Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
Below is a draft of what could be a build-order table. Game version 1.0.15. Mostly for advanced players. The main interest is to give some simple information to optimize the exploration, the heroes management, and the investment cost for modules. This is not an accounting course!
This is a first simple draft, I’m expecting some feedbacks and comments.
Please note that such guidelines, if enriched, would be useful on websites with larger audiences (Gamefaqs, Steam Guides…?). I would be good to do this but I may lack of time: any feedback is welcome !
### BASIC RULES:
- read others guides & tips
- finish the game at least once without this guide (Very Easy OK).
- always do research something. In priority: a major module, and/or the highest level thing. When a reseach stone is discovered, try to stop exploring further to make it protected from waves.
- keep unopened doors between 2 discovered rooms for the last turns -- that will unlock the last single turn research.
- build as recommended in the table
- use your space bar, then your brain.
### STRATEGIY:
Exploring: visit the first 2 rooms connected to the crystal, all directions. Then choose to open doors when there is only one to open (="linear room"), and go as far as possible. Repeat in other directions, then open when 2 or more doors (="cross-rooms »). You will need compromises.
### Legend: (space separated values in the next tables)
Fl=Floor number
Ind= Industry resource (pink) when starting the floor
Sci= Science resources (blue) when starting the floor
Foo= Food resources (green) when starting the floor
Du= Dust resources (yellow) when starting the floor
Major= Target total target major modules to build at the current floor; I=Industry, S=Science, F=Food, etc..
Minor= Target patterns of minor modules: represents the number of a specific ‘kind’ of room, coupled to a letter
‘X’ means a ‘cross-room’ with 3 or 4 doors;
‘I’ means a ‘linear-room’ with only 2 doors.
The words in parenthesis detail the kind of minor module for each room: support, offensive, hindering…
Example => 2X(support)+1L(3Tesla+1Neuro) => 2 cross-rooms with ‘support’ minor modules (F2 keystroke), and 1 linear-room with 3 teslas and a Neuro inside.
Remark:the upgrade level for both major & minor modules is not detailed.
Comments: additional details…
###
Table 0: Doors number per floor estimation
For each floor, the expected minimum and maximum doors numbers are listed.
Extrapolation is based on both user experience and curve values located in Configuration/GameConfig.xml
Floor Min Max
1 12 16
2 13 17
3 14 18
4 15 21
5 17 23
6 19 25
7 22 28
8 26 31
9 27 32
10 27 33
11 28 33
12 29 34
Table 1: Very Easy / Escape Pod
empty table
Table 2: Very Easy / Infirmary Pod
Comment: draft done after 3 successful runs. May still be optimized, feedback is welcome.
Heroes leveling: Very simple, at each floor's beginning, all heroes should be at the same level as the floor's number.
Fl Ind Sci_ Foo Du Major_modules Minor_modules_patterns________________________ Comments
01 026 0014 024 28 2I+1F________ none__________________________________________ very very easy
12 060 ~000 300 16 3D+1HUD______ 3X(2support)__________________________________ Store food, and rush to the exit asap! Or try to lvl up all heroes to 15 for the glory
Table 4: Easy / Escape Pod WORK IN PROGRESS
Comment: May still be optimized, feedback is welcome.
Heroes: Random
Research priority: Prisoner Pod, Major modules,…
Fl Ind Sci_ Foo Du Major_modules Minor_modules_patterns________________________ Comments
I have a similar excel up that I've been using in multiplayer, but it only covers FIS modules.
First off, I'd like to consolidate floor data with you... (although perhaps looking at the xml would be much wiser, I just happen to keep my excel sheet open between floors and record door amounts)
Floor 1= 14, +3/-3 doors
2= 15 +3/-3 doors
3= 16 +3/-3 doors
4= 18 +3/-3 doors
5= 20 +3/-3 doors
6= 22 +3/-3 doors
7= 25 +3/-3 doors
8= 27 +2/-2 doors
9= 29 +1/-1 doors
10= 29 +1/-1 doors
11= 30 +1/-1 doors
12= 30 +1/-1 doors
First criticism: I wouldn't predefine my main module purchases as in your table, but I do not take a freeform approach either. Whenever I find an open module slot, and I want to know if it would be profitable to place an F/I/S module there, I use the formula:
if (Expected doors - doors already opened) * the new module's F/I/S per turn > Cost to build module), then purchase the module...
