Genre: Platform, Real Time Strategy (RTS), Role-playing (RPG), Strategy, Adventure, Indie
Dungeon of the Endless
[0.9.22] Tactical Update
Hello everyone,
This time, it's for real! The official public update 0.9 is here. Thanks to our courageous players who tested the branch version to help us to finalise it :) So we added the 2 last heroes, a mob and an event but also the much-awaited tactical map, the backpack and other improvements requested by the community.
Content
Added 2 new heroes:
Mizi Kurtiz, the G2G hero and her dark companion
Kreyang, the EL Founder pack Drakken hero
Added 1 new event: the EMP, which temporarily deactivates modules of random rooms [G2G] Thanks Stealth_Hawk
Added 1 new mob: the Hurna Debuffer (and its elite form) which reduces the attack power of heroes in the room
Added “almost-HD” portraits for the heroes HUD
Improved environments by adding props, animations and FXs
Added situational dialogues (different for each heroes)
Added new tutorial (select in the menu to test it) [WIP]
Added 2 special skills for prisoners and crew members
Improvements
Added a tactical map: mouse wheel down to zoom out, then click or mouse wheel up over a room to zoom in. You can move and (un)power rooms in this mode
Improved the Crystal phase:
The rooms are no longer unpowered
The Crystal can’t be put back in the first room
All the doors of the floor are opened!
You have to decide when you leave the floor: all your crew have to be in the exit, otherwise you lose them!
Added a backpack in the Inventory panel: all items in this bag will be kept between floors
Added remote powering: auto-power several rooms at the same time by clicking on a remote room as long as you have enough Dust
Improved Merchants: each one now has a currency between Food, Industry, Science and Dust for sell and buy
Added a “multi-doors” bonus: get a score bonus when you open doors in an “action phase”
Added a pause button on the bottom right widget
Improved several animations on monsters & heroes
Heroes found in the dungeon can now have a higher level (with cost slightly increased)
Added hero refund: if you dismiss a hero, you get a certain amount of food based on his level
Added a special portrait when a hero dies
Improved Heroes HUD: reorganised the buttons to avoid misclicks, improved wounded feedback
Changed low health feedback to be sooner and more visible
Improved Auto-Powered FX and environment FXs
Added new FXs for each module upgrade
Balancing
Increased the level up cost of first hero levels, slightly reduced the last ones (global cost is increased)
Increased number of new heroes in the floor
Reduced heal cost in the Infirmary Pod
Reduced Shop cost (build & research)
Tweaked item costs (for drugs) and effects (for devices)
Increased Lure activation delay
Reduced the power and the number of the anti-minor modules mobs
Increased power of Kamikazes, but they also hurt other creatures
Changed Holohero module behaviour: it no longer attracts mobs of other rooms
Increased Holohero module defence
Bug fix (since branch 0.9.20)
Kreyang is available for Endless Legend Founder Pack owners
Level up stats preview is displayed
Green colour is correct in the tactical map (shows rooms with modules inside)
Heroes selection marker is correct in the tactical map
Several panels are now hidden in the tactical map (dialogs, crystal button...)
Mouse wheel can be used in the Inventory
System menu is fixed
Lighting glitch in the Sewers environment is fixed
Hero sprites glitches during attack have been fixed
Kamikazes Elite behaviour is fixed
Amplitude Studios
Progress Report
Hey everyone,
We wanted to share with you the latest progress report with the development of Dungeon of the Endless. Indeed, we have been super proud to reach the [B]Beta[/B] recently and would like to reassure some of you, longing for the next update!
We have been rather quiet for mainly two simple reasons: some of us have been away or will be soon going on holiday, but also to show and talk about our games at Gamescom (Germany) and Unite (USA). This requires a lot of organisation on our side and we're just working really hard to get a game build ready (it's always nice to show a new version of the game at an event!). Secondly, as you all know, we've [URL="http://forums.amplitude-studios.com/content.php?436-Dungeon-of-the-Endless-Now-In-Beta"][B]recently reached the Beta[/B][/URL] and have started the implementation of some heavy features:
[LIST]<*>[B]Co-op multiplayer mode[/B]: after several gameplay iterations, we're starting to have something that is quite enjoyable! We're currently fixing several bugs before we can release it in a public update. We still have several improvements we'd like to implement as well but yeah, we're getting there
<*>[B]Tactical map[/B]: AT LAST. And it's working too, but we're still working on the visuals
<*>[B]Improved Crystal phase[/B]: we're testing several changes with the VIPs
<*>[B]A score journal[/B]: work in progress
<*>[B]Several improvements[/B]: we've implemented several small improvements requested by the community (but we'll let you know in due time!)
