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
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
Here it is at last... As we mentioned earlier this week, we are introducing a new resource in Dungeon of the Endless: Science, which you will be able to play once your game has updated (you may need to restart Steam)!
We have been amazed by the amount of submissions in our latest forums competition for hero items. With about 180+ ideas, we have decided to allow the community to vote for their favourites, which now leads us to tonight's GAMES2GETHER vote on hero items!
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 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
Your previous save will not be compatible with the current version, so make sure you start a new game! :) Thank you.
Here it is at last... As we mentioned earlier this week, we are introducing a new resource in Dungeon of the Endless: Science, which you will be able to play once your game has updated (you may need to restart Steam)!
We have been amazed by the amount of submissions in our latest forums competition for hero items. With about 180+ ideas, we have decided to allow the community to vote for their favourites, which now leads us to tonight's GAMES2GETHER vote on hero items!
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 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
Your previous save will not be compatible with the current version, so make sure you start a new game! :) Thank you.
We hope you had a nice weekend and that you are enjoying the latest build of Dungeon of the Endless. We have recently introduced the Laboratory environment and all know that you are eagerly expecting the last missing resource of DotE: Science!
It will complete the FIDS (Food, Industry, Dust, Science) you can already find in our previous game, Endless Space! Of course, the update will include other features as well, but we'll tell you more about that when the update is available: sometime this week.
SCIENCE 101
The addition of Science in Dungeon of the Endless is defined by:
a resource
a major module
an Endless Artefact
Science will grant the player a new possibility of progression to adjust to the evolving difficulty. Indeed, you will be able to research new modules or the improved versions of your current ones, with Endless Artefact.
This Endless Artefact represents a new room type and a positive event. When clicking on the Artefact, the player will be given four possible choices; each of these choices may be: a new module or an upgraded version of a module you already have. The randomness of blueprints is then replaced by the research of modules through these Endless Artefacts.
A module research will cost you Science points, that you will be able to produce thanks to the Science major module, and three door openings (three turns, basically) to be completed. This means that you will need to protect the Artefact against the enemy waves, creating an interesting new defence point in the dungeon that will force you, or not, to defend it until your research is completed or for later use.
Once you have unlocked a new module or obtained its upgraded version, it will automatically be replaced by its newer version. After that, you will be able to use the Artefact for another research, following the same process.
It will be almost impossible to research all the modules in the game, which will greatly diversify each playthrough and encourage the player to make the best choice possible. Indeed, she/he should be aware that the modules presented to them may or may not reappear again; this should increase the importance of making the right decision.
The player will then decide if she/he wants to specialise or diversify her/his modules.
We hope you had a nice weekend and that you are enjoying the latest build of Dungeon of the Endless. We have recently introduced the Laboratory environment and all know that you are eagerly expecting the last missing resource of DotE: Science!
It will complete the FIDS (Food, Industry, Dust, Science) you can already find in our previous game, Endless Space! Of course, the update will include other features as well, but we'll tell you more about that when the update is available: sometime this week.
SCIENCE 101
The addition of Science in Dungeon of the Endless is defined by:
a resource
a major module
an Endless Artefact
Science will grant the player a new possibility of progression to adjust to the evolving difficulty. Indeed, you will be able to research new modules or the improved versions of your current ones, with Endless Artefact.
This Endless Artefact represents a new room type and a positive event. When clicking on the Artefact, the player will be given four possible choices; each of these choices may be: a new module or an upgraded version of a module you already have. The randomness of blueprints is then replaced by the research of modules through these Endless Artefacts.
A module research will cost you Science points, that you will be able to produce thanks to the Science major module, and three door openings (three turns, basically) to be completed. This means that you will need to protect the Artefact against the enemy waves, creating an interesting new defence point in the dungeon that will force you, or not, to defend it until your research is completed or for later use.
Once you have unlocked a new module or obtained its upgraded version, it will automatically be replaced by its newer version. After that, you will be able to use the Artefact for another research, following the same process.
It will be almost impossible to research all the modules in the game, which will greatly diversify each playthrough and encourage the player to make the best choice possible. Indeed, she/he should be aware that the modules presented to them may or may not reappear again; this should increase the importance of making the right decision.
The player will then decide if she/he wants to specialise or diversify her/his modules.