Dungeon of the ENDLESS™ - Saylawl


Hello everyone,

This time, it's for real! The official public update 0.9 is here. Thanks to our courageous players who tested the branch version to help us to finalise it :) So we added the 2 last heroes, a mob and an event but also the much-awaited tactical map, the backpack and other improvements requested by the community.



Content
  • Added 2 new heroes:
    • Mizi Kurtiz, the G2G hero and her dark companion
    • Kreyang, the EL Founder pack Drakken hero
  • Added 1 new event: the EMP, which temporarily deactivates modules of random rooms [G2G] Thanks Stealth_Hawk
  • Added 1 new mob: the Hurna Debuffer (and its elite form) which reduces the attack power of heroes in the room
  • Added “almost-HD” portraits for the heroes HUD
  • Improved environments by adding props, animations and FXs
  • Added situational dialogues (different for each heroes)
  • Added new tutorial (select in the menu to test it) [WIP]
  • Added 2 special skills for prisoners and crew members


Improvements
  • Added a tactical map: mouse wheel down to zoom out, then click or mouse wheel up over a room to zoom in. You can move and (un)power rooms in this mode
  • Improved the Crystal phase:
    • The rooms are no longer unpowered
    • The Crystal can’t be put back in the first room
    • All the doors of the floor are opened!
    • You have to decide when you leave the floor: all your crew have to be in the exit, otherwise you lose them!
  • Added a backpack in the Inventory panel: all items in this bag will be kept between floors
  • Added remote powering: auto-power several rooms at the same time by clicking on a remote room as long as you have enough Dust
  • Improved Merchants: each one now has a currency between Food, Industry, Science and Dust for sell and buy
  • Added a “multi-doors” bonus: get a score bonus when you open doors in an “action phase”
  • Added a pause button on the bottom right widget
  • Improved several animations on monsters & heroes
  • Heroes found in the dungeon can now have a higher level (with cost slightly increased)
  • Added hero refund: if you dismiss a hero, you get a certain amount of food based on his level
  • Added a special portrait when a hero dies
  • Improved Heroes HUD: reorganised the buttons to avoid misclicks, improved wounded feedback
  • Improved GUI (log, hero panel, FIDS, dialogue, transition screens…)
  • Unlocked Deena by default
  • Changed low health feedback to be sooner and more visible
  • Improved Auto-Powered FX and environment FXs
  • Added new FXs for each module upgrade


Balancing
  • Increased the level up cost of first hero levels, slightly reduced the last ones (global cost is increased)
  • Increased number of new heroes in the floor
  • Reduced heal cost in the Infirmary Pod
  • Reduced Shop cost (build & research)
  • Tweaked item costs (for drugs) and effects (for devices)
  • Increased Lure activation delay
  • Reduced the power and the number of the anti-minor modules mobs
  • Increased power of Kamikazes, but they also hurt other creatures
  • Changed Holohero module behaviour: it no longer attracts mobs of other rooms
  • Increased Holohero module defence


Bug fix (since branch 0.9.20)
  • Kreyang is available for Endless Legend Founder Pack owners
  • Level up stats preview is displayed
  • Green colour is correct in the tactical map (shows rooms with modules inside)
  • Heroes selection marker is correct in the tactical map
  • Several panels are now hidden in the tactical map (dialogs, crystal button...)
  • Mouse wheel can be used in the Inventory
  • System menu is fixed
  • Lighting glitch in the Sewers environment is fixed
  • Hero sprites glitches during attack have been fixed
  • Kamikazes Elite behaviour is fixed


Amplitude Studios
Dungeon of the ENDLESS™ - Saylawl/Gladeel


Hello everyone,

This time, it's for real! The official public update 0.9 is here. Thanks to our courageous players who tested the branch version to help us to finalise it :) So we added the 2 last heroes, a mob and an event but also the much-awaited tactical map, the backpack and other improvements requested by the community.



Content
  • Added 2 new heroes:
    • Mizi Kurtiz, the G2G hero and her dark companion
    • Kreyang, the EL Founder pack Drakken hero
  • Added 1 new event: the EMP, which temporarily deactivates modules of random rooms [G2G] Thanks Stealth_Hawk
  • Added 1 new mob: the Hurna Debuffer (and its elite form) which reduces the attack power of heroes in the room
  • Added “almost-HD” portraits for the heroes HUD
  • Improved environments by adding props, animations and FXs
  • Added situational dialogues (different for each heroes)
  • Added new tutorial (select in the menu to test it) [WIP]
  • Added 2 special skills for prisoners and crew members


Improvements
  • Added a tactical map: mouse wheel down to zoom out, then click or mouse wheel up over a room to zoom in. You can move and (un)power rooms in this mode
  • Improved the Crystal phase:
    • The rooms are no longer unpowered
    • The Crystal can’t be put back in the first room
    • All the doors of the floor are opened!
    • You have to decide when you leave the floor: all your crew have to be in the exit, otherwise you lose them!
  • Added a backpack in the Inventory panel: all items in this bag will be kept between floors
  • Added remote powering: auto-power several rooms at the same time by clicking on a remote room as long as you have enough Dust
  • Improved Merchants: each one now has a currency between Food, Industry, Science and Dust for sell and buy
  • Added a “multi-doors” bonus: get a score bonus when you open doors in an “action phase”
  • Added a pause button on the bottom right widget
  • Improved several animations on monsters & heroes
  • Heroes found in the dungeon can now have a higher level (with cost slightly increased)
  • Added hero refund: if you dismiss a hero, you get a certain amount of food based on his level
  • Added a special portrait when a hero dies
  • Improved Heroes HUD: reorganised the buttons to avoid misclicks, improved wounded feedback
  • Improved GUI (log, hero panel, FIDS, dialogue, transition screens…)
  • Unlocked Deena by default
  • Changed low health feedback to be sooner and more visible
  • Improved Auto-Powered FX and environment FXs
  • Added new FXs for each module upgrade


Balancing
  • Increased the level up cost of first hero levels, slightly reduced the last ones (global cost is increased)
  • Increased number of new heroes in the floor
  • Reduced heal cost in the Infirmary Pod
  • Reduced Shop cost (build & research)
  • Tweaked item costs (for drugs) and effects (for devices)
  • Increased Lure activation delay
  • Reduced the power and the number of the anti-minor modules mobs
  • Increased power of Kamikazes, but they also hurt other creatures
  • Changed Holohero module behaviour: it no longer attracts mobs of other rooms
  • Increased Holohero module defence


Bug fix (since branch 0.9.20)
  • Kreyang is available for Endless Legend Founder Pack owners
  • Level up stats preview is displayed
  • Green colour is correct in the tactical map (shows rooms with modules inside)
  • Heroes selection marker is correct in the tactical map
  • Several panels are now hidden in the tactical map (dialogs, crystal button...)
  • Mouse wheel can be used in the Inventory
  • System menu is fixed
  • Lighting glitch in the Sewers environment is fixed
  • Hero sprites glitches during attack have been fixed
  • Kamikazes Elite behaviour is fixed


Amplitude Studios
Aug 6, 2014
Dungeon of the ENDLESS™ - Steph'nie


Hey everyone,


We wanted to share with you the latest progress report with the development of Dungeon of the Endless. Indeed, we have been super proud to reach the Beta recently and would like to reassure some of you, longing for the next update!

We have been rather quiet for mainly two simple reasons: some of us have been away or will be soon going on holiday, but also to show and talk about our games at Gamescom (Germany) and Unite (USA). This requires a lot of organisation on our side and we're just working really hard to get a game build ready (it's always nice to show a new version of the game at an event!). Secondly, as you all know, we've recently reached the Beta and have started the implementation of some heavy features:

  • Co-op multiplayer mode: after several gameplay iterations, we're starting to have something that is quite enjoyable! We're currently fixing several bugs before we can release it in a public update. We still have several improvements we'd like to implement as well but yeah, we're getting there
  • Tactical map: AT LAST. And it's working too, but we're still working on the visuals
  • Improved Crystal phase: we're testing several changes with the VIPs
  • A score journal: work in progress
  • Several improvements: we've implemented several small improvements requested by the community (but we'll let you know in due time!)
  • The remaining promised game content: we're not going to shed a tear, but we've added the last heroes and environment for the release
  • Balancing: singleplayer and multiplayer, but also spaceship wise (we should be working on that in the long run, until the release)

Tl;dr: there's still a lot to come but you'll have to wait a little before you can try out the new additions/changes.

Stay tuned however: we might have cool surprises for you. :)


~Amplitude Studios
Aug 6, 2014
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)


Hey everyone,


We wanted to share with you the latest progress report with the development of Dungeon of the Endless. Indeed, we have been super proud to reach the Beta recently and would like to reassure some of you, longing for the next update!

We have been rather quiet for mainly two simple reasons: some of us have been away or will be soon going on holiday, but also to show and talk about our games at Gamescom (Germany) and Unite (USA). This requires a lot of organisation on our side and we're just working really hard to get a game build ready (it's always nice to show a new version of the game at an event!). Secondly, as you all know, we've recently reached the Beta and have started the implementation of some heavy features:

  • Co-op multiplayer mode: after several gameplay iterations, we're starting to have something that is quite enjoyable! We're currently fixing several bugs before we can release it in a public update. We still have several improvements we'd like to implement as well but yeah, we're getting there
  • Tactical map: AT LAST. And it's working too, but we're still working on the visuals
  • Improved Crystal phase: we're testing several changes with the VIPs
  • A score journal: work in progress
  • Several improvements: we've implemented several small improvements requested by the community (but we'll let you know in due time!)
  • The remaining promised game content: we're not going to shed a tear, but we've added the last heroes and environment for the release
  • Balancing: singleplayer and multiplayer, but also spaceship wise (we should be working on that in the long run, until the release)

Tl;dr: there's still a lot to come but you'll have to wait a little before you can try out the new additions/changes.

Stay tuned however: we might have cool surprises for you. :)


~Amplitude Studios
Dungeon of the ENDLESS™ - 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 . 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
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)


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 . 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
Dungeon of the ENDLESS™ - 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 24, 2014
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)
[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
Dungeon of the ENDLESS™ - 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
Jun 20, 2014
Dungeon of the ENDLESS™ - Steph(✿◠‿◠)


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
...