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[DotE] Relase Notes

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10 years ago
Apr 16, 2015, 5:03:09 PM
Changelog [1.0.58]



  • Added a save and load system in multiplayer and auto save at the beginning of each floor. It also allows the host to reload a game with disconnected players. See Multiplayer Save part below for more details.
  • Added a share items feature in multiplayer. Items in the inventory are now shared between players. The backpack is still for personal items. Be careful when you go to another level and check your inventory before leaving!
  • Researches are now shared between players on multiplayer
  • Added a new menu (top left corner or “P” shortcut) in multiplayer with the following features:

    • Players can give heroes to the other players
    • Players can check the network ping state of each player
    • Players can still exchange resources
    • The host can kick players
  • Added an option on multiplayer which allows the host to choose between private (only by invitation – default), friends only, and public game
  • Added DLCs listing in the main menu
  • Added more variety in the weapon impact VFXs
  • Improved the main menu light and VFX
  • Fixed the negative restore Science cost bug
  • Reduced the Tear Gas module damage over time
  • Improved the loading time when generating a new floor






Multiplayer Save



The host can save and quit the game in the same conditions as the solo mode (only during the strategic phase). Every player will be disconnected and receive the save. One of the players (and only one) must go in “Multiplayer / Load” and select the game (he/she then becomes the host). The other players can then see the loaded game in the session list (only available for players of the previously saved game).



This feature allows a disconnected player to get back into the game. If a network issue occurs, the host can save and quit, then reload the game with everybody. We’re working on small improvements to make this process simpler.



The auto saves are also available on multiplayer mode. If the host crashes or is disconnected, he/she will be able to load the game at the beginning of the current floor with the other players.
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11 years ago
Jun 5, 2014, 4:16:21 PM
[0.7.10] Release Notes





BUG FIX

  • 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






BALANCING



  • Reduced the game difficulty:

    • 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)
  • Removed the artefact in the first room of the floor







Please note that the balancing is still WIP, thanks for your feedback!
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11 years ago
Jun 20, 2014, 3:57:49 PM
Release Notes [0.8.4] - BETA



Content

  • Added 3 new spaceships / game modes:

    • The Armory (commando mode)
    • The Infirmary (lots of HP but no end turn health regeneration)
    • The Drill (endless mode)
  • Added 2 new heroes:

    • Chef Nanor, the “Kitchen Chemist”
    • Professor Josh 'Ntello nicknamed “Know-it-All”, exclusively for the Dungeon of the Endless Founder Pack owners
  • Added 3 new modules:

    • Emergency Generator [major] which can power a room without Dust
    • KIP Cannon [minor] with an attack power based on your stocked Science
    • Viral Injector [minor] which spreads a long-term virus
  • Added 1 new event: the auto-power which powers a room without Dust, even when disconnected from your network [G2G]
  • Added 7 new Stele types
  • Added 1 new mob: the Silics Zoner, now the only mob who attacks minor modules
  • Added 2 new elite mobs:

    • Hurna Hunter
    • Door Opener




Improvements

  • Added the spaceship system: unlock and selection panel
  • Improved the game configuration panel
  • Improved the hero targeting system (targets the most dangerous, difference between melee and distance heroes)
  • Improved first rooms with special floor and floor number
  • Improved the hit visual effect
  • Improved bump map
  • Updated some sprites and special effects (Stele, Artefact, etc.)
  • Added a checksum protection for the public directory to avoid cheating to unlock heroes, ships and achievements
  • Implemented new sprites manager (improved performance on lower end computers)




Balancing

  • Reduced number of waves in middle levels
  • Slightly reduced number of mobs by waves
  • Reduced the difficulty after the exit is found (was +25%, now +20%)
  • Reduced spawn of the most difficult mobs
  • Added a Keeper effect on the entire floor: until you kill it, the mobs have a small health regeneration, drop less Dust, and a better defence
  • Increased power of Keeper last form
  • Increased the Hurna cooldown
  • Reduced Defence buff of Silics Supporter
  • Increased Attack Power buff of Silics Supporter
  • Zombies no longer attack minor modules
  • Reduced Attack Radius of Claymoar module
  • Reduced Attack Power of Seblaster module
  • Increased the FIS basic income
  • Increased the hero level up cost (about 10%)
  • Reduced Max’s attack power
  • Increased the amount of Dust found per room to reduce number of rooms with Dust (total amount of Dust remains the same)
  • Increased the building and Science costs of production modules
  • Increased probability of finding new modules thanks to research




Bug fix

  • Fixed the Merchant bug related to the act of purchasing/selling if similar items are concerned, but with different rarities
  • Fixed the equip/unequip issue regarding similar items with different rarities
  • The Operating bonus is now saved and loaded
  • Fixed some Drakken and Laboratory tilesets issues
  • Improved the pathfinding system
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11 years ago
Jun 20, 2014, 4:00:48 PM
Hofix [0.8.5]



  • 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
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11 years ago
Jun 24, 2014, 4:57:44 PM
Patch notes [0.8.7]



Bug fix

  • 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




Balance

  • 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)




smiley: warningPlease keep in mind that your previous game save will not be compatible with this new version.
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10 years ago
Sep 12, 2014, 2:52:24 PM
Release note [0.9.22]

The change log is almost the same as the Branch Build one, except some little changes (with the "(new)" tag) and the list of fixes since this 0.9.22 version.



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]
  • (new) 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
  • Improved GUI (log, hero panel, FIDS, dialogue, transition screens…)
  • Unlocked Deena by default
  • (new) Changed low health feedback to be sooner and more visible
  • (new) Improved Auto-Powered FX and environment FXs
  • (new) 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
  • (new) Changed Holohero module behaviour: it no longer attracts mobs of other rooms
  • (new) 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

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10 years ago
Oct 28, 2014, 3:39:41 PM
Release Notes [1.0.15]







General

  • Added the multiplayer co-op mode, with up to 4 heroes
  • Added the last 2 floors and the “Jungle” environment
  • Added Journal panel with your local high scores and game statistics
  • Added the Album with unlockable pictures and captions about heroes, mobs and other secrets
  • Added backstories between heroes: find the good hero combinations to unlock secret dialogues and gameplay effects in the lift
  • Added more situational dialogues in game (door opening, repairing, crystal carrying etc.)
  • Added 3 new spaceships:

    • The Sanitary pod: Hard mode!
    • The Library pod (Dungeon Founder pack): Science / Module mode
    • The Refreezerator pod (Legend Founder pack): Lonely hero mode

