[Dungeon of the Endless] The best game you didn't know you needed.

The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
edited January 2015 in Games and Technology
EDIT: November 14, 2014 - This OP is woefully outdated. I'll update it soon-ish. Follow the last few pages of the thread to get more up to date information on the full release of the game.

So hey. There's this game. It's pretty rad. I enjoy it.
Title2.jpg

"Well that's a less than exciting name," you might be saying to yourself. Sure sure, but don't let that dissuade you. Let me give you a bit of information about what this is.

So, long story short, the developers of Endless Space a pretty looking 4X game (that I have not played) must have saw what the folks at Kerberos was doing with The Pit, a little rogue-like offshoot of their 4X game, Sword of the Stars. There was apparently drinking involved too. Witness accounts vary, but there was most certainly some imbibing of beverages.

The result is Dungeon of the Endless, a game that kind of defies easy to nail down genre tropes, making it hard to categorize.

EDIT: So the devs made their own video which is a better summary than what I typed up way back when. You should watch it:
http://www.youtube.com/watch?v=K2aQYDmsocQ

Is it a rogue-like?
Well, it certainly has features of that type of game. Permanent loss of units, of the game, what might otherwise be a minor hiccup in another game can lead to a chain reaction of fail, ruining everything and causing you to start over with nothing but the personal skills you gained during that gameplay. But it lacks a lot of the standards in that genre, you don't have direct control over your combat other than a overall "go here" command, there's no in-depth crafting or anything like that. But it's a much more deliberate exploration game with, to me, an atmosphere that might feel familiar to someone who's played FTL, though they're very different games.

Is it a Tower Defense game?
It does have many TD tropes that you have to be aware of, take advantage of, and adjust to. You can build automated defenses in each room, that you have power to, and you need to account for the types of enemies that will likely attack and compensate. But unlike TD games you can't really guide enemies anywhere, or have any real control over where anything will attack, what will attack what, or any nuances over your defenses. They're 'dumb' and just kill what they see. There's no point A to point B path you're dealing with, as each floor is completely random and trying to funnel enemies isn't exactly an easy task (though it is possible...) EDIT: To clarify there are different enemy types that each have specific AI's. Some target heroes, some target defenses, some target your crystal, etc, and you do need to be aware of what works best against any given type; but you're still going to deal with them all in mostly the same way.

Is it a Turn Based RPG?
Well, like a turn based RPG, like say...Baldurs Gate, you control a squad that you can manage stats (via leveling and equipment), you can pause to have some breathing room to assess a situation and plan ahead. You can direct individual units to do different things, level up, equip, and generally do your best to keep alive. It's not quite turn based, as all the action happens in real time, but between the action, it's calm and you have time to think and make decisions about what doors to open and how to go about that.

So what is it?
It's its own thing that cribs a lot of little features from all sorts of genres and melds them into something that is (so far anyway) really fun, though it has a steep learning curve. If the idea of exploring a procedurally generated dungeon with a rag-tag group of heroes (they're actually probably prisoners...) that can die if you don't keep care of them, who you can upgrade, outfit and use to try to stay alive; build defenses to protect your little piece of the dungeon from invaders, while collecting resources to upgrade your units, your defenses, and to save for the next level; if any of that sounds fun, this might be a game for you.

Ok, ok, that sounds cool; whats the hitch?
The hitch is, it's early access. It's in Alpha state, but is still fully playable (though only 3 floors and 6 heroes, with a lot of features disabled currently). Full release promises science skills, hero abilities, traits, more diverse locales, different ships you can come in on, way more heroes, and more. It's a game backed by an established developer, so it's less risky than your random greenlight game, but as with any early access game, you're still rolling the dice a bit. Having said that though, even the smal amount of game that there currently is, is really fun, and you can tell from what's already in, it's just going to get better. Amplitude promises constant updating (first patch was today, the day after release), regular new features, updates, fan voting on direction of some systems (if you buy it you get more 'points' for these votes), among other things.

