Featured Items
Games
Software Demos Recommended News
Posts in "All News" channel about:

Dungeon of the Endless

Show posts for all products, not just Dungeon of the Endless
Community Announcements - Steph'nie


Hi everyone,

Are you ready for a new creation competition? In the latest update, we implemented a new game option: spaceships that you can actually unlock! They bring new game modes with special gameplay effects, new starting configuration and visuals for even more diversity and more fun of course.

Today, we want to call on your creativity to create an extraordinary new spaceship for Dungeon of the Endless!

The creation contest will be divided in 2 parts:

  • The gameplay (rules, stats, etc.)
  • The packaging (visual, name, description, etc.)




PART 1 - GAMEPLAY


The Brief

In order to propose an interesting variety of challenge for the player, here is a quick reminder of the spaceship in game and a glimpse of the others which are planned for the release [spoiler alert!]. The aim is to find ideas not too similar to the already existing ones:

  • The Infirmary: no end turn auto heal, more HP, drugs
  • The Armoury: 4 heroes at start, no free hero, no offence module
  • The Drill: no production module at start, endless floors
  • The Library: focus on research / modules, heroes "lethal as canaries"
  • The Refreezerator: 1 hero in the entire game, but undying… or nearly!



The Entries

There are different properties to define in the gameplay aspect of your spaceship:

  • Code name: the final name will be given in Part 2
  • Special gameplay rules: see below
  • Number of heroes at start (1 to 4)

If it's relevant:

  • Global statistics modifiers (attack power, health, defence, etc. of heroes / mobs / modules)
  • Starting modules (and unavailable modules)
  • Starting items (and unavailable modules)
  • Starting FIDS and FIS incomes


The special gameplay rules are obviously the most important part of the entry. The idea is to find a way to use the current features and elements already available in the game and rearranged them to create a new way to play it. Try to keep it simple! A good concept can be summarised in one sentence.


IMPORTANT
/!\ Entries need to be posted in this thread: http://forums.amplitude-studios.com/showthread.php?33511-Spaceship-Creation-Contest

We will select 3 of your proposals then organise a GAMES2GETHER vote! You may submit several entries but are limited to three! Also make sure you keep all your entries in one post!

Please note however that Amplitude reserves the right to modify the 3 proposals and will work with the winner to finalise the design and adapt it to development constraints.


Deadline

We will be closing the thread on July 15th, at midday (Paris time!).


Prize

Winners of Part 1 et Part 2 will:

  • Get their names in the game credits
  • Win a cool Dungeon of the Endless T-shirt and buttons
  • Three Steam copies of the Dungeon of the Endless - Founder Pack: so you can play with your friends once the multiplayer is released!



Best of luck to all of you!
~Amplitude Studios
Jun 24, 2014
Community Announcements - Steph'nie
[0.8.7] Patch Notes


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)


Please keep in mind that your previous game save will not be compatible with this new version.


~Amplitude Studios
Jun 20, 2014
Community Announcements - Steph'nie


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



Have a nice weekend!
~Amplitude Studios
Community Announcements - Steph'nie


Hello everyone,

We are very glad to make this announcement today: we have reached the Beta of Dungeon of the Endless! What does this mean? It means that we are pretty much “feature complete” for the final release of DotE, for the Single Player mode. Indeed, the current game experience should be similar to the one you will receive in the final version, but obviously more balanced and improved!

Please note that we intend to have a 4 player co-op Beta very soon. In the meantime, our VIP players already started testing it but it’s only a first version for now, so we would like to make sure we can improve it a little bit before making it available to all of you.

To celebrate the Beta of DotE, you will finally be able to purchase the Founder Pack Upgrade, that includes the unique Library ship and Josh 'Ntello hero, Endless Space coupons, and the Founder Pack badge for our forum. You will only be able to pick up the Founder Pack Upgrade during the Beta: once we announce and reach the final release, it will be too late! Also, the game (both editions: Pixel and Founder pack) will keep the 25% Alpha discount until the end of the Steam Summer Sales before changing into the usual 10% Beta discount.

Anyway, we’re really excited (and quite stressed out – if only you could see the shadows under our eyes) for this release: we are bringing some really cool additions and hope you will enjoy them. Besides other additions, improvements, some balancing and bug fixing, this new version includes the implementation of new game modes thanks to the spaceships you will be able to unlock through special achievements.


From Alpha to Beta: what have we achieved?

