will always freeze. havlen Well-Known Member Jan 2, 2014 57 7 8 #8 havlen, Aug 30, 2019 I have this fixed and uploaded to the App Store. They should have it approved sometime this weekend hopefully. As I mentioned, the NPC in the green stripes is just a tutorial with basic information about playing the game. Mostly, this would be considered a somewhat annoying but cosmetic bug. It did happen to cost me a party of adventurer's I'd been playing. It seems we can no longer have multiple copies of an app on the same device such as a developer version and the 'live' version, so I had to delete my developer version to test the bug. But it's always fun starting new characters! If anyone here likes playing the bard class, it is worth reading my write up on them: How to play the Bard I tried to get a little fancy and have the Bard use multiple abilities that interacted to create new effects. The article gives some of these combinations. Sorry about the inconvenience the bug caused. Ringerill Well-Known Member Dec 13, 2012 315 170 43 #9 Ringerill, Sep 2, 2019 I have never heard from these games but after trying Endless Quest, I am totally willing to buy the whole bundle of other games If you can get past the graphics (which is not a problem for me but can be for some), the game is very nicely done and plays quite well on an iPhone. You can build a team of 4 characters using several races which have their own pros and cons like any table top RPG you know. But the most interesting imo is the personalisation. When you create your character, you can have one "passive" talent that will open up a special kind of skillsets (i.e. if you take the Devoted talent that grants you the power of prayer and HP/spirit, as you level up, you will be able to take some cleric based skills). But it doesn't limit you because if you really want, you could progress at the same time in Archery making you a Holy Archer (or whatever you can imagine). Even if roleplaying wise, you will focus on a specialised class, at least you are not limited to that. The gameplay is a turn based rpg where you can move to the enemy and use an attack or a skill/spell and end your turn. Classic old turn based thing. But the mechanic of obstacles is quite nice too: you can block the path of your enemies with your tank, but the archer will still be able to attack over it. But the environment can also block your line of sight making you unable to attack from distance if the enemy if behind a tree or wall. You also can have traps, random encounters and ambushes in places you already cleared making it even more of a cool RPG. I have yet to die so I don't know how the quests/maps/drops will be random in each run. However, it seems that the death system is like Darkest Dungeon: you get critically hit and you HP fall to 0 but you can come to your character and "revive" him with 1 HP, making him frail but alive. So you still have a second chance if you fall in combat, and that made me happy at one point However, I still can't understand the cooldown system... There are skill that have charges, some have cooldowns (called "delay") and other can be cast at will. But after using a skill, I don't understand why I don't have them back on the next fight. For me, skills should be recharging during the wandering phase too. Also, some skills like Holly Hammer have a "round delay" but also a "round duration" and I can see a small number in blue on the skill page which I guess is the actual cooldown time. Sometimes, during large combats, I spend more than 3 rounds but the skill does not appear again so I am really lost here. It might not be a problem for now but when you want to build some strategies mid fight and rely on cooldowns coming down, it might become troublesome later on I would also have one remark. When encountering certain enemies on maps, the combat begins but there is not way to know where the enemy is because he's outside of the screen. So sometimes I have to guess and wander aimlessly hoping to go in the right direction. Maybe it is done by design, making the ambushes feel more like it or maybe it's not. If it is done on purpose, I would accept that and play accordingly. But if it was not intended, maybe add a small cursor showing where the next enemy is? For example, using the Identify button and show a small red arrow pointing in the direction of enemies when we don't see them on the screen? stubbieoz likes this. stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #10 stubbieoz, Sep 2, 2019 I’m pretty sure the skills round delay and round duration are working as you expect. Is the skill Holly Hammer the only one you have noticed a problem with? I don’t have that particular skill on any of my team but I will test and see if other skills are working properly. Ringerill Well-Known Member Dec 13, 2012 315 170 43 #11 Ringerill, Sep 3, 2019 I think I understand where the misunderstanding comes from... At first, I though that a round is You->Enemy->You. But actually it is more precise because each character seems to have their own rounds. Meaning that if all you character have used their turn, the enemy plays, you begin your next turn but kill the remaining enemies before all your characters have played, THEN, only the character that have played will have their cooldowns reduced. Those that didn't have the chance to attack before the combat ended will not have their rounds counted. At least, this is what I think is happening. I should check more intensively but at the first look it feels like the actual reason. Still, it feels strange not having the cooldowns go down during the exploration phase. havlen Well-Known Member Jan 2, 2014 57 7 8 #12 havlen, Sep 3, 2019 Hi RIngerill. Thanks for the great writeup! I try to make things as transparent as possible, but with a complex game, it's extremely difficult to make every mechanic readily apparent. Before I dive in, let me make one addition to the writeup: Combat Tactics. One thing I've done with this game and Endless Adventures