  • Added 6 new items with passive skills
  • Added researches reset button in exchange of Science in Artefact panel
  • Improved projectiles and poison visual effects
  • Added music tracks (ship selection, lift and ending screen)
  • Added sound effects (door, ambiance, hero death jingle, dismiss, events, tactical map etc.)
  • Changed lighting system to improve performance (and solved the issue with black stripes visual artefact)
  • Improved normal map to enhance lighting surface
  • A lot of optimisations have been made in our animations and sprites system





Multiplayer

  • Added a chat in the start, transition (lift) and final screens
  • Differentiated in game chat from the log to improve visibility
  • Added a way to cancel typing text in chat: ESC to close chat or Ctrl + Delete to erase
  • Added a kick player button in the start screen
  • Added Steam friend invite feature





Steam

  • Added 25 achievements
  • Added 6 Steam Trading Cards
  • Added Steam badges and rewards (wallpapers / emoticons)
  • Added OST in the “Soundtrack” folder





Game Interface

  • Added HD GUI with bigger fonts (automatically activated on big resolution)
  • Improved the heroes and ship selection screen with 3D spaceships
  • Added a new victory screen with our rescued heroes
  • Improved loading screen
  • Improved game over screen
  • Improved the transition between floors

    • Floor progression is displayed
    • Heroes are now in a lift and randomly commenting on the situation (some lines are conditioned by events in the last floor, with the loss or recruitment of new heroes)

  • Globally improved the user interface
  • Improved the tutorial which is now interactive
  • Added Controls panel (in system menu) to display all the shortcuts
  • Improved the tactical map:

    • Press T or scroll up above any room close the tactical map with the camera at the same position than before the zoom out
    • Ctrl + click doesn't close the tactical map but power / unpower rooms
    • Added door steps to clarify the paths

  • Added animations on the Crystal (appearance, unplug, plug in, explode)
  • Added new icons and colours in the log
  • Improved exit button to finish the floor (and potentially abandon heroes!)
  • Improved green arrow of hero destination to be always visible
  • Improved Stele interaction: you can now open it without moving your hero
  • Changed Stele health bar colour
  • Added gold colour on skill unlock items description
  • Improved red pulse animation on the widget
  • Hero level is now displayed in green if you can level them up





Balancing

  • Tweaked heroes who are globally slightly more powerful:

    • Increased the power of most skills (in particular FIDS relative and heal skills)
    • Modified some skills to be more coherent with the heroes (Paramedic, Recycling, Red Plume, Bad Company)
    • Added / Modified skills to obtain more Dust (heroes with these skills: Golgy, Max, Mormish, Sara, Nanor, Hikensha)
    • Replaced Sara Duellist skill by Pickpocket
    • Tweaked heroes stats (increased in particular: Defence and Power of Hikensha; Defence of Deena, Golgy and Mizi; HP and power of Skroig; HP and defence of Warden and Joleri (a lot for her + reduced Dust penalty) and reduced Defence of Ken and Elise)

  • Gork is now unlocked by default instead of Opbot
  • Tweaked mobs (in particular reduced number of hard mobs and power of hunters, supporter and hydra)
  • Tweaked Spaceships:

    • Infirmary Pod:

      • Increased initial Industry and Food incomes
      • Reduced health cost

    • Drill Pod:

      • Increased artefacts in first floors

    • Armoury Pod:

      • Increased hero attack power
      • Increased items loot



  • Tweaked Modules:

    • Autodoc Shards: increased upgrade health regeneration, reduced industry cost (10->8)
    • Suppressive Firebot: increased power, reduced industry cost (9->8)
    • Dust Field Gen: increased upgrade defence, reduced industry cost (9->7)
    • Holohero: reduced industry cost (16->15)
    • Neurostun module: increased upgrade effect, increased industry cost (6->7)
    • Tear Gas: increased damage over time effect, reduced industry cost (9->7) and science cost, increased HP / Defence
    • Pepper Spray: reduced cooldown, increased duration of Troublemaker, reduced industry cost (16->12), increased speed of troubled mob
    • Viral Injector: increased duration and poison effect (a lot!)
    • KIP Cannon: increased Science bonus of first level and increased attack max of upgrades

  • Reduced rooms number (about 14%)
  • Tweaked too easy mode (slightly increased mobs power and Crystal defence)
  • Reduced research costs of production module first levels
  • Increased the amount of Artefacts (a bug reduced their number)
  • Increased the amount of Heroes (a bug reduced their number in first floors)
  • Increased the amount of Major slots
  • Increased Dust Factory loot
  • Added score modifiers on spaceships (20% for Infirmary and Armoury)





Bugfix

  • Fixed several graphical issues on all environments of the game
  • Fixed several animations (heroes and monsters)
  • Fixed several issues with the user interface and localisation
  • Fixed GUI HD option not saved
  • Fixed several issues with multiplayer mode
  • Fixed several issues with the tactical map
  • Fixed an issue with the unlock of spaceships
  • Fixed Door Opener mob and number of doors open issue

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10 years ago
Nov 14, 2014, 11:48:42 AM
RELEASE NOTES - First Aid Kit Update [1.0.23]



Improvements

  • Unlocked Founder heroes by default: Josh 'Ntello (DotE Founder) and Kreyang (EL Founder/Emperor)
  • Added new resolution system in option panel
  • Added windowed mode in option panel
  • Added ability to rebind keys
  • Added Heroes groups shortcut with Ctrl + 0-9 (therefore allowing you to change your hero hotkeys)
  • Added first version of Auto-Save feature in case of crashes (solo mode) [WIP,doesn’tworkifacrashoccursduringelevatorphase]
  • Added three G2G achievements (also renamed the achievement "Unbeatable Duo" to "Members Only")
  • Enabled cross platform multiplayer (Windows & Mac OS). Lobbies hosted by a player with a different public folder & files (modded version, or different OS) will be shown in gold.
  • Added regional filters in the lobby
  • Added chat in game over and victory panels
  • Added module build cost in the research panel
  • Improved Abandon game confirmation dialog
  • Improved some hero / monster / module animations
  • Improved Merchant on the tactical map (colour shows currency)
  • Improved projectile heights
  • Improved monsters placement to reduce overlapping




Balancing

  • Increased self-destruction Delay of Kamikaze mobs with now a random interval
  • Reduced Kamikaze mobs spawn and zone damages on modules
  • Increased Kamikaze mobs damage zone on other monsters
  • Removed Keeper monster in the Library
  • Changed Pro Modules Stele with multiplicative effect
  • Changed Bad Company skill effect (addition instead of percentage)




