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[Dungeon of the Endless] The best game you didn't know you needed.
I've got a phenomenally good run going at the moment. Up to Floor 9 with Max, Troe, Nurse and Opbot. None of them are really outstanding at much this late in the game, besides their extreme survivability. If I push the panic button and activate the First Aid buff with both Nurse and Opbot, Max and Troe fighting on the front lines have a Regen of over 50. Combined with one or two Bio-organic Transmitter III's and they're an unwavering wall of regenerating annihilation that can't be beat this side of an FTL clone bay. They can sit in a room with 4xSetblaster III's and not feel a thing
Finally came back to this after playing around a bit in E.A. Wow this game really came together. Probably going to be up in there in my top games of 2014 list.
Beat 4 games out of 19 on Easy so far and unlocked all the characters. Pretty good game.
Didn't bother with Very Easy since I didn't want to pick up any bad habits.
Jephery on
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"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
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’t work if a crash occurs during elevator phase]
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)
Have a nice weekend,
~Amplitude Studios
Woooo rebinding keys. Maybe I can just straight up unbind pause for that achievement.
Just got around to playing this. Victory on Very Easy second go, lost two heros doing it and was convinced I was fucked for the last, oh..four levels? So little dust..
Beat 4 games out of 19 on Easy so far and unlocked all the characters. Pretty good game.
Didn't bother with Very Easy since I didn't want to pick up any bad habits.
Man, how? I must be shitty at this game. For 15 runs I was lucky to get past floor 6. I've got up to floor 9 by now, but then I do something stupid and get a party member killed, and I can't recover.
Just got around to playing this. Victory on Very Easy second go, lost two heros doing it and was convinced I was fucked for the last, oh..four levels? So little dust..
The games gives you precious few options to improve the amount of dust you get in the last 3 or so floors where it's really stingy. The fantastic Pilfer passive ability starts losing its luster because so few opened rooms have dust in them to begin with. The best surefire way in my experience is to get a Shop, find a merchant and man it with an operator that has greater than 10 wit. If you can't spare an operator, at least put a Mechanical Pal I on it so you get 1 dust per turn (it spits out 1 dust per 10 wit, rounded up)
I think Skroig is my new favourite hero. After being practically useless for just about the whole Early Access period, he has displaced Troe for my #1 all-round asskicker. While not having an armour slot can be an issue early on in his levels, once you start getting past level 7 (which is cheap, because he's a Necrophage) he churn up enemies so quickly because his attack cooldown is one of, if not the lowest in the game that it's not really an issue. Even a base-level Crutchy nearly doubles his DPS early on. But it's not just that, he has by far the best Active Skill when it comes to killing mobs - Red Plume. This gets all the enemies in the same room as Skroig to attack each other, and by level 15 this lasts for 6 whole seconds of annihilation. Do you remiss how useless Pepper Spray is if you've got 10+ Vinesnakes heading your way? Red Plume will sort them out incredibly quickly, especially if you activate it in an aggressively placed offensive module room.
If he gets Third Eye (gain Pilfer passive ability), Hand Vaccuum (increase chance of killed enemies to produce dust) or a very good regen buff, he will wreck house while opening doors, front-line defence or dashing across map to help out better than anyone. I haven't managed to pair him up with a Skulker passive ability or the Aftershave item, but I imagine that they'd make him even stronger.
TeeMan on
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Chef Nanor + Kreyang 4 life, myself, but Skroig is pretty fantastic.
Where do you find Chef Nanor to be most useful? I have only played him the once post-launch, but prior to that I couldn't really find a comfortable role for him. Front-line defence in a room without a major module, maybe?
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Where do you find Chef Nanor to be most useful? I have only played him the once post-launch, but prior to that I couldn't really find a comfortable role for him. Front-line defence in a room without a major module, maybe?
I'm not really the guy to ask about Easy placement, as I've been stuck in an unlock guys-new patch comes -unlock guys cycle for all of Early Access and don't have a ton of time to experiment right now. Having him in a roomful of death someone else (Josh or Rakha or the Warden?) is operating as a bodyguard is probably ideal though.