was to add in a a bonus if the character has more allies adjacent to them than their target. So if you are two-on-one, you can get a +1 to melee attacks because of it. It's based on the ratio, so a 4 on 3 situation wouldn't lead to a bonus. This makes skills that reverse your position with the enemy very tactical because you can separate an enemy and surround them. All of this works in reverse too, so enemies can get these bonuses against characters. Ability Cooldowns: You are right that they don't cooldown while out of combat. This is to keep the party from wandering in a circle or just hitting end turn over and over again to gain back key skills like healing or powerful abilities like fire wall or charm. The chance for wandering monsters also goes up the longer the party isn't involved in combat, but I put a cap on that to ensure backtracking through the map doesn't make the current mission impossibly difficult. The inability to get skills back except in combat ensures the party can't just spam the best abilities each combat. There are 3 different type of skill cooldown. At-will skills can be used at any time. Delay skills can only be used after a certain amount of rounds pass. (You are right: if you don't have a turn during combat before it ends, you don't get credit for that round.) Last are Charged abilities. These start out with 1 charge and gain an additional charge every X rounds. My initial plan was to have abilities with a set number of uses. The idea was to create more of a tactical decision when using these abilities. If an ability has a specific delay, then it is better to use it soon after it is available else those rounds when it is not used are essentially lost. But I found having a set number of uses was a bit more confusing, so I went with the charge system. I think it has the same effect where you can save up good skills to ensure you have them as you face down the last groups of enemies. Entering Combat: I wouldn't say that entering combat and not knowing exactly where the enemy is was "intentional". It was more something that simply happened because of how it is coded and I thought it was pretty cool effect so I didn't do anything about it. Basically, any mob within a certain number of squares that has line of sight can spot the party, even if they are in the 'fog of war' for the party. I always think of it as hearing the monsters, so you know they are there, but not being certain the exact direction the sound came from. Class Creation: You are exactly right. I tried to go as open as possible. One of the fun classes I've played around with is the song archer. It's a combo of adventurer, nature and bard. Basically uses bard ranged abilities and songs to augment the ranged attacks in adventurer and nature. I combine it with point blank and use the bow as a melee weapon as well. I don't think I'd have ever thought of that type of character without an open system. Hopefully everyone will come up with some really cool combos. Ringerill and stubbieoz like this. Ringerill Well-Known Member Dec 13, 2012 315 170 43 #13 Ringerill, Sep 4, 2019 Cool, thanks for the informations and tips! I understand indeed why you went with the no-refresh of skill during exploring. It would have been quite easy indeed to just farm random mobs. And it seems that this game is made to be a hard roguelike where you are expected to die And now that I finally understand how the cooldowns work, I will manage them accordingly. About the "hearing" of the enemies, yeah I totally get it but it and it sounds normal to begin the combat phase from that step. However, not knowing where the enemies have appeared feels strange. Many times I have be stuck with a random decision at an intersection to go right or left because I couldn't seen where the enemy have appeared. Well it just costs you a turn but it still can be fatal because you don't really decide who begins the turn first. Twice it happened that my tank was beginning first and from the 50% chance I had, I went in the wrong direction, leaving my weaker (lower Defence/HP) team to deal for a whole turn with the enemies while the tank was coming back to the melee. It is not a complaint but this things can happen and do happen. A part of me like it because it feel more realistic, like you know there is a presence nearby but you are not sure where they are so you can make mistakes. But on the other hand, if at one point I die just because I will isolate an important character from the battle just because of some random chance, I wouldn't be happy. But again, this is also the whole point of a strategy games and roguelike: luck enters into account when trying to finish the game For the class creations, I wasn't bold enough to try every combinations possible because I didn't know if they would be viable. But from what you said, it seems like everything work as long as it is strategically coherent (like don't take a tanky character and specialise it in archery, even if an archer paladin sounds fun). I also really like what seems to be a Light/Dark type of specialisation. I don't know if it has any impact on other spell or on your character (for instance, if you take a dark spell you don't have access to light spells anymore) but it sure adds a roleplaying side to the game for those who want. (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Daniel Nations has a few rogue likes and turn based rpgs on the App Store; Endless Adventure RPG Endless Depths 2 RPG Endless Nights RPG Dungeons of Evermore. I have them all. They are pretty good if you can handle old style gameplay and graphics. Luckily I can so I just bought this one as well. EDIT; Warning. Game freezes very early when talking to a particular npc on iPad Pro iPadOS beta. I am going to try to contact developer.
I have also enjoyed his work over the years. I also have experienced freezing when speaking to an NPC or trying to speak to the innkeeper from within the inn in two separate games on an iPad Pro with current iOS.