Bugfix

  • Fixed Endless Legend Emperor pack unlocks (Kreyang hero and Refreezerator pod)
  • Fixed some issues with items duplicating and Merchant
  • Fixed several issues with multiplayer
  • Fixed several issues with environments and lights (rooms too dark)
  • Fixed disappearance of the crystal carrier in the high score panel
  • Fixed typos in dialogue and localisation keys
  • Fixed Drill pod unlock (required to reach floor 24 and not 25)
  • Fixed Ken not respawning in Refreezerator
  • Fixed hero reappearance after dismissing them
  • Fixed the album resolution in 4:3 (now stretched though)
  • Fixed some issues with singleplayer game save: you can now retrieve it after playing a multiplayer game




Please note several known issues are still being worked on, and those include:

  • The multiplayer issues require a lot of testing
  • The auto-save feature: it's a first version for now and we plan on improving it, but it should prevent save losses in most cases. Piece of advice: remember to save and from time to time restart the game on Steam if you often get crashes. We're still working on the performance as well.
  • Lobbies listed in "gold": in case you want to report an issue, don't forget to mention if you were in this case (modified public folder or cross platform multiplayer)
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10 years ago
Nov 19, 2014, 5:04:19 PM
Hotfix [1.0.25]



Bug Fixes

  • Fixed several monster animations
  • Fixed issues with the lighting system
  • Fixed an issue with old save files remaining in user directory
  • Fixed issues with pictures and texts in the Album
  • Fixed issues with French localisation
  • Fixed a bug with immobile Wizard with the appearance of the "Ignored" Stele
  • Fixed a bug with stacked Keeper




Known Issues



We are still working on the multiplayer and the stability of the game.
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10 years ago
Jan 20, 2015, 5:10:36 PM
RELEASE NOTES [1.0.40]





On this day, Endless technology lights up and strange things appear in the ruins all across Auriga, and even throughout the galaxy as the Archivist, Esseb Tarosh, fulfills its duty.






IMPROVEMENTS

  • Improved the multiplayer mode stability: optimisation of bandwidth usage to reduce impact of bad connections (high packet loss rate) on game sync and avoid disconnections
  • Optimised lighting system and memory usage: the game should perform better and experience less crashes
  • Improved auto-save feature: it is now functional if a crash occurs during the elevator phase
  • Improved our save system: players with save issues should be able to save their games in this version
  • Added a backup system between game versions: if there is an incompatibility between your save and a new version, your save will not be lost and you’ll just have to restart your current level
  • Added resolution mode options: pixel perfect, border (not stretched) and no border (stretched) modes
  • Improved tactical map transition
  • Added sound effects for the Pug hero, Ayairi Whairydd




BUG FIXES

  • Fixed some multiplayer issues (locking players in the lobby when the host is having connection problems and variable synchronisations amongst other things)
  • Fixed issues with our lighting system and DX11 compatibility
  • Fixed achievements that were wrongly unlocked after a save
  • Fixed keyboard shortcut issues on Mac (Note: there is a known issue in Unity (our game engine) with special characters on the numeric keys, which prevent some foreign users to use them to select heroes for example)
  • Fixed Autodoc Shards tooltip values




smiley: warning We changed some critical assets in this version and old saves will not be compatible with this version. The new backup system will restart your current level.
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10 years ago
Jan 21, 2015, 5:34:28 PM
Hotfix [1.0.43]



Bug fixes

  • Fixed corrupted GUI when a hero dies in your team
  • Fixed an issue with the Armory and Sanitary Pod locked again for players





smiley: warning If you used the "-openGL" command on Steam (launch options) because you used to experience crashes/display issues, please remove it as the problem should be resolved.
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11 years ago
Jun 4, 2014, 3:42:29 PM
[0.7.8] SUPER HOT FIX



  • Fixed a typo in the game configuration which caused this unintended extreme difficulty




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.
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10 years ago
Apr 17, 2015, 1:06:31 PM
Hotfix [1.0.59]



  • Implemented a vSync in the option menu
  • Re-uploaded the soundtrack in the game folder (Steam > Steamapps > Common > Dungeon of the Endless > Soundtrack)
  • Fixed an issue with a specific room in the Jungle environment where the player could not move
  • Fixed issues with player usernames containing "{" or "}" characters, which resulted in a crash




smiley: warning The "DEEP FREEZE" DLC: due to an issue with the Steam store, if you happen to own the Emperor (or Founder, as it was called during its Early Access phase) pack of Endless Legend. Before making a purchase, make sure you don't already have the DLC; it's represented by a little shiny ice cream cone at the bottom left corner of the screen, in the main menu (it won't shine as much if you don't own the DLC).
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10 years ago
Apr 20, 2015, 3:45:09 PM
Hotfix [1.0.60]

  • Fixed an issue with several rooms where the player could not move

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10 years ago
Apr 22, 2015, 12:49:32 PM
Hotfix [1.0.63]



  • Fixed an issue with the pathfinding. Heroes and monsters should no longer get stuck in rooms
  • Fixed an issue with the dungeon generation. The game should no longer crash and remove the save during the creation of a new floor





Thanks for your patience. We’ll keep an eye on forums to see if that fixes the issues encountered by many of you.
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10 years ago
Jun 8, 2015, 4:25:58 PM
Australium Free Update[1.0.70]



  • Added 4 new heroes

    • Misha Cherny, a heavy guy with a heavy weapon. And a sandvish.
    • Dell Bradford, an engineer who is not afraid to repair under fire!
    • Kaspar Herab, a medic with some useful knowledge
    • Pat Bates, an innocent pyromaniac with a burning love
  • Added 5 new items with passive skills (Sandvish, Gas Mask, Dove, jPad, Tower of Hats)
  • Improved memory use
  • Fixed an issue where the operator lost his bonus during an attack in multiplayer
  • Fixed an issue where the floor could not be finished




smiley: warning In Single-player, you might have to restart at the beginning of your floor. In Multiplayer, you might have to restart the whole pod. If you want to finish your game in MP, we suggest you to use a previous version of the game. To access that version, you will have to select in the Steam properties of Dungeon of the Endless, the 'Betas' tab, then select the [1.0.63] version. smiley: warning
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10 years ago
Jun 10, 2015, 5:08:31 PM
Patch notes [1.0.71]



  • Fixed the “level up” animation of the Heavy. (Was using the Pyro’s animation instead)
  • Fixed the elevator background that wasn’t moving since the 1.0.69
  • Fixed a bug on the album: it was impossible to unlock the picture related to the TF2 heroes story
  • The Australium update is now considerer as a DLC and can be disabled.