That said, the point of Nanor is Cooking With Gas spam. It's not too expensive science-wise until you're looking at waves every couple rooms, but it'll put a pretty severe dent in things before they ever hit your turrets.
How far to people tend to level their heroes in this game? I find that I get everyone to around 7 or 8 to get all their basic abilities, and then every time I consider leveling up one or two more times, I ask myself "Are these minor stat bonuses more likely to win me the game than another 50 spam-heals?" and the answer I come up with is always "no".
How far to people tend to level their heroes in this game? I find that I get everyone to around 7 or 8 to get all their basic abilities, and then every time I consider leveling up one or two more times, I ask myself "Are these minor stat bonuses more likely to win me the game than another 50 spam-heals?" and the answer I come up with is always "no".
I want to say 8 or so is when most (all?) heroes get all their unique traits and abilities.
However, leveling them more can give a heroes unique traits and abilities level 2, which can drastically improve those things.
Honestly it just depends on the hero. Some heroes benefit a lot more than others from leveling. Some heroes are, for me, just generic resource boosters, and you can get so high wit from items and buffs from other heroes that you often can leave them low level and still benefit greatly.
On the other hand, your door opener can benefit a lot from being max level (15), for both survivability and in the case of Max, you get level 2 pilfer which just further increases dust generation. Then you have ms. hackncough who gets level 2 operate, which can make your defenses so absurdly powerful that nothing can make it past a room she buffs.
Also it depends on what ship/difficulty you're playing on. Your typical base 4 hero, 12 level, run, on Too Easy, you don't really need to get higher than 8 or so on any given hero. On Easy though, you need the extra health those last half dozen levels give. And fighter heroes can get massive dps buffs in the last few levels making or breaking how worthwhile they are (to your playstyle).
Personally I rely more on defenses than I do heroes. I will cap my door opener, and beyond that I just base any levels for other heroes on in the moment needs. And as I said, ship choice factors in too. Some emphasize heroes some deemphasize them.
Really it's one of the best aspects of the game. There's no straight answer because it is entirely based on your personal playstyle, difficulty, ship choice, and hero selection. It's balanced very well no matter what route you go.
Have you successfully done a no-pause run yet, @The Dude With Herpes? I tried it a few days ago and didn't get past Floor 5 before throwing in the towel. I was way, waaaay behind on food production due to stressed-out heal spams haha
Nah, I haven't played in a few weeks. The last time I tried I got to floor 10 before I fucked up and hit the spacebar, but that was prior to the latest patch.
I'll try again sometime, I'm just too occupied with WoW right now.
actually, now that they have rebindable keys, I guess this is actually viable on a laptop now! woohoo! It's very hard to play when you can't power rooms.
I have a question regarding the various packs and coop interaction - if I bought the crystal pack for myself and the normal one for friends, would the library + hero still be usable in coop?
I'm not sure how the cross play works, I haven't done multiplayer yet myself.
While Blizzard was getting DDOS'd last night I decided to delve deeper in my Drill run.
Got to 31 before I accidentally lost Max; I had already taken my sleeping pills and couldn't focus anymore
After that I just let myself get overrun. Waves that deep are nutso. A single wave at level 30 has as many, or more, than half a dozen waves at the lower levels. There were several levels where just the sheer number of enemies made it so I couldn't get down the door openers, and they'd open up the entire floor in under a minute. I'd just beeline to the exit; and I got lucky with a few floors finding the exit fast and for whatever reason floor 28 gave me so much dust that I could power every single room I opened, so I just cleared that floor and got the defend the elevator for 1m achievement.
If Blizz gets DDOS'd again I'll do the no-pause achievement.
So I picked this game up on sale, and started playing on Easy. I breezed through the first few levels, just sending all heroes in through each door, and running back if something spawned in a dark room. I didn't really need to build any kill rooms or anything, or play to the strengths of any of the heroes. Then all of a sudden I have no idea what happened, but everyone died, things ran past my heroes to eat the crystal, it was crazy. Time to restart on Very Easy and pay more attention.