<*>[B]The remaining promised game content[/B]: we're not going to shed a tear, but we've added the last heroes and environment for the release
<*>[B]Balancing[/B]: singleplayer and multiplayer, but also spaceship wise (we should be working on that in the long run, until the release)[/LIST]
Tl;dr: there's still a lot to come but you'll have to wait a little before you can try out the new additions/changes.
Stay tuned however: we might have cool surprises for you. :)
~Amplitude Studios
Spaceship Creation Competition
Hi everyone,
Are you ready for a new creation competition? In the latest update, we implemented a new game option: spaceships that you can actually unlock! They bring new game modes with special gameplay effects, new starting configuration and visuals for even more diversity and more fun of course.
Today, we want to call on your creativity to create an extraordinary new spaceship for Dungeon of the Endless!
The creation contest will be divided in 2 parts:
The gameplay (rules, stats, etc.)
The packaging (visual, name, description, etc.)
PART 1 - GAMEPLAY
The Brief
In order to propose an interesting variety of challenge for the player, here is a quick reminder of the spaceship in game and a glimpse of the others which are planned for the release [spoiler alert!]. The aim is to find ideas not too similar to the already existing ones:
The Infirmary: no end turn auto heal, more HP, drugs
The Armoury: 4 heroes at start, no free hero, no offence module
The Drill: no production module at start, endless floors
The Library: focus on research / modules, heroes "lethal as canaries"
The Refreezerator: 1 hero in the entire game, but undying… or nearly!
The Entries
There are different properties to define in the gameplay aspect of your spaceship:
Code name: the final name will be given in Part 2
Special gameplay rules: see below
Number of heroes at start (1 to 4)
If it's relevant:
Global statistics modifiers (attack power, health, defence, etc. of heroes / mobs / modules)
Starting modules (and unavailable modules)
Starting items (and unavailable modules)
Starting FIDS and FIS incomes
The special gameplay rules are obviously the most important part of the entry. The idea is to find a way to use the current features and elements already available in the game and rearranged them to create a new way to play it. Try to keep it simple! A good concept can be summarised in one sentence.
IMPORTANT /!\ Entries need to be posted in this thread: http://forums.amplitude-studios.com/showthread.php?33511-Spaceship-Creation-Contest
We will select 3 of your proposals then organise a GAMES2GETHER vote! You may submit several entries but are limited to three! Also make sure you keep all your entries in one post!
Please note however that Amplitude reserves the right to modify the 3 proposals and will work with the winner to finalise the design and adapt it to development constraints.
Deadline
We will be closing the thread on July 15th, at midday (Paris time!).
Prize
Winners of Part 1 et Part 2 will:
Get their names in the game credits
Win a cool Dungeon of the Endless T-shirt and buttons
Three Steam copies of the Dungeon of the Endless - Founder Pack: so you can play with your friends once the multiplayer is released!
Best of luck to all of you!
~Amplitude Studios
[0.8.7] Patch Notes
[0.8.7] Patch Notes
[B]Bug fix[/B]
[LIST]<*>Random hero selection is now properly displayed
<*>Notifications are no longer displayed on top of transition screens
<*>Players can now unequip an item without this one disappearing
<*>The instant power given by the “Emergency Generator” module is now ignored if the room is already powered by the Auto Power event
<*>Stele is now immune to zone damage
<*>“Fast but Weak mobs” stele event no longer stops mobs when they stack
<*>Saves, merchants, dust (initial / loot) and items are now functional in the endless mode with the Drill pod
<*>Armoury floors no longer spawn free heroes
<*>Fixed some sprites glitches[/LIST]
[B]Balance[/B]
[LIST]<*>Reduced basic FIS incomes
<*>Increased cost of Emergency Generator (now incremental)
<*>Increased cost of FIS modules
<*>Reduced Wit of Mechanical Pal
<*>Tweaked cost and spawn value of items
<*>Reduced Pilfer effect
<*>Reduced power of flying Necro mob
<*>Increased classic item spawn in the Infirmary Pod
<*>Increased difficulty in Easy and Too Easy mode (power of mobs)[/LIST]
Please keep in mind that your previous game save will not be compatible with this new version.
~Amplitude Studios
[0.8.5] Hot fix
Hofix [0.8.5]
[LIST]<*>Fixed the 100% loading issue that occurred when a player was stuck during loading due to a save and load problem.
<*>Monsters now disappear properly when they die
<*>Spaceships are now properly loaded on saved games
<*>Hero health is now saved with the Infirmary Pod
<*>Fixed conditions to unlock the Drill Pod
<*>Optimised profile saving frequency
<*>Fixed a bug that made duplicate item disappear when buying and equipping it from the merchant
<*>Auto power room FX was changed so that it never exceeds the room’s size
<*>Fixed Opbot right and left idle animations[/LIST]
Have a nice weekend!
~Amplitude Studios
Dungeon of the Endless - Now In Beta
Hello everyone,
We are very glad to make this announcement today: we have reached the [B]Beta[/B] of Dungeon of the Endless! What does this mean? It means that we are pretty much “feature complete” for the final release of DotE, for the [B]Single Player mode[/B]. Indeed, the current game experience should be similar to the one you will receive in the final version, but obviously more balanced and improved!
Please note that we intend to have a [B]4 player co-op Beta [/B]very soon. In the meantime, our VIP players already started testing it but it’s only a first version for now, so we would like to make sure we can improve it a little bit before making it available to all of you.
To celebrate the Beta of DotE, you will finally be able to purchase the [B]Founder Pack Upgrade[/B], that includes the unique Library ship and Josh 'Ntello hero, Endless Space coupons, and the Founder Pack badge for our forum. You will only be able to pick up the Founder Pack Upgrade during the Beta: once we announce and reach the final release, it will be too late! Also, the game (both editions: Pixel and Founder pack) will keep the [B]25% Alpha discount until the end of the Steam Summer Sales[/B] before changing into the usual [B]10% Beta discount[/B].
Anyway, we’re really excited (and quite stressed out – if only you could see the shadows under our eyes) for this release: we are bringing some really cool additions and hope you will enjoy them. Besides other additions, improvements, some balancing and bug fixing, this new version includes the implementation of new game modes thanks to the spaceships you will be able to unlock through special achievements.
[B]
From Alpha to Beta: what have we achieved?
[/B]
[LIST]<*>[B]MORE OF EVERYTHING[/B]: more doors, floors, monsters, heroes, items, modules and surprises
<*>[B]HEROES[/B]: the ability to choose your starting heroes and use powerful skills to survive this hell
<*>[B]SCIENCE[/B]: use Science to build and level-up modules and make those monsters cry
<*>[B]NEW GAME MODES[/B]: you can now unlock new starting spaceships to discover completely new game modes
<*>[B]IMPROVED CONTROLS[/B]: we worked on a refined game system and controls requested by the community
<*>[B]NEW TRACKS[/B]: we have added two brand new awesome FlybyNo music tracks[/LIST]
[B]
The Spaceships
[/B]
We implemented a new game option: the ability to choose the crashed spaceship you will start the game with. You can unlock a new spaceship by earning special achievements (two different possibilities for each spaceship – Steam achievements will be available later) and will be able to select it in the configuration panel at the start of a new game.
A Spaceship is not only a visual skin of the first room: indeed, it comes with [B]special gameplay effects[/B], a [B]starting package[/B] (a defined number of heroes, resources, items, modules etc.), a new design of [B]Crystal[/B], and a [B]new order of floor environments[/B]. Each spaceship is like a [B]mode[/B] and should bring some diversity to your game experience!
/!\ Warnings:
[LIST]<*>The new spaceship balancing is still WIP
<*>For technical and optimisations reasons, we have entirely recoded the sprites manager of the game (animation system): it was a very big task with a lot of repercussions. We think that we have fixed most of them, but there could still be some graphical issues, so please accept our apologies in advance.[/LIST]
[B]BUG FIX[/B]
[LIST]<*>Swapping two different items will now give the correct amount for each statistics
<*>Heroes will keep abilities given by the level, even if the player equips and unequips an item with the same abilities
<*>Merchants no longer disappear
<*>Fixed the buy/sale system
<*>Fixed the Pepper Spray tooltip[/LIST]
[B]BALANCING[/B]
[LIST]<*>Reduced the game difficulty:
[LIST]<*>Slightly reduced number of mobs in waves
<*>Increased Food, Industry and Science basic incomes to 3 (used to be 2)
<*>Reduced attack power of Hurna Hunter
<*>Slightly increased the Wit of heroes
<*>Increased HP and defence of Elise
<*>“Too Easy” difficulty: reduced HP and attack power of mobs (remark: since the first easy mode appearance, the quantity of mobs is the same in the 2 modes, but weaker)[/LIST]
<*>Removed the artefact in the first room of the floor
[/LIST]
Please note that the balancing is still WIP, thanks for your feedback!