Thank you for all your reports!
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9 years ago
Oct 28, 2015, 4:44:35 PM
RELEASE NOTES - DEATH GAMBLE UPDATE [1.0.88]







  • Added a new event, The Dood, a very special merchant with a very special item…
  • Optimised AI’s mobs that will slightly improved performance
  • Fixed the Rocket Scientist achievement
  • In multiplayer mode, heroes can no longer be transferred during the action phase
  • Added a visual feedback on skills if you click on them when the cooldown is active
  • The last picture of the album is now unlocked after the last level of the game
  • Pat can now hit several monsters at his highest level

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9 years ago
Nov 24, 2015, 5:57:46 PM
RELEASE NOTES [1.1.0]





[ADDITIONS] Rescue Team







  • Added 3 new Heroes, with a really refreshing gameplay:



    • Wes Davoun, the radio operator:

      • He's a very good operator and one of the best support characters of the game. Thanks to his radio skills he can buff all heroes on the floor.
      • Special Transmission (passive skill): operating a resource module raised to an art form. Depending on which resource module you are operating, it will provide a different buff to all heroes on the floor:

        • When operating a Food module, provides health regeneration to all heroes on the floor.
        • When operating an Industry module, provides attack power to all heroes on the floor.
        • When operating a Science module, provides attack power to all minor modules on the floor.



      • Good Morning Auriga (active skill): movement speed buff for all heroes on the floor. When the whole team has to rock and roll!
      • Urgent Call (active skill): make an urgent phone call to change what will happen in the next room you’ll open, and force a positive event to happen. When you want anything but trouble behind the next door.



    • Zugma Walker, the bulldozer operator:

      • Zugma, driving her bulldozer, is the first übermassivetanky operator!
      • Recycling Beast (active skill): transform every monster killed into a random resource (except Dust). Not everybody can turn roadkill into resources!
      • Steamroller (passive skill): reduces the movement speed penalty when carrying the Crystal. Zugma Walker is a very slow character but when she's carrying the Crystal she becomes one of the fastest characters in the game.
      • Secret Compartment (passive skill): she can keep a part of the Dust from a floor to another. That little place where cops and customs officers never look.



    • Sasha Chokyo, the trainer:

      • With Sasha you gotta grab’em all! Indeed, you can train any monsters of the game! When you’ve got a monster as a pet, it can deal damage to other monsters. Moreover, it can even level up by killing other monsters! Take care of your pet by feeding them Food.
      • Heel! (active skill): tames the most powerful monster in the room. An order even monsters will obey.
      • Table Scraps (passive skill): share a part of your Food when healing Sasha with the tamed monster. One way to keep your pet healthy.
      • Attack Dawg (passive skill): share a part of the hero’s attack power with the trained monster. Your pet is every bit as vicious as you are.





  • Added 2 new Hurnas monsters, from the Endless Legend’s universe:

    • The Hunter: always stalking the weakest hero of your group, it’s an archer that attacks slowly but deals heavy damages. Take care of your operators!
    • The Warden: a crazy spinning zone damage dealer. Don’t keep all your heroes in one place, or lower your head to dodge his club!



  • Added 1 new Major Module, the Field Medic:

    • It reduces healing costs on the floor,
    • It increases heroes and NPC’s defence on the floor.



  • Added 4 new items:

    • Heavy Engine: provides attack power, reduces movement speed and grants the Steamroller passive skill.
    • Secret Pocket: provides defence and gives the Secret Compartment passive skill.
    • Rescue Kit: provides attack power, wit and health regeneration.
    • Training Kit: provides attack power, and gives the ability to operate.




[ADDITIONS] All versions – G2G content







  • Added a new spaceship, the Organic Pod: [G2G]

    • This pod is an intellectual living creature, so take care of her like a member of your crew. Remember, she likes red wine, boiled shrimp with sauce, classical music and pictures of kittens.
    • Gameplay effects:

      • Creatures are faster.
      • Modules can’t be repaired.
      • Powered rooms:

        • Can’t be unpowered,
        • Deal damage to modules and artefacts at every turn,
        • Reduce monsters’ defence by 100%,
        • Provide +0.5 Food per turn.


  • Added a new Hero, Rosetta QV1819: [G2G]

    • Egocentric passive gameplay: attack power and defence bonus per mob in the room, so bring it!
    • Tower of Babble (active skill): within a limited period of time, all monsters with less than 25% health points explode instantly dealing zone damages to all the surrounding monsters. An uninterrupted flow of multi-syllabic words would confuse even the most enraged enemy.



  • Added 3 new monsters, the Vultus: these 3 new monsters are quite insignificant damages dealers, but they are nasty gameplay breakers!

    • Trash: they spread into the dungeon and slow minor modules’ attack speed.
    • Debuffer: slows a hero’s attack and movement speed.
    • Vultu: it has a chance to spawn in a random unpowered room at the beginning of a turn. Kill it before it vanishes at the end of the timer and you’ll be rewarded with a Dust loot. So hurry up! [G2G]



  • Added 2 new minor modules:

    • Biomass Factory: a minor module that converts dead monsters into Industry.
    • Biomass Cannery: a minor module that converts dead monsters into Food.



  • Added 8 new items from the Endless Legend universe:

    • Executive's Armband: % odds to trouble the targeted monster.
    • Cheater's Armband: % odds to poison the targeted monster.
    • Antigrav Trinket: boosts the movement speed but lowers defence, useful for Crystal carrying.
    • Self-Help Buds: boosts wit, defence and attack power.
    • Shanty Singer: boosts defence of all heroes in the room.
    • Brainwave Bracers: boosts health regeneration depending on number of mobs in the room.
    • Fred's Fixer: adds wit, boosts repair speed.
    • Drug-o-matic: boosts health regeneration and defence.



  • Added controller support
  • Added a new ending sequence: finish the game to actually watch it!