And no, I don't sit down with a paper and pencil every time I open a door, I has excel.
The first glaring criticism of my formula is that while this may work very well for Industry, the value of food or science != the value of industry. However, this works extremely well in multiplayer because you can win arguments by saying you made your own excel sheet that automatically calculates this for you at any given moment. But if you think about it, an appraised value must always be established, as that is the point of considering whether or not to build an FIS module; appraisal is a large part of this game, at least for me since I boss everyone around in MP and get to make all decisions. Would a new food module be worth purchasing if you had only a predicted 2 doors left? By my formula no, unless the food you gained allowed you to buy your fourth hero before leaving the floor. In that scenario, food is probably worth 5:1 ind, but on the other hand, if you're on floor 12, sci is likely to be worth 0:1 ind. The point is, establishing Ind as 1:1 with Food and Sci as a baseline is much better than blindly building FIS modules. A good player can sense the comparative worth of FIS, but an even better player appraises using a baseline from previous experience. A general idea of how I proceed:
Food:Ind (before you have your ops leveled)= ~1.3 Food:1 Ind
1>x Sci : 1 Ind (where x is the player's appraisal of Sci based on how many floors and how much research has been completed)
I will criticize your listed FIS sums that you believe a player should have at the beginning of a floor. You provide a baseline of how much FIS you should have, but I believe that following a more freeform approach due to the randomness of the game is better, and that a player should completely ignore how much F/I/S he should have at the beginning of any given floor... except the last two or so floors, where such information would be useful (As you would not probably survive with only 20 ind at floor 12). Due to the nature of mechanical pals, players can invest very efficiently by floor 12, but who knows at which floor they will have it upgraded by, and whether or not they'll even have the dust room to be able to put mechanical pals to use! I *do* like the fact that you listed the last two floors though, whereas you prefer listing all 12 floors, so in the end, my criticism is merely player preference, just as the 12 listings in your table would be!
And lastly... why very easy? The only people who would benefit from such a guide would be casuals, but why would a casual even bother to use it in the first place? Sorry I do not share your optimism. A table based on very easy data is too lenient on success. Making a table on harder difficulties is more useful, and harder to prove. And just a heads up on spell checks, the american version of the game uses LAN, not "NAL".
Thanks EndlessRunner for your feedbacks and for highlighting the weaknesses of this draft.
I do agree with your doors numbers per floor. They still may have some minor corrections but it’s OK now (floor 9 = 28 +2/-2 ? etc..). I included it in the revision 2.
EndlessRunner wrote:
if (Expected doors - doors already opened) * the new module's F/I/S per turn > Cost to build module), then purchase the module...
I use the same formula, with subtle variations mode depending on the starting pod; typically the question is:
Can I convert $$ Industry into €€ Science or Food ?
To answer this question, you mentioned a factor coefficient close to unity, for example ~1.3 Food: 1 Ind, this is not wrong in my opinion, but this coefficient will depend on the starting pod and the objectives.
We should indeed change the tables I wrote, rewrite them completely and simply put this estimated coefficient value for each floor. I did not write anything yet.
I do agree it should be done for Easy, and for all pods, and up to the 24th… but I did not have time to update properly my sheets. I don’t know if I will ever do.
(+I switched back to English language to avoid spelling mistakes.)
You are very welcome, adn. I know how much courage it can take to post up a table like this: the work you put into it and the fact that it may never be appreciated is quite chilling, hence I dare not post my own sheet.
Also, revised door guesstimates...
1= 14, +3/-3 doors
2= 15 +3/-3 doors
3= 16 +3/-3 doors
4= 18 +3/-3 doors
5= 20 +3/-3 doors
6= 22 +3/-3 doors
7= 25 +3/-3 doors
8= 27 +3/-3 doors
9= 29 +3/-3 doors
10= 30 +2/-3 doors
11= 31 +1/-2 doors
12= 32 -2 doors
I kind of feel like bugging Melkathi for the data, but on the other hand, it's kind of fun making the estimates. I feel like an old cartographer, haha.
adn
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