Still here? Good, lets continue with the actual game.
The game itself has a really sparse tutorial (seriously it's like 4 slides, one of which doesn't really say anything) and then says go! The first few times you play are full of "what the shit just happened" moments as you're discovering the systems of the game. I found this part fun, actually, so by all means, do it yourself, but if you need a few pointers for what to do out of the gate I can toss some of those up too. But what does the game look like, you are probably asking, and too lazy to just go click on the store page.
This is the first thing you'll probably see:
Ship.jpg

You'll probably have different heroes, but you'll still be there, the two of ya, in your crashed ass ship.
What next?
Open the door!
Every door has something behind it, and you won't know until you open it. Sometimes it's an item. Sometimes it's a Merchant. Sometimes another hero. Usually enemies. :lol:
Stuff.jpg

As you open more doors and expand your exploration issues start popping up. You see, how you explore is the entirety of the game. IF you go opening doors willy nilly you're gonna die, real fast. Each room is an event and you need to prepare for it. Do you have adequate defense for potential enemies (your heroes can rarely handle mobs on their own, even with good equipment and levels)? Is your room powered? Any allies nearby? Are your other rooms protected from a potential wave attack from anywhere? Every room is a 'turn', effectively, things happen when you open doors. Between opening doors, you've got some breathing time. You can figure out where you want power to go, what kind of defenses you want where, what machines manned by what units, etc. Sound complicated? It's not. It's all very intuitive and you'll learn it by dying horrible miserable deaths, that usually happen 2 doors after you are feeling like a fucking king. That's how the game goes. Every door can be your death, if not planned for.

So I just open doors?
No, dork. :P Well, I mean, yeah, you open doors, but there are goals. What you're looking for is here:
Exit.jpg

That's an exit. Simple right? Nope. You see, go back up to that first picture, of the crashed ship. That big prism? That's your power core. You have to get it to the exit, and this changes everything. You see, this object powers rooms, as you get energy. You get energy in some rooms, from some enemies, but bottom line is you'll never have enough energy to power all the rooms, so you have to be very selective in what rooms you power, what rooms you ignore, what rooms you abandon, when, and why you abandon them. You have to chain rooms to power them, you can't just power up random rooms here and there, so it's a thoughtful process as you expand the map. But when it's time to finish a map, you have to pick that bad boy up and carry it to the exit, and when you do that, the monsters go fucking insane, so it becomes a very intense jaunt (carrying it makes you go slower, so pick a fast guy that can take a hit, and guard him), so I hope you've planned ahead for your route. Oh yeah, that's right, you're not just planning ahead for your expansion, you've also got to keep a mind on the ultimate end goal of a map to move the Core. And by the way, that Core can't be powering rooms behind it after you pass through them, so you're constantly leaving your rear exposed as you move through rooms towards the exit. So you have to balance how fast you run through, with giving up potential defenses in the prior room(s) that you're giving up for any enemies that might be chasing you. Is it worth stopping, taking advantage of your turrets to make another dash, or do you just book it straight to the exit?

Sound good yet?
There's a lot of strategies you can employ about what rooms to power, how that effects wave spawns. For example, enemies can't spawn in powered rooms, occupied or not. So you can take up the strategy of powering up a large 'fortress' to control where spawns come into your part of the dungeon. Doing this, however, often means needing to power otherwise worthless rooms; rooms enemies won't pass through, you can't build resource generators in, and just take up space, and take up power; as you have limited amounts of power at all times. Is a better plan to leave some rooms unpowered, but near very well defended rooms, so that you can focus power into more productive rooms, but risk having enemies attack from all directions at any given time? Things to think about, for sure. Even in Alpha, with lots of features disabled and missing, there's still plenty of strategy and thought involved in every single room. Do you raise the level of your units faster by building food generators, sacrificing Industry Generators and the defenses they can build for stronger heroes? Balance? Do you heavily invest in a single level, leaving no resources to carry over into the next, or do you go sparse on one level, make it harder, risk your heroes and your crystal, in hopes to get to the next level with a lot of resources to start out with? Remember even minor mistakes can mean complete failure. Like any rogue-like (which it isn't exactly), you can be in the grave half a second after being king of the world. And there's a lot of things I haven't even touched on (because hey, its more fun to figure it out yourself)

Enough. Enough. Just give us the dirty.
Fine. There's two versions of the game you can buy now. The Pixel pack and the Founders Pack.
PacksOverview.jpg

The Pixel Pack (Normal: $12.99 -- Sale: $9.74):
Pixel.jpg

The Founders Pack (Normal: $19.99 -- Sale: $14.99):
Founder.jpg

Awesome, so what does the future hold?
You know, with these early release games, things change all the time. Features get added, features get dropped, people get happy, people get mad. Basically what you can bank on is more of the goodness that there already is. More levels, more diverse areas, more hero types, actual research/skills, among other things. And this isn't something being promised at all, so don't get your hopes up; but I dare you to play the game for more than half an hour and not see how much insane fun this could be co-op. It'll probably never happen, but man, if there was a game that was almost tailor made for 4 player co-op.

Final Thoughts:
If the game looks even moderately appealing, you'll probably enjoy it. If you can handle the fact that it's just Alpha, knowing what you're doing you can 'beat' it in ~30m if you're good (but it'll take you a lot longer probably to get to the point you can survive that long), knowing you're gonna hit bugs, lack of balance sometimes, and wait for updates all the time, it's already worth the money as far as I'm concerned.

Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

The Dude With Herpes on
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Posts

  • VikingViking Registered User regular
    If this lives up to it's potential it is going to be amazing.
    What is available in the early access is very promising, I love the new take on the Endless Space FIDS resources, I love the random heroes, I love the art style.

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  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    For my money, they don't even need to add that much to make it just exponentially worth more; basically not ending it after level 3.

    I mean:playtime.jpg

    :lol: Basically I just want it to be actually endless, sooner rather than later.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
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  • IoloIolo iolo Registered User regular
    edited December 2013
    Nice OP!

    Thanks for clearing up that the action's pausable. Non-pausable gameplay in stuff like this is my kryptonite. That's going to make this that much hard to resist. Jerk.

    EDIT: Viking you are awesome. Thanks for the game!

    Iolo on
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  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    Yeah, the game as is right now is amazing. All the stuff they're planning on adding will just make it... uh... morer amazinger.

  • cardboard delusionscardboard delusions USAgent PSN: USAgent31Registered User regular
    I'm not sure I'm good at building the node pieces yet, can someone explain factory vs food thingie. I build it and get more over time? What is my person doing when in the room with it, looks like they are repairing/standing at the station.

  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    I'm not sure I'm good at building the node pieces yet, can someone explain factory vs food thingie. I build it and get more over time? What is my person doing when in the room with it, looks like they are repairing/standing at the station.

    If you build one, you get bonus points of the type of node whenever you open a door. Just make sure you build it in an out of the way place or defend them REALLY good because they're the first targets for critters and they go down very easily.

    If someone is in the room with it and it's damaged they'll repair it. If it's broken, you lose it forever.

  • urahonkyurahonky Cynical Old Man Registered User regular
    I saw this show up on Steam and resisted purchasing it. It looked really good.

  • TheKoolEagleTheKoolEagle Registered User regular
    this is definitely in my wishlist, I'm going to wait for it to get a little more polish on it since I've been throwing money at my screen for a lot of early access games, but I am watching this very closely

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  • John ZoidbergJohn Zoidberg Registered User regular
    edited December 2013
    Magic Pink wrote: »
    I'm not sure I'm good at building the node pieces yet, can someone explain factory vs food thingie. I build it and get more over time? What is my person doing when in the room with it, looks like they are repairing/standing at the station.

    If you build one, you get bonus points of the type of node whenever you open a door. Just make sure you build it in an out of the way place or defend them REALLY good because they're the first targets for critters and they go down very easily.

    If someone is in the room with it and it's damaged they'll repair it. If it's broken, you lose it forever.

    Only if that character can repair nodes ( it says in their bio ). When you leave someone with a node you will see cogs which means they are applying a bonus to the +food/industry as long as they stand next to it. Your Wit stat of that character determines the size of the bonus. You can find gear with stat increases too. For example I found a tool belt that increased Wit giving me a larger bonus.

    Played about 90 minutes of this last night and got into the swing of things quite quickly. Failed my first couple of runs but then things clicked and I "beat" the game with a full squad of lvl 5 characters. I do enjoy the risk vs reward in the game. You can find the exit pretty close to the start sometimes but considering the more open unpowered rooms = possible wave spawns it can be both rewarding to explore to find more items / blueprints / dust / build up your food and industry for the next level but also hella risky to increase the directions the waves could come from. If you luck out with some nice choke points in the layout then it is a lot more manageable.

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  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    One thing I did forget to mention in the OP is attack waves of mobs.

    Sometimes, on top of a pack that might be behind a door, opening a door can trigger a 'wave' attack, where a number of packs of enemies can spawn in opened, and unpowered rooms, and come at you. This is really the biggest driving force behind thoughtful decisions about what rooms to power and what rooms to leave unpowered. Leave a tiny worthless room near your Crystal unpowered and it may end up killing you as that is potential spawning grounds.