FIXES



  • Fixed several desynchronisation issues: the multiplayer mode should now be more stable
  • Fixed a bug that occurred upon finding a new item: the inventory now properly opens if you click on the notification
  • Fixed an issue with the visual effects on monsters or heroes, which are now hidden when the room is affected by the EMP event
  • The Keeper can now attack unrecruited heroes
  • The game is now paused when opening the Album by clicking on a notification
  • Fixed the tactical map main background animation
  • Fixed an issue with the item “Time of Sands” which was duplicated in some situations after loading a multiplayer save
  • Removed the merchant’s health regeneration
  • Player names are now visible during a multiplayer game
  • All impact VFXs are now displayed both on the client and server side during a multiplayer game
  • The Crystal is now displayed on the tactical view while it’s carried by a hero
  • The option menu can now be closed using the Escape key
  • Fixed several animations on heroes and monsters
  • Fixed an issue with DX9 and the lighting system that turned rooms very dark despite powering them
0Send private message
9 years ago
Dec 22, 2015, 4:58:29 PM
PATCH NOTES [1.1.3]



  • Wes Davoun has been rebalanced:

    • "Urgent Call" skill has been reconsidered. The skill now makes a hero appear in the next opened room. The cooldown has been lowered. It can only rarely make an artefact appear. Spawned heroes can’t be recruited in both Armory and Refreezerator pods.
    • "Radio Tower" is divided into 3 skill levels, accessible at levels 4/9/15. This makes Wes’ progression more interesting and dynamic. Also, the skill is more powerful than before when Wes reaches level 15.
    • Because he’s an interesting early game operator, to make him more fair compared to other operators:

      • -1 general Wit.
      • "Knowledge Is Good" is unlocked a bit later.
  • The Zoner can now hit the crystal, a part of his zone damages are converted into direct damages.
  • The Silic Supporter, Silic Bulldozer and Elite Flying Necrophage monsters don’t hit the player’s modules anymore. However, Kamikazes monsters and Chimera Keepers can still damage it.
  • The Silic Supporter now buffs the player’s team when tamed.
  • The tamed Chimera Keeper normally doesn’t need a hero to be in the same room he’s in to be active anymore.
  • The Death Merchant can’t spawn in the very first rooms of each floor anymore.
  • "Paramedic" (Deena, Opbot, Kaspar) heal skill is now a lot more efficient.
  • Deena unlocks level 2 "Paramedic" earlier during her progression.
  • "Sandvitch" (Misha) heal skill is now more efficient.
  • Biomass Factory module isn't available in the Armory Pod anymore.
  • Biomass Modules, "Recycling" and "Soylent Green" passive skills don’t generate resources during crystal waves anymore.
  • "Recycling" and "Soylent Green" now produce more resources.
  • Minor modules attack general rebalancing: AoE modules are lowered, single target modules are increased. The new computation rationale is more realistic in the way we take more into account the number of monsters that compose waves. AoE are still the best choice to kill waves, they just need bigger waves to be as profitable as before.

    • Prisoner Prod is slightly more powerful.
    • KIP cannon requires less Science to reach its attack power limit, but the limit is unchanged.
    • Tesla module is more powerful.
    • Machine Gun does more damages but heats up a little more faster.
    • Claymore & Seblaster are less powerful.
  • Fixed an issue with the Xbox One controller on Windows 10.
  • Fixed an issue with the "Researcher" achievement which wasn't unlocking properly for players who didn't own the Rescue Team content pack.
0Send private message
9 years ago
Apr 26, 2016, 2:53:56 PM
PATCH NOTES [1.1.5]



  • Fixed an issue with the Cryo Capsule activation that would note generate a hero
  • Fixed an exploit with duplicated items that could be sold infinitely [link]
  • Fixed an issue with the "Continue" button greyed out in the main menu [link]
  • Fixed an issue with heroes not operating nor catching items in small rooms [link]
  • Fixed an issue with disconnections in Multiplayer mode: in case of a disconnection, players can now save & quit, reload the game, and claim back their heroes [link]
  • Players leaving a multiplayer game now automatically give their heroes to the host

0Send private message
11 years ago
Mar 7, 2014, 4:37:55 PM
RELEASE NOTES [0.3.5]



Changes & Additions



  • Added a new floor; the dungeon now has a total of 6 floors
  • Added the Necrophage environment at the level 5 and 6
  • Added 2 difficulty levels, which can be selected at the start of the game:

    • Too Easy
    • Easy
  • Added 3 new events:

    • Cryo Capsule – The player can trade Industry once to: obtain Food, find heroes, or a Toxic Cloud (see below) [G2G]
    • Dust Factory – In exchange of Industry, the Dust Factory can either give you Dust, or explode and destroy all the module slots in the room
    • Toxic Cloud – You can randomly find the Toxic Cloud in rooms that will slow hero movement and attack speed
  • Added a new Necrophage hero, Skroig [G2G]

    • Characteristics: he refuses to wear an armour (it doesn’t fit his style); because he finds his own food, the recruitment and levelling up costs are reduced
  • Added Science loot
  • Added some VFX and SFX
  • Improved some module tooltips
  • Fixed a bug that modifies the attack power of heroes on some directions and prevents the reduction of the cooldown for some heroes (Max, Opbot, Golgy)




Balance



  • Hero max level is now set to 8: 2 levels by heroes have been added and the stats tweaked (globally reduced and increased some)
  • Changed the unlock levels of skills Warning: some levels won’t unlock any skill
  • Removed the Operate skill for Gork and Troe
  • Removed the Repair skill for some Deena
  • Tweaked the item loot table and costs
  • Added the Operate skill on 2 items: Scope and Energy Bar
  • Increased difficulty of Hydra and Zombie mobs
  • Added a speed reducer on heroes in room with Hydra mobs
  • Increased Science cost of minor module upgrades (+20%)
  • Increased effect of minor module upgrades
  • Tweaked module power:

    • Slightly reduced Prisoner Prod power
    • Increased Tesla power
    • Reduced Claymoar power
    • Increased Tear Gas power and added a damage over time
  • Removed the “special” level 5
  • Increased difficulty in the last levels






RELEASE NOTES [0.3.6]





QUICK PATCH

  • Fixed shadows on Heroes
  • Fixed an issue with the save system

0Send private message
11 years ago
Dec 16, 2013, 10:36:53 AM
[0.1.1] Release Notes



  • Fixed the crystal texture
  • Fixed Sara’s animations
  • Fixed a bug making it impossible to launch the game from the main menu if the Steam username contains special characters
  • Changed the codec used for Amplitude’s logo movie
  • Fixed game stats: kill count, doors opened, level/total time
  • Changed score computation: 10 points per opened door + 1 point per killed mob

0Send private message
11 years ago
Dec 19, 2013, 4:34:13 PM
[0.1.3] Release Notes





  • Minimised the Crystal removal exploit by:

    • Increasing the difficulty and reducing the delay between waves after each wave, without resetting them if the Crystal is plugged. This means that you can do that but you complicate the exit
    • Reducing by 4 the Dust loot during the Crystal phase
  • Reduced efficiency of the winning strategy: “build a maximum of resource production modules” by increasing the cost of major modules proportionally to the current number of major modules in the level
  • Slightly increased the difficulty of end level and level 3
  • Slightly increased the cost of some minor modules
  • Slightly increased the attack power of bomber module
  • Fixed projectiles trajectory in case of low frame-rate





smiley: warning IMPORTANT: If you seem to have an issue after the update, please, verify your game files: right click on the game in your Steam Library > Properties > Local Files > Verify integrity of game cache.
0Send private message
11 years ago
Jan 22, 2014, 5:15:40 PM
Release Notes [0.1.14]





Hero active and passive skills

  • Each hero gets up to 2 active and 2 passive skills (+ repairing and operating skills) when s/he levels up (predefined for each). Later on as new levels unlock, new skills will be available.
  • You can trigger an active skill with the icons below the hero portraits or use ‘E’, ‘R’, ‘T’ keys
  • The number displayed on the icon is the number of doors you have to open before using it again
  • More information about the skills principle and objectives here: http://forums.amplitude-studios.com/content.php?374
  • This is a first version of the skill system, the effects need to be tweaked and we started with relatively “simple” skills (stats modifiers) but we are planning on adding more complex ones.




Changes on game variables and difficulty

  • Added a global variable that dynamically measures the difficulty of a level and modifies the events to balance it and slightly reduces inequalities between games [Community]
  • Capped the hero’s max level to 6 and modified the skills distribution [Community]
  • Slightly increased the recruitment cost
  • Slightly decreased Opbot’s wit and wit items effect [Community]
  • Added a 4th level in the dungeon [Community]
  • Increased power of mobs to slightly reduce their number [Community]
  • Reduced Dust loot and number of module slots in the 3rd and 4th levels
  • Slightly increased mobs speed
  • Reduced the delay of the first waves during the Crystal phase [Community]
  • Removed module targeting mobs during the Crystal phase waves in the last levels
  • Tweaked item loot table
  • Slightly improved the level design diversity




Improved GUI and Controls

  • Added new shortcuts: inventory = I, hero panel = U, close last opened panel = ESC [Community]
  • Improved Heroes HUD (still WIP)
  • Added right click on the hero portrait to open hero panel [Community]
  • Added the display of the DPS value in the hero stats panel [Community]
  • Prevented manual heal during auto heal phase [Community]
  • Added a “select all” shortcut on the key placed before the numbers in the top left corner, first step for multi-selection [Community]
  • Added a simple loading progress screen
  • Added some tooltips [Community]
  • Added a targeting priority to the Crystal focusing mob [Community]


Remark: until we develop a dedicated interface, you can modify, at your own risk, the shortcuts in Registry.xml (Documents > Dungeon of the Endless > Users > Username). Use this list: http://docs.unity3d.com/Documentation/ScriptReference/KeyCode.html to add / remove keys (you can write several keycodes with spaces between them). If you want to retrieve the default values, remove the file and launch the game.



Improved performance and fixed bugs

  • Fixed operating module bonus depending on equipped items [Community]
  • Fixed some UI bugs (refreshed module cost, animations during pause, etc.)
  • Improved dungeon generator on low end computers
  • Improved performance in the last levels

0Send private message
11 years ago
Jan 23, 2014, 5:34:56 PM
Release Notes [0.1.15]





QUICK PATCH

  • Fixed several performance issues
  • Fixed the unbreakable Crystal bug: players could still continue their game despite the Dust count brought down to 0
0Send private message
0Send private message
11 years ago
Feb 6, 2014, 8:27:10 AM
Release Notes [0.1.20]





IMPROVEMENTS AND ADDITIONS

  • Added 1 new level, reaching a total of 5:

    • Special stage: the level 5 has no major slot. The player has to stock resources in the previous levels to win the game; the initial Industry & Food production bonus is set to 3
  • Added the Laboratory environment at level 3, 4 & 5
  • Added a new layout for the starting rooms above level 1
  • Improved the level design with more branches around the Crystal at level 4 & 5
  • Improved the exit spawn: now generated at the beginning of the level so it doesn’t spawn next to the first room
  • Added 2 new mobs: Hydra and zombie Chimera (special behaviours to be added on the Hydra)
  • Added 1 new hero: Golgy, the spider-woman, with 3 exclusive new skills and a particularity: she doesn’t have weapons but 2 device slots
  • Added 8 new objects, some with passive skills, like repairing (repairing skill has been added to already existing items). The tooltip of these items with skills is WIP
  • Fixed some passive skills effects (e.g. Iron Fist and Placebo)
  • Improved performance, especially on the GUI
  • Improved the hero GUI panel (better feedback on hit, still WIP)




BALANCING

  • Some mobs now spawn on specific levels
  • Reduced the difficulty at level 1 (no more Crystal Eaters or Golems): we want to keep this level less difficult to let the player grasp the game
  • Slightly reduced difficulty at level 4 (in prevision of level 5):
  • Reduced waves number
  • Slightly increased hero and merchant spawns, Dust and major slots
  • Slightly increased mobs Dust loot
  • Slightly increased the power of mobs but reduced their number
  • Improved War Mask skill (Hikensha): the attack power bonus is applied even in the powered rooms
  • Increased Dust at start to 24 (previously set to 20)
0Send private message
11 years ago
Feb 6, 2014, 9:33:50 AM
Release Notes [0.1.21]





QUICK PATCH

  • Fixed the exit bug related to the game save


Please note that you won't be able to load your save if you have encountered this issue: you will need to start a new game.
0Send private message
11 years ago
Feb 19, 2014, 5:07:58 PM
Release Notes [0.2.0] - The Scientist



Changes & Additions



SYSTEM

  • Changed version annotation system
  • Changed location of the diagnostics.html files: .../Public/Documents/Dungeon of the Endless/Temporary Files
  • Changed keys configuration for specific keyboards
  • Added a shortcut: you can now select a module in the build menu with F1, F2, F3, F4 or Z, X, C ,V
  • Changed a shortcut: you can select multiple heroes with “Q” on QWERTY/QWERTZU (“A” on AZERTY keyboard)




GAMEPLAY

  • Added 3 new items with special skills

    • Aftershave
    • Hipster Scarf
    • Ahhrrrmani Suit
  • Added an area of effect FX for the “Claymoar” module
  • Improved notifications:

    • New item discovery
    • New module unlocked
  • Improved module tooltips
  • New score calculation: it is now based on the number of doors open, FIS gathered, killed mobs, Dust lost, heroes lost and FIS left at the end; we decided not to take the time factor into account and continue to display it as a second value




FX

  • Modified several VFXs and SFXs on skills and the Sewer environment
  • Added VFX on superior levels modules
  • Added VFX when you level up modules
  • Added VFX when you suppressed modules






SCIENCE & RESEARCH

  • Added a new resource: Science
  • Implemented Endless Artefacts: you can now find artefacts in rooms that allow you to research new modules, in exchange of Science; this artefact needs to be defended during the research (3 turns). See Dev Blog for details: http://forums.amplitude-studios.com/content.php?386-DotE-Scientific-Progress-Goes-Woof
  • Added levels on modules: you can now level up your modules with Endless Artefacts ; 4 levels per modules, for both major and minor modules
  • Added 3 new modules:

    • Science Creator I (major module)
    • Tactical HUD (major module)
    • Tear Gas(minor module)






BALANCING

  • Increased the overall difficulty of the game
  • Reduced the difficulty on level 1
  • Reduced price and power of non-common items
  • Reduced spawn probability of some powerful items
  • Tweaked effects of support / debuff modules
  • Reduced power of some modules, as resource production of major modules (but can be increased with level up)
  • Increased hero levelling up cost (especially for the last levels)
  • Increased power of some passive skills
  • Increased merchant HP / defence
  • Reduced the amount of minor slots in the last levels
  • Increased the amount of major slots
  • Reduced disparity between mobs speed (increased difficulty)
  • Increased Dust loot in rooms
  • Changed the defence computation: new formula of damage = attack power * (1 - (defence / defence + 100)) with new defence values for heroes, mobs, items, modules and skill (prevents invincibility)


We are currently working on the difficulty levels.





BUG FIX

  • Fixed the effect of some passive skills:

    • Repair
    • Knee Deep in Blood
    • Placebo
  • Fixed several bugs:

    • Chest stuck in doorway after a hero’s death
    • Blocked hero in a specific room
    • Rocks appearing in the background
  • Fixed an exploit: free Dust from the Merchant
0Send private message
11 years ago
Feb 20, 2014, 11:22:01 AM
Hotfix [0.2.1]



  • Artefact HP is no longer restored when you save a game
  • Minor module slots are no longer visible on top of the GUI panels
  • Fixed a bug in the Sewer environment: heroes blocked in small rooms
  • Neurostun module is now functional
0Send private message
11 years ago
Dec 16, 2013, 10:35:58 AM
[0.1.0] Alpha Release Notes





Playable content

  • Form a team of heroes, equip them, and train them - 7 heroes are available
  • Build defences in your dungeon - Ten modules (attack, defence, production) are available at the moment
  • Random generation - Each dungeon is different and you have to manage your environment to survive
  • 46 items available
  • 7 monsters with different behaviours
  • Carry your crystal to the exit
  • Save & Quit system





Missing content (Beta and release)

  • Active and passive skills for your heroes
  • Technology Tree that will allow you to upgrade your modules with science
  • Meta progression and different game starts (heroes, ship, modules, skills etc.)
  • 30 heroes include the sevens of the Alpha
  • New monsters
  • New environments (Endless laboratory, different biomes etc.)
  • New modules
  • New items
  • Develop background and stories of each heroes
  • Tactical view
  • And much more to come!

0Send private message
11 years ago
Mar 26, 2014, 5:21:31 PM
RELEASE NOTES [0.4.4] - HERO SELECT



Changes and Additions

  • Added the first foundation stone of the persistence:

    • Unlock heroes in the dungeon
    • Select your starting heroes or keep the random option (panel still WIP)
  • Added 3 community items:

    • Litsaber by T41 [G2G]
    • The Kings' Armour by bendingbones [G2G]
    • Nano-Bros by suspense0522 [G2G]
  • Added 2 new tracks
  • Added some SFX
  • Fixed some tooltip descriptions
  • Implemented Cyrillic characters in the game fonts




Balancing

  • Increased power of Hikensha and Sara
  • Reduced level up food cost of Hikensha
  • Increased life and/or defence of mobs: Hydra, Golem, Mini Golem
  • Updated the targeting system by prioritising Golem
  • Tweaked some items power and cost
  • Increased power of skills: Neurostun Lite, Placebo, first Aid
  • Increased power of Autodoc Shards module




Bug Fix

  • Fixed a bug where a hero and a monster can be blocked chasing each other if they have the same speed
  • Fixed a bug where the Cryo Capsule and the Dust Factory keep re-spawning after the save/load
  • Fixed a bug with the upgraded modules health bar height
  • Fixed a bug related to the lights on major modules
0Send private message
11 years ago
Mar 27, 2014, 2:44:56 PM
HOT FIX [0.4.5]



Changes and Additions

  • Fixed the missing visual and sound feedback issue with the minor module attacks
  • Fixed a bug with the name of unlocked heroes
  • Fixed an item description
0Send private message
11 years ago
Apr 3, 2014, 12:41:18 PM
PATCH [0.4.7]



  • Fixed several issues with Cyrillic characters
  • Reduced the log files size
  • Fixed opened door count statistics value when loading a saved game
  • Improved start game panels (order, miss click)
  • Fixed hero selection menu icons positions
  • Fixed item loot notification panel: it was clickable even after fading out
  • Fixed a bug with Hydra and Zombie mobs: they wouldn’t be be
  • Removed target damage of Claymoar module (only area damage)
  • Added a SFX on the Claymoar module attack
  • Fixed the community items’ images: Kings’ Armour, Litsaber and Nano-Bros
  • Fixed several bugs with Cryo Capsule and Dust Factory
  • Fixed several bugs with Endless Artefacts
  • Fixed some rooms in the Necrophage environment
  • Fixed the “tab” hotkey when used during Crystal phase: you can press “tab” to focus on the carrier
  • Fixed toxic cloud during Crystal phase
  • Disabled room unpower while Crystal is unplugged
  • Fixed several exits on the same level bug
  • Fixed mobs appearing white when entering a room with a tear gas module

0Send private message
11 years ago
Apr 23, 2014, 4:27:00 PM
BADASS UPDATE [0.5.0]





  • Added 2 new floors; the dungeon now has a total of 8 levels
  • Added the Drakken environment at the level 7 and 8
  • Added 2 new heroes, both equipped with Machine Guns:

    • Rakya Pulmoni “Smokestack”and her module skills
    • Ken Massoqui “Sado-Maso Militarist” and his risky skills
  • Added 1 new minor offensive module: the Machine Gun (caution: may overheat!)
  • Added 2 new mobs: the Kamikazes

    • Special behaviours: targets the most populated (heroes and module) rooms; stop it before it reaches your most precious rooms