While most mobs will prioritize attacking heroes, some will just scoot right by to the crystal as you found. Others will find the most populated or most valuable room and then blow themselves up. The worst are those damn Crystal mobs where the big guys prioritize knocking down major modules and the long dagger-looking ones focus on destroying minor modules. Their presence have a big affect on any potential defence set up
Yeah the difficulty names are intentionally deceptive.
"Easy" gets real hard, real fast; if you don't have some good skills and planning from Too Easy, it'll be unnecessarily difficult, and probably leave you with a bad taste in your mouth.
I've got a hard earned pro-tip for those attempting the Infirmary Pod - stay away from Heroes who have a Machine Gun in their weapon slot. With Ken and Rakya in play, I only got a single Machine Gun drop for the whole run in Floor 12. I got a few spears, swords and worthless pistols come up, so it's worth considering some Necrophage heavy-hitters and leave Heroes like Ken and Ness on the bench.
Tell you what, finishing a run without a Pilfer ability, a store or an emergency generator is nerve-wracking as hell. I have a new-found appreciation for the smoking active ability with Rakya
I finished a run, and got to 12 once before that. I still have no idea what I'm doing and likely don't appreciate Nanor or Rakya half as much as I ought to. I will say only this.
made it to level 5 or something. still need to figure things out in terms of strategies. i tend to just buid industry builders and only drop lots of turrets until iopen all the doors
A surplus of Industry is always a great thing to start building up early-on, but you've gotta pick the time to either switch to significantly investing in either Science or Food as a next step for one, maybe 2 Floors. If you uncover an Artefact early on in a Floor, it's a great chance to do stacks of research so focus on Science. If you don't and perhaps have a Necrophage or two in your party line-up, focus on Food to get your heavy hitters leveled numerically above the current floor you're on (if your Heroes can take the punishment, it's usually better to have them do the killing instead of modules in the Escape Pod)
A surplus of Industry is always a great thing to start building up early-on, but you've gotta pick the time to either switch to significantly investing in either Science or Food as a next step for one, maybe 2 Floors. If you uncover an Artefact early on in a Floor, it's a great chance to do stacks of research so focus on Science. If you don't and perhaps have a Necrophage or two in your party line-up, focus on Food to get your heavy hitters leveled numerically above the current floor you're on (if your Heroes can take the punishment, it's usually better to have them do the killing instead of modules in the Escape Pod)
1: Sound advice. In fact, I should follow the science bit more than I should, thank you.
2: Excuse me, sir/madam, do you have a moment to talk about Skroig?
0
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
A surplus of Industry is always a great thing to start building up early-on, but you've gotta pick the time to either switch to significantly investing in either Science or Food as a next step for one, maybe 2 Floors. If you uncover an Artefact early on in a Floor, it's a great chance to do stacks of research so focus on Science. If you don't and perhaps have a Necrophage or two in your party line-up, focus on Food to get your heavy hitters leveled numerically above the current floor you're on (if your Heroes can take the punishment, it's usually better to have them do the killing instead of modules in the Escape Pod)
1: Sound advice. In fact, I should follow the science bit more than I should, thank you.
2: Excuse me, sir/madam, do you have a moment to talk about Skroig?
If it's not too much trouble, would you mind elaborating on how they're best used? Especially the former.
Edit: Credit where it's due, Joleri is wonderful too.
Joleri is a sight to behold if you've got an unmanned choke-point filled with high level Smoking Guns and a Neurostunner. Vinesnakes are still a pain in the ass (as the slow down all heroes, even ones with the Skulker ability), but otherwise you can use her active abilities to kite back and forth through the room and tear mobs to pieces. Her dust penality on killed monsters is pretty harsh though, so in that instance you'd be better off leaving the modules to do the heavy lifting.