    The attacks don't seem to be timed, or have any rhyme or reason; it's just a random occurrence opening doors. And if you are doing it methodically and have all your rooms powered, you simply won't get it; but in level 2 and 3 (and I imagine moreso beyond later) it's simply impossible to power everything, so you'll get it frequently. It leads to yet another tactical decision with what to spend resources on, since you'll need to leave rooms guarded as you move along, so that your turrets can take care of these spawns because your heroes can't be everywhere.

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    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
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  • IoloIolo iolo Registered User regular
    Does anything persist or unlock between games, like a character's skills/stat increases, Rogue Legacy's hereditary traits, Hack, Slash, Loot's unlocked character classes, etc.?

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  • John ZoidbergJohn Zoidberg Registered User regular
    Iolo wrote: »
    Does anything persist or unlock between games, like a character's skills/stat increases, Rogue Legacy's hereditary traits, Hack, Slash, Loot's unlocked character classes, etc.?

    Not as it stands right now but that may well change.

    Xbox Live: Ink Pouch / PSN: Stiff_Ninja / Origin: PAZoidberg / Steam
  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    Yeah, currently nothing 'meta', but they've explicitly said they plan on adding that in eventually, giving unlockables that you can earn as you go along. AFAIK they currently listed starting ships (not sure what difference that'd make?) and heroes to unlock, so we'll see.

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  • SokpuppetSokpuppet You only yoyo once Registered User regular
    Want.

  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    Not right now Iolo and I'm not sure if that's part of their plans with the game. It's pretty ripe for that sort of thing though.

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    This is the statement on the store page about what they want in the final game (bold'ing and underlining for emphasis is mine):
    “Dear Early Access enthusiasts,

    Thank you for even considering joining our Alpha Early Access. As you guys may know, Dungeon of the Endless, is our little passion project here at Amplitude Studios that is becoming real thanks to the support of our community. We are so proud to present it to you today, in its very early stage.

    What can you expect from that Alpha? A lot of fun with the core game mechanics. You can also expect bugs obviously, although the game is definitely tested, but as we add new content every day, things can’t be as stable or polished as the finished product.

    What will you miss from the final game? In this Alpha version, many features are not available yet: the complete list of levels (you only get the first 3 levels out of 12) and their different environments including the final ending sequence, the complete list of monsters, the complete list of heroes including their abilities and objectives, Endless ruins and technologies and the use of science, a potential multiplayer co-op mode, online persistency and unlockables, as well as the final balancing of the game.

    We want this Early Access to help us strengthen the core game loop, and work with you guys on all the content that we add through the GAMES2GETHER platform.

    So if, as we do, you want DotE to become your dream dungeon survival game, come and join us in its conception. If you want a finished product, stable and with all its content done, then please wait for the final game, it should happen sometime in 2014.

    - Amplitude Dev Team”

    There was also something, maybe it was on the forums, where a dev explicitly said they're adding in meta-goals, so that's something to look forward to.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    Also re: persistence, they just put up a little FAQ in the steam forums:
    The game is too short
    Yes, the Alpha is short -- I would say that one run through of the Alpha is about ¼ of the final game. We wanted to focus on the core gameplay loop first, however, and get players’ feedback on that. Now we are working on adding to the content. We also have big plans for game persistency, in order to encourage the player to replay the game indefinitely via lots of different challenges and their corresponding strategies.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • eobeteobet 8-bit childhood SwedenRegistered User regular
    So... multi-player co-op is not 100% confirmed? I'll hold my money for the time being then.

    Heard the proposition that RIAA and MPAA should join forces and form "Music And Film Industry Association"?
  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    I'm not exactly sure how this could work in multiplayer coop.

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    Shared resources, maybe, players each control one hero? It'd be chaotic and you'd really have to work together to be successful. The second everyone just starts wandering in different directions you'd be screwed.

    I can see it, I think it could be a blast. They'd have to change and fiddle with some of the rules to work in co-op though.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • eobeteobet 8-bit childhood SwedenRegistered User regular
    Wait, did I miss something, or didn't they pitch this as a multiplayer game?

    Heard the proposition that RIAA and MPAA should join forces and form "Music And Film Industry Association"?
  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    I didn't know anything about the game until I saw it on steam and needed it, so I don't really know about the development history of it. All I know is they said they hope to do some sort of co-op but there hasn't been any guarantees that I'm aware of.