      • Chimera Kamikaze: slow and usually on its own, will cause a huge explosion.
      • Necrophage Kamikaze: weak but a hive of them. They're fast!
  • Added 3 elite mobs, from the level 6, you can encounter stronger forms of:

    • Necrophage Trash
    • Necrophage Hunter
    • Silics Bulldozer
  • Added Steam Cloud support






MISC

  • Improved the fog of war (visual effect and logic)
  • Improved bump map: better lighting on mobs, heroes, merchant and modules
  • Fonts:

    • Added Portuguese/Brazilian characters
    • Added Ukrainian and anti-aliased Cyrillic characters
  • Added new sound effects
  • Reduced the loading time during level generation






BALANCE

  • Improved mobs repartition: there are now less different mobs in each floor and new mobs to discover in each floor. Some mobs now spawn only after a certain amount of doors opened. This repartition will evolve at each update according to the new mobs and floors
  • Improved items repartition: some items are available sooner but rare items are more scarce, particularly in the first levels
  • Slightly increased the amount of module slots
  • Tweaked events probabilities
  • Increased Food reward quantity of Cryo Capsule
  • Slightly increased Dust loot in rooms
  • Slightly increased global mobs difficulties
  • Increased Silics mobs power
  • Added area of damage on Silics Bulldozer (“Golem”) and Necrophage Red Flying mobs
  • Slightly increased Food cost to level up a hero
  • Increased skill effect duration (+1sec)
  • Increased effect power of skills on:

    • Warface
    • Red Plume
    • Kneecaped
    • Duelist
  • Reduced effect power of “Engage Turtle Mode” skill
  • Added damage over time on hero, with “Sacrifice” skill effect (instead of direct damage)






BUG FIX

  • Fixed a bug where the destroyed module slots aren’t saved
  • Fixed a bug where Gork remains black in the hero selection screen when discovered
  • Fixed a bug where the hero gets stuck when the user tries to interact with the "Endless Artefact" while opening a door
0Send private message
11 years ago
Apr 24, 2014, 12:20:54 PM
[0.5.1] HOTFIX

  • Fixed the edge scrolling
  • Fixed a bug where a hero with the Repair ability would not repair all the damaged modules in a room
  • Fixed the hero list display, on the top right corner: portraits are now updated when heroes are operating or repairing modules
  • Fixed an issue with the camera: un-zooming after an event will apply correctly when the player moves the camera
  • Fixed several graphic issues on the Drakken environment
  • Fixed Kamikaze monsters bug: they will now no longer explode in their spawn room
0Send private message
11 years ago
Apr 29, 2014, 10:44:35 AM
[0.5.2] Quick Patch

  • Fixed a bug that occurred during the Crystal carrying phase: the hero would simply be stuck
  • Fixed a bug when heroes got stuck when recruiting another hero
  • Fixed a bug with the game saves: you can now save the game even with a remaining chest in the dungeon
  • Fixed a bug that occurred during the loading of a save with destroyed machine gun module
  • Fixed a bug resetting the game difficulty in saves to “too easy” even though the player chose “easy”
0Send private message
11 years ago
May 15, 2014, 3:48:09 PM
[0.6.9] BITE THE DUST - RELEASE NOTES



Content

  • Added 2 new heroes linked to the Dust smiley: dust:

    • Lady Joleri Tulak, an Auriga Native who consumes Dust to get more attack power
    • Warden Mormish, a Profit Seeker who can bring you Dust
  • Added 4 new modules:

    • [Major] Shop: attracts a merchant to defend and earn Dust by operating it [G2G]
    • [Minor] Bio-organic Transference: restores a little amount of health for each kill [G2G]
    • [Minor] Operator: improves the major module bonus
    • [Minor] Lure: casts the illusion of a hero
  • Added 2 new mobs:

    • Silics “Supporter”: gives a bonus to the other mobs
    • “Keeper”: stays in the room and becomes stronger with time until it is killed (DANGER!)
  • Added 3 new elite mobs:

    • Necrophage “Crystophile”
    • Chimera “Zombie”
    • Silics “Mini Golem”
  • Added new sound effects




Misc

  • Added the "Multiplayer" button in the main menu (greyed out for now)
  • Added a log instead of the notification / error panels (may be reduced)
  • Added a rotation on the Machine Gun module
  • Changed the Necrophage “Flying” sprites




Balance

  • Added bonus on “Autodoc Shards” (healing) module if there are no mobs in the room (and reduced its default effect)
  • Updated the mobs spawn table
  • Reduced Bulldozer Elite and Kamikazes spawn probabilities
  • Increased Kamikazes power
  • Reduced Bulldozer Elite power
  • Reduced the cooldown and power of “Claymoar” (same DPS)




Bug Fix

  • Fixed the fullscreen resolution behaviour
  • Fixed some skills and modules tooltips
  • Fixed a bug disabling heroes’ AI attack target when passing through door steps
  • Fixed a bug preventing the level to end when the hero carrying the crystal is moved to a room past the exit
  • Fixed several animations
0Send private message
11 years ago
May 19, 2014, 12:34:05 PM
[0.6.10] Hotfix



The bug in [0.6.7] was fixed in [0.6.9]; however, another issue was found in this version, with the same consequence (wave not ending) but a different cause.



  • Fixed a bug that prevented the wave from ending: it occurred when a Cryo Capsule was activated, coupled with the spawn of a new hero event.
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11 years ago
Jun 4, 2014, 8:30:20 AM
[0.7.7] RELEASE NOTES





Content

  • 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:

    • 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

  • Added 2 new mobs:

    • Hurna Hunter
    • Door opener: he can open a door if you don’t kill him on time!

  • Added 5 new elite mobs:

    • Kamikaze Necrophage
    • The Keeper
    • Silics Supporter
    • Chimera Debuffer
    • Chimera Kamikaze

  • 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.





Improvements

  • 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 & sound) on dying heroes (< 25% HP)
  • Removed the Research button in the HUD




Balancing



smiley: amplitude See the latest dev blog post for more details and rationales about the multiple changes which impact the balancing of the game

  • Refactored configuration system which allows us to control the flow and the events more precisely:

    • 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
  • The targeting of some mobs have changed:

    • 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
  • The offence modules have now a priority target:

    • Prisoner pods are anti-heroes mobs
    • Tesla are anti-modules mobs
    • Claymoars are basic mobs
    • Smoking guns are special mobs
  • The move speed of entities are reduced when in the same room than enemies, except:

    • Flying Necrophage
    • "Crysophile" Necrophage
    • Hydra Chimera
    • Some heroes with "dodge" passive skills
  • 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
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