The Smoking active ability is great if she's in a choke-point with a bunch of defensive buffs, probably with another Hero helping out. It doesn't knock down mobs as good as a straight attack buff, but it helps whittles down the health of non-priority mobs before your Heroes weigh into the fight so they're able to finish them off faster. It also makes dealing with those Shaman looking dudes who debuff the Heroes attack level a bit easier as I don't believe his attack affects the Smoking ability.
If it's not too much trouble, would you mind elaborating on how they're best used? Especially the former.
Edit: Credit where it's due, Joleri is wonderful too.
Joleri is a sight to behold if you've got an unmanned choke-point filled with high level Smoking Guns and a Neurostunner. Vinesnakes are still a pain in the ass (as the slow down all heroes, even ones with the Skulker ability), but otherwise you can use her active abilities to kite back and forth through the room and tear mobs to pieces. Her dust penality on killed monsters is pretty harsh though, so in that instance you'd be better off leaving the modules to do the heavy lifting.
The Smoking active ability is great if she's in a choke-point with a bunch of defensive buffs, probably with another Hero helping out. It doesn't knock down mobs as good as a straight attack buff, but it helps whittles down the health of non-priority mobs before your Heroes weigh into the fight so they're able to finish them off faster. It also makes dealing with those Shaman looking dudes who debuff the Heroes attack level a bit easier as I don't believe his attack affects the Smoking ability.
Skroig is quite possibly the most powerful hero in the game, as far as holding the line against any amount of waves.
Posts
Didn't bother with Very Easy since I didn't want to pick up any bad habits.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Woooo rebinding keys. Maybe I can just straight up unbind pause for that achievement.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
EDIT: Crud. Borked the @ notification. Ah well. I know you'll see it.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Man, how? I must be shitty at this game. For 15 runs I was lucky to get past floor 6. I've got up to floor 9 by now, but then I do something stupid and get a party member killed, and I can't recover.
The games gives you precious few options to improve the amount of dust you get in the last 3 or so floors where it's really stingy. The fantastic Pilfer passive ability starts losing its luster because so few opened rooms have dust in them to begin with. The best surefire way in my experience is to get a Shop, find a merchant and man it with an operator that has greater than 10 wit. If you can't spare an operator, at least put a Mechanical Pal I on it so you get 1 dust per turn (it spits out 1 dust per 10 wit, rounded up)
I think Skroig is my new favourite hero. After being practically useless for just about the whole Early Access period, he has displaced Troe for my #1 all-round asskicker. While not having an armour slot can be an issue early on in his levels, once you start getting past level 7 (which is cheap, because he's a Necrophage) he churn up enemies so quickly because his attack cooldown is one of, if not the lowest in the game that it's not really an issue. Even a base-level Crutchy nearly doubles his DPS early on. But it's not just that, he has by far the best Active Skill when it comes to killing mobs - Red Plume. This gets all the enemies in the same room as Skroig to attack each other, and by level 15 this lasts for 6 whole seconds of annihilation. Do you remiss how useless Pepper Spray is if you've got 10+ Vinesnakes heading your way? Red Plume will sort them out incredibly quickly, especially if you activate it in an aggressively placed offensive module room.
If he gets Third Eye (gain Pilfer passive ability), Hand Vaccuum (increase chance of killed enemies to produce dust) or a very good regen buff, he will wreck house while opening doors, front-line defence or dashing across map to help out better than anyone. I haven't managed to pair him up with a Skulker passive ability or the Aftershave item, but I imagine that they'd make him even stronger.
I'm not really the guy to ask about Easy placement, as I've been stuck in an unlock guys-new patch comes -unlock guys cycle for all of Early Access and don't have a ton of time to experiment right now. Having him in a roomful of death someone else (Josh or Rakha or the Warden?) is operating as a bodyguard is probably ideal though.
That said, the point of Nanor is Cooking With Gas spam. It's not too expensive science-wise until you're looking at waves every couple rooms, but it'll put a pretty severe dent in things before they ever hit your turrets.
I want to say 8 or so is when most (all?) heroes get all their unique traits and abilities.
However, leveling them more can give a heroes unique traits and abilities level 2, which can drastically improve those things.