  • MORE OF EVERYTHING: more doors, floors, monsters, heroes, items, modules and surprises
  • HEROES: the ability to choose your starting heroes and use powerful skills to survive this hell
  • SCIENCE: use Science to build and level-up modules and make those monsters cry
  • NEW GAME MODES: you can now unlock new starting spaceships to discover completely new game modes
  • IMPROVED CONTROLS: we worked on a refined game system and controls requested by the community
  • NEW TRACKS: we have added two brand new awesome FlybyNo music tracks



The Spaceships


We implemented a new game option: the ability to choose the crashed spaceship you will start the game with. You can unlock a new spaceship by earning special achievements (two different possibilities for each spaceship – Steam achievements will be available later) and will be able to select it in the configuration panel at the start of a new game.

A Spaceship is not only a visual skin of the first room: indeed, it comes with special gameplay effects, a starting package (a defined number of heroes, resources, items, modules etc.), a new design of Crystal, and a new order of floor environments. Each spaceship is like a mode and should bring some diversity to your game experience!

/!\ Warnings:
  • The new spaceship balancing is still WIP
  • For technical and optimisations reasons, we have entirely recoded the sprites manager of the game (animation system): it was a very big task with a lot of repercussions. We think that we have fixed most of them, but there could still be some graphical issues, so please accept our apologies in advance.





Release Notes [0.8.4]

Available here.


~Amplitude Studios
Jun 5, 2014
Community Announcements - Steph'nie
[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!


~Amplitude Studios.
Jun 4, 2014
Community Announcements - S.
[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.


~ Amplitude Studios
Community Announcements - Steph'nie



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






Balancing

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





~Amplitude Studios
Community Announcements - S.


Taken from the Dev Blog.


Design Update: What We Have Been Working On


DUNGEON GENERATION ALGORITHM

Variables in the level configuration
We have completely refactored how we configure the game. Instead of fixed values for each floor, we now describe curves with different abscissas (number of players, levels, difficulty, spaceship, number of open doors, depth…). We need it for a more modular configuration, for the multiplayer and to prepare other game modes (like endless mode).

Because it’s a new way to express the variables and their evolutions, we are trying to stay close to the previous version, but there are necessarily some differences. There are also some changes that we wanted to make and are now easier to achieve! Some examples:

  • Reduced the amount of mobs in room in floors 2-4 but increased afterwards
  • Reduced difficulty of waves in floors 2-4
  • Smoothed the exit waves difficulty
  • Reduced number of rooms by level (but there are 2 new levels in the build)
  • And all the other things evoked below


Thanks to the remarks and proposals from the community, and particularly Ail, which help us in this process!

Dynamic and Static Events
In the previous version, there were only dynamic events: what you found behind a door was generated when the door was opened and allowed us to control the floor difficulty.

In the next update, we are keeping the dynamic events and the difficulty variable but we are also adding static events, which are placed at the generation of the level to control the number and the depth position. That means for example that we can be sure that there are exactly 2 or 3 artefacts in level 7, placed mostly not too far from the first room. These static events are currently used for the exits, merchants, heroes and artefacts.

Control of the Dust
The Dust found in the room is now placed at the generation of the level to control its quantity. There is a minimum and a maximum amount of Dust :dust: placed in the dungeon based on the number of rooms. We also increased the global quantity of Dust.

Exit
Like I said, the exit is now a static event. It can be found sooner in the dungeon if you take the right path. But the difficulty level increases when you find it: you have the choice to leave quickly the level or not, but taking the shorter path may be not the best solution to reach the surface.

Spawn of mobs
In the previous version, there was a list of mobs set by floors. At each run, you would encounter the same mobs at each floor. It was good to plan your progression but not really surprising!

In the next update, each mob has a curve of spawn in the floors. At the generation of a floor, a number of mobs is picked between a minimum and a maximum set in the configuration. We have reduced the number of mobs by level to improve the particularity of each floor and give the opportunity to the player to adapt his/her strategy. At each floor, a number of mobs is kept from the previous level. The aim is to create a more logical and readable progression for each game.

The new algorithm also sets several new variables for each mob like minimal open door before its spawn, a maximum per wave, probability weight to spawn etc…


ENTITIES BEHAVIOURS

Targeting
Mobs are now distributed in 4 categories: basic, anti-module, anti-hero and special (targets the Crystal, door or populated room for example). Some mobs see their priority targeting change, in order to clarify some behaviours or favour « tower defence strategy » by reducing the attacks on minor modules for example.

Offence modules now have a priority target among the new mobs categories (specified in tooltip). That creates a new particularity for each module and improves the strategies without having to add a new interface.

Priority targets of:

  • Prisoner pods are anti-heroes mobs
  • Tesla are anti-modules mobs
  • Claymoars are basic mobs
  • Smoking guns are special mobs

Then the priorities are special, anti-module, anti-hero and basic mob.
These changes are inspired by several posts of the community and particularly melkathi for the module targeting.

Zone control
We added a system of « zone control » on mobs and heroes. If a mob enters a room with heroes or modules, its movement speed will be reduced. If a hero enters a room with mobs thus. To avoid reducing the rhythm of the game, the global movement speed of the game is also increased. That means the game is faster during strategic phase and when the mobs are still in dark rooms but slower during battle or crystal phase. Some mobs and heroes are not affected by zone control (heroes have a new passive called “Dodge”).



HEROES AND SKILLS

Hero Levels
Heroes now have 15 levels (max for the release). The previous version level 8 is approximately the new level 11-12 in terms of Food cost and stats. (That means the level 1-8 are cheaper than before).

Skill levels
To complete the new levels, the hero now unlocks skills level 2 and some heroes can unlock a skill level 3 at level 15. These are the same skills with a more powerful effect (+50 to +100% for level 2).

Heroes’ team
We created small distinctions between the different teams of heroes:
  • Prisoners are slightly more expensive to hire (you need to greasing the palms), have a better increase of their attacks but stop to gain defence in levels 10 to 15 (with their reckless approach)
  • Crew members are slightly more expensive to level up (all the social costs…) but have a better increase of their defence (there are more disciplined. Mostly)
  • Auriga Natives are cheaper to hire and level up but weaker in first levels (not easy to work with this kind of people at first…)


Operating
We tried to improve the operating system which was redundant and uninteresting. We are not sure of these changes so we’re particularly listening to your feedback on this. The operating bonus is now only active when the hero stays at least one turn in the room (s/he can fight or repair but must not exit the room). That means there is no longer interest to place heroes on production modules, open door, place them in choke point then restart: if you want to obtain a bonus, the hero needs to be locked in the room.

We also increased the importance of the operating bonus (+50%), reduced the number of heroes with the operating skill (stays Opbot, Max, Deena, Golgy, Hikensha, Rakya and Mormish) and moved the acquisition of the skill in later level (3 or 4).

Heal and Rest
The heal is now a life percentage (30%) and the cost is proportional to the number of healed HP (same cost than before: 5 Food for for 200 HP). You can also “Restore” to reset the cooldown of skills of a hero by spending Science. The cost is proportional to the number of remaining turns and the level of the skills (3 Science / turn / level).

We added also several improvements on the interface / controls that you will be able to read in the changelog tomorrow. And as usual, there is also new content like the “door opener” mobs, which are pretty friendly creatures. :)

~Amplitude Studios
May 19, 2014
Community Announcements - Steph'nie
[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.



~Amplitude Studios
Community Announcements - Steph'nie
Hi everyone,

We would like to express our apologies for the 0.6.7 update we have released on Steam last night. Indeed, a game breaking bug that occurred for all of you made us take the decision to roll back the update: at the moment, you should all be playing with the 0.5.2 version. This is actually the first time this is happening to us and we will do our best to make sure this does not happen again

Unfortunately, this means that those of you who have downloaded the 0.6.7 update and then went back to the 0.5.2 update have had the player profiles and heroes unlocked reset. We have warned you in the past that this was expected at some point, because we are constantly adding/improving some features, but we know it can still be somewhat frustrating. But please note that the reset was going to happen eventually, as we have reworked on the requirements that you need to fulfil to unlock the heroes.

We have fixed the problem that was reported by our players and submitted a new version to our QA team, and it looks like it’s been resolved (yay!), so we should go back to what we had planned for you: “Bite The Dust” update [0.6.9]. We took the liberty of unlocking temporarily some heroes for you (7 instead of 3): this way, you will be able to play the new version (almost) like you would have, and we are hoping you will forgive us for the inconvenience we may have caused. And in the future, don’t get attached to your heroes too much, this situation may occur at least once, before the release, in order to start things fresh!

We are looking forward to your feedback and are hoping you will enjoy the update.

Sincerely,
Amplitude Studios




[0.6.9] RELEASE NOTES


Content
  • Added 2 new heroes linked to the 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


Please start a new game as your previous save will not be compatible with this version. Thank you.
...

Search
Archive
2014
Jul   Jun   May   Apr   Mar   Feb  
Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002