    I still think it could be great, if it happened, but even if it doesn't the game is still a blast.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • El FantasticoEl Fantastico Toronto, ONRegistered User regular
    I came ridiculously close to picking this up this morning when I noticed the 25% off tag. The only thing holding me back right now is shortlist of available Alpha features. Even though I know I'm getting the full game in whatever condition it is when they consider it "done and launched", it's just one or two features short of being justifiable, to me.

    When I do pick it up though, that Founder Pack is tempting. I don't own Endless Space yet either, so getting it half price is a nice benefit.

    PSN: TheArcadeBear
    Steam: TheArcadeBear

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    edited December 2013
    I think it might have been mentioned (I think in the Steam thread) but the 50% off coupons for the Endless Space games, you get with the founders pack, don't have a "can't be combined with other offers" tag on them, so presumably, when the winter sale comes around, super discount!

    That's my plan anyway.

    The Dude With Herpes on
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    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • MalkorMalkor Registered User regular
    I bought this mostly because of 50% off of Disharmony and because I love me some SotS:The Pitt.
    Interesting so far, I'm not sure if I'm bad or if I'm running into bugs or what.

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  • LanrutconLanrutcon The LabyrinthRegistered User regular
    Picked this up. It's interesting, but realtime, which makes it unpleasant. I also have no fucking idea what to do, since the game isn't telling me squat.

    This game has a looooong way to go before I'd recommend people pay money for it.

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  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    You can pause at any time to look around, issue commands, etc.

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    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
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  • CorsiniCorsini Registered User regular
    I can't wait to see what they do with skills. Hopefully that will spice up the combat a bit.

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  • Magic PinkMagic Pink Tur-Boner-Fed Registered User regular
    Lanrutcon wrote: »
    Picked this up. It's interesting, but realtime, which makes it unpleasant. I also have no fucking idea what to do, since the game isn't telling me squat.

    This game has a looooong way to go before I'd recommend people pay money for it.

    It's not realtime. Nothing happens until you open a door and you can pause and move people around.

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    Patch:
    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

    No new content, just balancing stuff. :(

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    I think it's smart for them to nail the balance on this basic gameplay loop before they start stacking on more stuff. I wish more devs had that sort of restraint sometimes.

  • AvalonGuardAvalonGuard Registered User regular
    I love the flow of this game a lot. I wish I had more micro control of my heroes, i.e. putting my ranged hero in the opposite corner of the room if I wanted to, but that's my only real complaint so far.

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    Update coming. Was supposed to be this week but they're delaying it to work on it some more, so probably in the next few weeks:
    We just wanted to clarify a bit the situation on the development of Dungeon of the Endless. We are working on an update at the moment that was initially planned for this week (hence the announcement on game saves, that still stands by the way). However, it will be slightly delayed.

    We have indeed been working on this update for a little while now and the holidays happened, so it took a little longer than expected but we're almost there. The next update will introduce the awaited heroes' system of skills, besides a 4th level, amongst other additions. It's still very work in progress, but it should add a little something interesting to the game. Unless we aren't fully satisfied with our work and decide to do more testing, we will try our best to keep these updates coming regularly.


    SKILLS

    The principle
    Each hero gets up to 3 (currently 2) active and 3 (currently 2) passive skills when s/he levels up (predefined for each)
    The passive skills automatically give specific bonuses under certain conditions
    The active skills need to be cast by the player
    The effect lasts during X seconds
    Then the skill is deactivated during X turns

    The objectives
    Add more interest and control in battles and hero management
    Add more interest in the level up of the heroes
    Improve the differences and enhance the personalities of the heroes
    Add choices for the player about the right moment to use each skill

    Notes
    We tried to avoid micromanagement, so there is no need to target
    The objective is not to come close to an action game (such as a MOBA): you cannot frenetically use them; it’s more about choosing the right moment
    We started with relatively “simple” skills (stats modifiers) but we are planning on adding more complex ones
    This will be a first version of the system, so we will listen to your feedback very carefully.


    OTHER IMPROVEMENTS

    We’re beginning to implement some of yours requests, mostly about the controls and the balance of the game. We will also add a 4th level to the dungeon!


    Of course, we happen to be working on other exciting additions for the game but it'll all be available when the time is right so stay tuned. Please accept our apologies and thank you for your understanding.

    Related, previous save games will not work with the update. Not a huge deal since you can beat the current game in ~30m if you know what you're doing, but just tossing it out there:
    It's coming...soon. I hate to tease you like that (no really, I do) but it is still work in progress and we'd rather not reveal anything to disappoint you but since we're all back from our holidays, we should focus on the development of the game and provide updates regularly.

    As for this next update, please make sure that you finish your current game:

    Game saves will unfortunately not be compatible with the new version.

    So tell your friends, family and pugs in case they miss the message. Keep in mind that we are in Alpha and many changes are likely to be made so don't get too attached to your current crew members, you'll find more of them if you explore the dungeon.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    The patch in the previous post went live a couple weeks ago.

    New patch also just dropped:
    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)


    Your previous game save will not be compatible so please start a new game. Thank you!

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    I was wondering if they were going to get to the exit crystal spawn thing.

    It was fairly easy on the later maps to make it spawn next to, or nearly, your crystal if you knew what you were doing.

    Also man, no nodes in level 5. that'll be rough.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    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

    Whole new system with Science. I'll have to check it out later.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    New patch:
    Hey guys,

    These past few days have been tiring but fun! We've had the opportunity to meet some of our forums regulars at the office last Friday. Indeed, we have organised a playtest session of Endless Legend and Dungeon of the Endless, and we've decided to invite some of you over. It was a cool experience for all of us I'm sure and we'll share the experience on the dev blog very soon. But for now, let's focus on DotE: we have our "Necrophage" update coming up for you!

    This update [0.3.5] will bring a new floor (the dungeon now has a total of 6 floors), a new Necrophage environment and the hero you have chosen in a previous GAMES2GETHER vote, difficulty levels, new game events created by the community, and more. Check out the release notes below.


    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


    Have fun and let us know what you think!

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    edited March 2014
    Stayed up way past my bedtime testing the new patches.

    Good stuff. You don't find random upgrades or unlocks anymore, they're done via research at artifacts that are randomly placed in each floor (not all floors seem to have them), and you pick one of 4 upgrades/unlocks and you spend science to do so. The upgrades it offers you seems to be semi-random but I think it's offering things you've upgraded already to do even more of. Currently things cap at level 4, but it's neat to have that level of control now. It makes it feel more tactical and less completely random. Upgrades cost Science and take a certain amount of 'turns' (door opens), 3 seems to be the usual, but I imagine that'll change down the road for higher level unlocks. You also have to protect the artifact, if it gets blown up while researching you'll still lose the science you spent.

    There's also a lot of other things you can find in rooms now, from dust generators (gamble for dust) to cryo-tubes that can have a random thing inside like a hero, or food, or poison (or nothing at all).

    Just plenty of new stuff in general, including a few new heroes.

    Heroes go up to level 8 now, and get up to two active and multiple passives; accessories can sometimes teach you skills too which can be cool if you're willing to spend the dust on them, or get lucky with chests.

    There's a lot more diversity in enemies since the start, though you still don't have individual control over your heroes so it's still a bit of a crapshoot if what you want killed first gets killed (seems to be priority on the fastest enemies, which makes sense from the perspective of protecting your crystal, but it means the big brutes that take out your generators are saved for last and they whack away). Luckily skills can do AoE attacks, buff your guys, among other things.

    SO yeah, I really enjoyed the game back when, and it's just even better now, with plenty more coming.

    Also the new very easy difficulty is exactly as stated. It's nice to get a feel for the game and learn the systems but provides very little challenge. Still plenty of fun if you're not looking for the frustration of losing a level 7 hero on floor 5. :rotate:

    The Dude With Herpes on
    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • IoloIolo iolo Registered User regular
    Amplitude does great patch notes. :)

    Thanks for the impressions, TDWH. I'm looking forward to this game being released so I can really sink my teeth into it.

    Lt. Iolo's First Day
    Steam profile.
    Getting started with BATTLETECH: Part 1 / Part 2
  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    edited March 2014
    Holy crap "Easy" is balls hard

    Very Easy is easier than launch, and there's no middle ground right now. :lol:

    I have to totally rethink how I progress with the difficulty of 'easy' because my heroes can't survive shit if I focus on early industry like usual; but if I don't get that I can't put down turrets or place factories and argh.

    Damn, it requires thought. :P

    EDIT: I hate these new damn emoticons and wish they'd just go back to the old style

    The Dude With Herpes on
    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

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