I'm sorry you guys are having problems. I decided to send myself a promo code so I could download the same version that is on the app store (developer versions should be the same, but they do use a different provisioning profile). Thus far I've tested on two iPad Pros, the newest 9.7-inch iPad and an iPhone 7s and haven't been able to reproduce the problem. One thing I am curious about is how many NPCs are in town with question marks over their heads. The screenshot I was sent (I believe that was probably you, stubbieoz) only showed one NPC. There should usually be three when you start the game, although one might be hanging out in one of the buildings. You'd still see the question mark over the building. The NPC with the green striped suit is really a tutorial NPC that has information about playing the game. Also, try running through an Explore quest. You can do this by heading down the road to the west of town and going north at the split. When you reach the sign post, it will ask you if you want to explore. If you choose explore, it will create a random area (possibly with something like a tower or cave to explore). I'm curious on if any further problems occur besides freezing when a dialog box comes up.
No issues other than the freezing. The freezing occurs for me when trying to talk to the tutorial NPC after having already accepted a quest from another NPC, or when I hit the talk to innkeep button in the inn. Closing the app and restarting allows me to proceed but trying to speak to the same NPC again will freeze the game again. Now that I know that, it’s not really a problem but it might bother new players. I’m enjoying it. Just had a really brutal death with what I thought was gonna be a great party hahaha.
Thanks. That's actually very helpful. I was just immediately tapping the NPC when the game started and it wasn't crashing. Hopefully I can recreate those steps and have an error pop on my screen.
Sent an email before I came here. That’s the problem. If you talk to another npc before the tutorial npc then the game will always freeze.
I have this fixed and uploaded to the App Store. They should have it approved sometime this weekend hopefully. As I mentioned, the NPC in the green stripes is just a tutorial with basic information about playing the game. Mostly, this would be considered a somewhat annoying but cosmetic bug. It did happen to cost me a party of adventurer's I'd been playing. It seems we can no longer have multiple copies of an app on the same device such as a developer version and the 'live' version, so I had to delete my developer version to test the bug. But it's always fun starting new characters! If anyone here likes playing the bard class, it is worth reading my write up on them: How to play the Bard I tried to get a little fancy and have the Bard use multiple abilities that interacted to create new effects. The article gives some of these combinations. Sorry about the inconvenience the bug caused.
I have never heard from these games but after trying Endless Quest, I am totally willing to buy the whole bundle of other games If you can get past the graphics (which is not a problem for me but can be for some), the game is very nicely done and plays quite well on an iPhone. You can build a team of 4 characters using several races which have their own pros and cons like any table top RPG you know. But the most interesting imo is the personalisation. When you create your character, you can have one "passive" talent that will open up a special kind of skillsets (i.e. if you take the Devoted talent that grants you the power of prayer and HP/spirit, as you level up, you will be able to take some cleric based skills). But it doesn't limit you because if you really want, you could progress at the same time in Archery making you a Holy Archer (or whatever you can imagine). Even if roleplaying wise, you will focus on a specialised class, at least you are not limited to that. The gameplay is a turn based rpg where you can move to the enemy and use an attack or a skill/spell and end your turn. Classic old turn based thing. But the mechanic of obstacles is quite nice too: you can block the path of your enemies with your tank, but the archer will still be able to attack over it. But the environment can also block your line of sight making you unable to attack from distance if the enemy if behind a tree or wall. You also can have traps, random encounters and ambushes in places you already cleared making it even more of a cool RPG. I have yet to die so I don't know how the quests/maps/drops will be random in each run. However, it seems that the death system is like Darkest Dungeon: you get critically hit and you HP fall to 0 but you can come to your character and "revive" him with 1 HP, making him frail but alive. So you still have a second chance if you fall in combat, and that made me happy at one point However, I still can't understand the cooldown system... There are skill that have charges, some have cooldowns (called "delay") and other can be cast at will. But after using a skill, I don't understand why I don't have them back on the next fight. For me, skills should be recharging during the wandering phase too. Also, some skills like Holly Hammer have a "round delay" but also a "round duration" and I can see a small number in blue on the skill page which I guess is the actual cooldown time. Sometimes, during large combats, I spend more than 3 rounds but the skill does not appear again so I am really lost here. It might not be a problem for now but when you want to build some strategies mid fight and rely on cooldowns coming down, it might become troublesome later on I would also have one remark. When encountering certain enemies on maps, the combat begins but there is not way to know where the enemy is because he's outside of the screen. So sometimes I have to guess and wander aimlessly hoping to go in the right direction. Maybe it is done by design, making the ambushes feel more like it or maybe it's not. If it is done on purpose, I would accept that and play accordingly. But if it was not intended, maybe add a small cursor showing where the next enemy is? For example, using the Identify button and show a small red arrow pointing in the direction of enemies when we don't see them on the screen?
I’m pretty sure the skills round delay and round duration are working as you expect. Is the skill Holly Hammer the only one you have noticed a problem with? I don’t have that particular skill on any of my team but I will test and see if other skills are working properly.
I think I understand where the misunderstanding comes from... At first, I though that a round is You->Enemy->You. But actually it is more precise because each character seems to have their own rounds. Meaning that if all you character have used their turn, the enemy plays, you begin your next turn but kill the remaining enemies before all your characters have played, THEN, only the character that have played will have their cooldowns reduced. Those that didn't have the chance to attack before the combat ended will not have their rounds counted. At least, this is what I think is happening. I should check more intensively but at the first look it feels like the actual reason. Still, it feels strange not having the cooldowns go down during the exploration phase.
Hi RIngerill. Thanks for the great writeup! I try to make things as transparent as possible, but with a complex game, it's extremely difficult to make every mechanic readily apparent. Before I dive in, let me make one addition to the writeup: Combat Tactics. One thing I've done with this game and Endless Adventures was to add in a a bonus if the character has more allies adjacent to them than their target. So if you are two-on-one, you can get a +1 to melee attacks because of it. It's based on the ratio, so a 4 on 3 situation wouldn't lead to a bonus. This makes skills that reverse your position with the enemy very tactical because you can separate an enemy and surround them. All of this works in reverse too, so enemies can get these bonuses against characters. Ability Cooldowns: You are right that they don't cooldown while out of combat. This is to keep the party from wandering in a circle or just hitting end turn over and over again to gain back key skills like healing or powerful abilities like fire wall or charm. The chance for wandering monsters also goes up the longer the party isn't involved in combat, but I put a cap on that to ensure backtracking through the map doesn't make the current mission impossibly difficult. The inability to get skills back except in combat ensures the party can't just spam the best abilities each combat. There are 3 different type of skill cooldown. At-will skills can be used at any time. Delay skills can only be used after a certain amount of rounds pass. (You are right: if you don't have a turn during combat before it ends, you don't get credit for that round.) Last are Charged abilities. These start out with 1 charge and gain an additional charge every X rounds. My initial plan was to have abilities with a set number of uses. The idea was to create more of a tactical decision when using these abilities. If an ability has a specific delay, then it is better to use it soon after it is available else those rounds when it is not used are essentially lost. But I found having a set number of uses was a bit more confusing, so I went with the charge system. I think it has the same effect where you can save up good skills to ensure you have them as you face down the last groups of enemies. Entering Combat: I wouldn't say that entering combat and not knowing exactly where the enemy is was "intentional". It was more something that simply happened because of how it is coded and I thought it was pretty cool effect so I didn't do anything about it. Basically, any mob within a certain number of squares that has line of sight can spot the party, even if they are in the 'fog of war' for the party. I always think of it as hearing the monsters, so you know they are there, but not being certain the exact direction the sound came from. Class Creation: You are exactly right. I tried to go as open as possible. One of the fun classes I've played around with is the song archer. It's a combo of adventurer, nature and bard. Basically uses bard ranged abilities and songs to augment the ranged attacks in adventurer and nature. I combine it with point blank and use the bow as a melee weapon as well. I don't think I'd have ever thought of that type of character without an open system. Hopefully everyone will come up with some really cool combos.
Cool, thanks for the informations and tips! I understand indeed why you went with the no-refresh of skill during exploring. It would have been quite easy indeed to just farm random mobs. And it seems that this game is made to be a hard roguelike where you are expected to die And now that I finally understand how the cooldowns work, I will manage them accordingly. About the "hearing" of the enemies, yeah I totally get it but it and it sounds normal to begin the combat phase from that step. However, not knowing where the enemies have appeared feels strange. Many times I have be stuck with a random decision at an intersection to go right or left because I couldn't seen where the enemy have appeared. Well it just costs you a turn but it still can be fatal because you don't really decide who begins the turn first. Twice it happened that my tank was beginning first and from the 50% chance I had, I went in the wrong direction, leaving my weaker (lower Defence/HP) team to deal for a whole turn with the enemies while the tank was coming back to the melee. It is not a complaint but this things can happen and do happen. A part of me like it because it feel more realistic, like you know there is a presence nearby but you are not sure where they are so you can make mistakes. But on the other hand, if at one point I die just because I will isolate an important character from the battle just because of some random chance, I wouldn't be happy. But again, this is also the whole point of a strategy games and roguelike: luck enters into account when trying to finish the game For the class creations, I wasn't bold enough to try every combinations possible because I didn't know if they would be viable. But from what you said, it seems like everything work as long as it is strategically coherent (like don't take a tanky character and specialise it in archery, even if an archer paladin sounds fun). I also really like what seems to be a Light/Dark type of specialisation. I don't know if it has any impact on other spell or on your character (for instance, if you take a dark spell you don't have access to light spells anymore) but it sure adds a roleplaying side to the game for those who want.