~Amplitude Studios.
[0.7.8] SUPER HOT FIX
[0.7.8] SUPER HOT FIX
[LIST]<*>Fixed a typo in the game configuration which caused this unintended extreme difficulty[/LIST]
Please accept our apologise for the inconvenience. We are working on fixing the other issues reported by the community at the moment. You should expect the "Hot fix" in the upcoming days, once our QA team gives us the green light for the changes we submitted.
~ Amplitude Studios
[0.7.7] Reloaded Update
[0.7.7] RELEASE NOTES
[B]Content[/B]
[LIST]
<*>Added 2 new levels (9-10) with a new environment: the ice biome
<*>Added 1 new hero: Elise, the “Freelance Demolitionist” and her heavy arsenal
<*>Changed hero max level from 8 to 15
<*>Added 2 new minor modules:
[LIST]
<*>Pepper Spray - It confuses monsters and forces them to attack each other
<*>Seblaster (offence) - It targets monsters with an area of effect, hitting without distinction heroes and monsters
[/LIST]
<*>Added 2 new mobs:
[LIST]
<*>Hurna Hunter
<*>Door opener: he can open a door if you don’t kill him on time!
[/LIST]
<*>Added 5 new elite mobs:
[LIST]
<*><*>Kamikaze Necrophage
<*>The Keeper
<*>Silics Supporter
<*>Chimera Debuffer
<*>Chimera Kamikaze
[/LIST]
<*>Added the Stele Event. If you find a stele, it will add one or several effects to the entire floor for a limited amount of time. These effects can be positive, negative, or both.
[/LIST]
[B]Improvements[/B]
[LIST]<*>Added a reset skill system: you can use Science and reset the skills cooldown
<*>Changed the healing system which is now based on the hero’s percentage of HP, and the cost is proportional to number of healed HP
<*>Changed the operating system: the hero needs to stay in the room at least one turn to obtain a (bigger) bonus
<*>Added an animation for the Merchant when he teleports to the Merchant module
<*>Added a comparison system for hero equipment
<*>Added a preview for the next skill available when you level up
<*>Added a scrollview for passive skills when you have more than six
<*>You can now select several heroes with the “shift” key
<*>Added a default cursor
<*>Updated hero selection menu
<*>Added feedback (visual and sound) on dying heroes (< 25% HP)
<*>Removed the Research button in the HUD[/LIST]
[B]Balancing[/B]
[B]See the [URL="http://forums.amplitude-studios.com/content.php?426-DotE-Design-Update"]latest dev blog post[/URL] for more details and rationales about the multiple changes which impact the balancing of the game[/B]
[LIST]<*>Refactored configuration system which allows us to control the flow and the events more precisely:
[LIST]<*>Some events (exit, merchants, heroes and artefacts) are placed at the generation to control the:
<*>Quantity of Dust loot in rooms at each floor is now controlled
<*>Spawn of mobs is now random at each floor[/LIST]
<*>The targeting of some mobs have changed:
[LIST]<*>Necrophage Flying attacks major modules and target in priority long range heroes
<*>Silics Bulldozer no longer attacks heroes
<*>Silics Trash attacks only the Crystal (but is weaker)
<*>Most part of elites mobs attacks NPC[/LIST]
<*>The offence modules have now a priority target:
[LIST]<*>Prisoner pods are anti-heroes mobs
<*>Tesla are anti-modules mobs
<*>Claymoars are basic mobs
<*>Smoking guns are special mobs[/LIST]
<*>The move speed of entities are reduced when in the same room than enemies, except:
[LIST]<*>Flying Necrophage
<*>"Crysophile" Necrophage
<*>Hydra Chimera
<*>Some heroes with "dodge" passive skills[/LIST]
<*>The previous version level 8 is approximately the new level 11-12 in terms of food cost and stats
<*>The heroes stats and skills have changed with new levels and to create a distinctions between the different teams of heroes
<*>Increased waves difficulty when the exit is found[/LIST]