Honestly it just depends on the hero. Some heroes benefit a lot more than others from leveling. Some heroes are, for me, just generic resource boosters, and you can get so high wit from items and buffs from other heroes that you often can leave them low level and still benefit greatly.
On the other hand, your door opener can benefit a lot from being max level (15), for both survivability and in the case of Max, you get level 2 pilfer which just further increases dust generation. Then you have ms. hackncough who gets level 2 operate, which can make your defenses so absurdly powerful that nothing can make it past a room she buffs.
Also it depends on what ship/difficulty you're playing on. Your typical base 4 hero, 12 level, run, on Too Easy, you don't really need to get higher than 8 or so on any given hero. On Easy though, you need the extra health those last half dozen levels give. And fighter heroes can get massive dps buffs in the last few levels making or breaking how worthwhile they are (to your playstyle).
Personally I rely more on defenses than I do heroes. I will cap my door opener, and beyond that I just base any levels for other heroes on in the moment needs. And as I said, ship choice factors in too. Some emphasize heroes some deemphasize them.
Really it's one of the best aspects of the game. There's no straight answer because it is entirely based on your personal playstyle, difficulty, ship choice, and hero selection. It's balanced very well no matter what route you go.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
EDIT keyboard shortcuts are nice, but not mandatory.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
I'll try again sometime, I'm just too occupied with WoW right now.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
SteamID: edgruberman GOG Galaxy: EdGruberman
While Blizzard was getting DDOS'd last night I decided to delve deeper in my Drill run.
Got to 31 before I accidentally lost Max; I had already taken my sleeping pills and couldn't focus anymore
After that I just let myself get overrun. Waves that deep are nutso. A single wave at level 30 has as many, or more, than half a dozen waves at the lower levels. There were several levels where just the sheer number of enemies made it so I couldn't get down the door openers, and they'd open up the entire floor in under a minute. I'd just beeline to the exit; and I got lucky with a few floors finding the exit fast and for whatever reason floor 28 gave me so much dust that I could power every single room I opened, so I just cleared that floor and got the defend the elevator for 1m achievement.
If Blizz gets DDOS'd again I'll do the no-pause achievement.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Yes. Easy, despite the name, requires you to have a fairly good idea what you're doing after the first couple levels.
"Easy" gets real hard, real fast; if you don't have some good skills and planning from Too Easy, it'll be unnecessarily difficult, and probably leave you with a bad taste in your mouth.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Tell you what, finishing a run without a Pilfer ability, a store or an emergency generator is nerve-wracking as hell. I have a new-found appreciation for the smoking active ability with Rakya
PRAISE SKROIG.
1: Sound advice. In fact, I should follow the science bit more than I should, thank you.
2: Excuse me, sir/madam, do you have a moment to talk about Skroig?
Nope, busy smoking and chefing.
If it's not too much trouble, would you mind elaborating on how they're best used? Especially the former.
Edit: Credit where it's due, Joleri is wonderful too.
So I removed it.
Carry on!
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Joleri is a sight to behold if you've got an unmanned choke-point filled with high level Smoking Guns and a Neurostunner. Vinesnakes are still a pain in the ass (as the slow down all heroes, even ones with the Skulker ability), but otherwise you can use her active abilities to kite back and forth through the room and tear mobs to pieces. Her dust penality on killed monsters is pretty harsh though, so in that instance you'd be better off leaving the modules to do the heavy lifting.
The Smoking active ability is great if she's in a choke-point with a bunch of defensive buffs, probably with another Hero helping out. It doesn't knock down mobs as good as a straight attack buff, but it helps whittles down the health of non-priority mobs before your Heroes weigh into the fight so they're able to finish them off faster. It also makes dealing with those Shaman looking dudes who debuff the Heroes attack level a bit easier as I don't believe his attack affects the Smoking ability.
Wait
WHAT
Oh my god.
I am never choosing anything but random hero ever again.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Skroig is quite possibly the most powerful hero in the game, as far as holding the line against any amount of waves.
Red Plume is so damn absurd it's not even funny.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand