Описание игры, торрент, скриншоты, видео
Скачать игру Dungeon of the Endless v1.1.5 + 8 DLC - торрент, полная русская версия | Рейтинг: 10.0 (15) | Баллы: 322 |
• Разработчик / Developer: Инди-игра (14535) от Amplitude Studios (1)
• Жанр / Genre: Текстовые, Roguelike (1580); Стратегии (3604); Игры для Mac OS X (275)
• Язык: Русская версия (8054)
• Тип игры / Game Type: Полная версия (установи и играй)
• Размер / Size: 178.20 Мб.
• Оценка игроков / Game Score: 10.0 из 10 (всего голосов: 15)
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Dungeon of the Endless - отличный микс из рогалика, дефенса и стратегии в фантастическом сеттинге от французской студии Amplitude Studios, создателей одной из лучших инди-стратегий 2012 года Endless Space.
Вам предстоит выбраться из мрачных катакомб вымершей цивилизации, используя подручные средства, остатки рабочей техники и толики удачи. Игра для опытных игроков, которые умеют просчитывать различные варианты событий на несколько ходов вперед. Дополнительную сложность игре придает перманентная смерть Ваших персонажей. Будьте осторожны, когда открываете новые двери!
Игра ОБНОВЛЕНА с v1.1.3 до v1.1.5. Список изменений внутри новости.
Вы можете скрыть всю рекламу на сайте. Как?
Открытие дверей является самым рискованным занятием в игре. В освещенной комнате можно подключить оборонительные башни, которые можно исследовать раньше, модернизировать оружие и повысить уровень персонажей. Отклонение от теплых, хорошо защищенных и безопасных зон вызовет случайные события: монстры могут рождаться в темноте и нападать на защиту игрока, сам игрок может попасть в хитрую ловушку или обнаружить, что живое существо нуждается в помощи. До включения питания в комнатах, есть шанс, что монстры начнут рождаться прямо перед открытыми дверьми, поэтому, скажем, отрывать пять дверей подряд – самая глупая затея в Dungeon of the Endless.
Монстры в игре ведут себя довольно разумно – пока некоторая часть существ будет отвлекать вас, другая зайдет сбоку на вашу базу и будет разрушать оборонительные базы. Чем выше игрок будет к поверхности – тем более сильными и невероятными будут монстры. Если вдруг ваши герои умрут – то это навсегда, и именно это делает игру очень сложной, особенно при переходе с одного уровня на другой. Когда игрок находит выход на следующий уровень, он должен отключить питание всех комнат и защитных турелей и сломя голову бежать к лестнице на следующий этаж, иначе толпа монстров, поджидающих в темноте, бросятся на него. Как только игрок перейдет на следующий уровень и подключит питание к комнате, у него появится шанс двигаться дальше. В игре очень большое разнообразие комнат – от военных бараков пришельцев до странных межзвездных тюрем и Knorring говорит, что игрок будет вправе какого типа корабль упадет в катакомбы. Различные корабли дадут различные стартовые бонусы, и игрок сможет каждый раз укомплектовать свою команду различным набором вещей. Dungeon of the Endless разработана так, что игра в ней будет… близко к бесконечной.
Если игроку особенно повезет, то он сможет подобрать нового члена команды или даже двух на протяжении всего путешествия. Ваш корабль является одним из многочисленных транспортов для перевозки преступников, и некоторые из его заключенных потерялись в лабиринте с вами. Всего в игре представлено около 30 различных персонажей, каждый со своими уникальными историями и деревьями навыков. Некоторые из них являются невинными и ложно обвиненными людьми, другие – нераскаявшиеся преступники, которые вполне могут ударить вас ножом в спину, прежде чем забрать все ваши вещи. Учитывая ужасы, которые скрываются лабиринтах этажей, некоторые новые члены команды вполне могут решить вашу судьбу – помогут в трудной ситуации или наоборот – бросят на растерзание врагам.
Системные требования:
ОС: Windows XP, Vista, 7, 8
Процессор: Intel Core 2 CPU 6600 2.4 ГГц или эквивалент
Память: 1 Гб оперативной памяти
Графика: GeForce 8600 GT или эквивалентный
DirectX: Версия 9.0c
Жесткий диск: 500 Мб
Звуковая карта: Совместимая с DirectX 9
Список DLC:
• Death Gamble Update
• Organic Matters Update
• Rescue Team Add-on
• Australium Update
• Deep Freeze Add-on
• Founder Amplitude Badge
• Amplitude Badge
• Bookworm Add-on
v1.1.5:
• Fixed an issue with the Cryo Capsule activation that would note generate a hero
• Fixed an exploit with duplicated items that could be sold infinitely - link
• Fixed an issue with the "Continue" button greyed out in the main menu - link
• Fixed an issue with heroes not operating nor catching items in small rooms - link
• Fixed an issue with disconnections in Multiplayer mode: in case of a disconnection, players can now save & quit, reload the game, and claim back their heroes - link
• Players leaving a multiplayer game now automatically give their heroes to the host
v1.1.3:
• Wes Davoun has been rebalanced
• "Urgent Call" skill has been reconsidered. The skill now makes a hero appear in the next opened room. The cooldown has been lowered. It can only rarely make an artefact appear. Spawned heroes can’t be recruited in both Armory and Refreezerator pods.
• "Radio Tower" is divided into 3 skill levels, accessible at levels 4/9/15. This makes Wes’ progression more interesting and dynamic. Also, the skill is more powerful than before when Wes reaches level 15.
• Because he’s an interesting early game operator, to make him more fair compared to other operators:
• -1 general Wit.
• "Knowledge Is Good" is unlocked a bit later.
• The Zoner can now hit the crystal, a part of his zone damages are converted into direct damages.
• The Silic Supporter, Silic Bulldozer and Elite Flying Necrophage monsters don’t hit the player’s modules anymore. However, Kamikazes monsters and Chimera Keepers can still damage it.
• The Silic Supporter now buffs the player’s team when tamed.
• The tamed Chimera Keeper normally doesn’t need a hero to be in the same room he’s in to be active anymore.
• The Death Merchant can’t spawn in the very first rooms of each floor anymore.
• "Paramedic" (Deena, Opbot, Kaspar) heal skill is now a lot more efficient.
• Deena unlocks level 2 "Paramedic" earlier during her progression.
• "Sandvitch" (Misha) heal skill is now more efficient.
• Biomass Factory module isn't available in the Armory Pod anymore.
• Biomass Modules, "Recycling" and "Soylent Green" passive skills don’t generate resources during crystal waves anymore.
• "Recycling" and "Soylent Green" now produce more resources.
• Minor modules attack general rebalancing: AoE modules are lowered, single target modules are increased. The new computation rationale is more realistic in the way we take more into account the number of monsters that compose waves. AoE are still the best choice to kill waves, they just need bigger waves to be as profitable as before.
• Prisoner Prod is slightly more powerful.
• KIP cannon requires less Science to reach its attack power limit, but the limit is unchanged.
• Tesla module is more powerful.
• Machine Gun does more damages but heats up a little more faster.
• Claymore & Seblaster are less powerful.
• Fixed an issue with the Xbox One controller on Windows 10.
• Fixed an issue with the "Researcher" achievement which wasn't unlocking properly for players who didn't own the Rescue Team content pack.
v1.1.0:
Added 3 new Heroes, with a really refreshing gameplay:
• Wes Davoun, the radio operator:
• He's a very good operator and one of the best support characters of the game. Thanks to his radio skills he can buff all heroes on the floor.
Special Transmission (passive skill): operating a resource module raised to an art form. Depending on which resource module you are operating, it will provide a different buff to all heroes on the floor:
• When operating a Food module, provides health regeneration to all heroes on the floor.
• When operating an Industry module, provides attack power to all heroes on the floor.
• When operating a Science module, provides attack power to all minor modules on the floor.
• Good Morning Auriga (active skill): movement speed buff for all heroes on the floor. When the whole team has to rock and roll!
• Urgent Call (active skill): make an urgent phone call to change what will happen in the next room you’ll open, and force a positive event to happen. When you want anything but trouble behind the next door.
Zugma Walker, the bulldozer operator:
• Zugma, driving her bulldozer, is the first übermassivetanky operator!
• Recycling Beast (active skill): transform every monster killed into a random resource (except Dust). Not everybody can turn roadkill into resources!
• Steamroller (passive skill): reduces the movement speed penalty when carrying the Crystal. Zugma Walker is a very slow character but when she's carrying the Crystal she becomes one of the fastest characters in the game.
• Secret Compartment (passive skill): she can keep a part of the Dust from a floor to another. That little place where cops and customs officers never look.
Sasha Chokyo, the trainer:
• With Sasha you gotta grab’em all! Indeed, you can train any monsters of the game! When you’ve got a monster as a pet, it can deal damage to other monsters. Moreover, it can even level up by killing other monsters! Take care of your pet by feeding them Food.
• Heel! (active skill): tames the most powerful monster in the room. An order even monsters will obey.
• Table Scraps (passive skill): share a part of your Food when healing Sasha with the tamed monster. One way to keep your pet healthy.
• Attack Dawg (passive skill): share a part of the hero’s attack power with the trained monster. Your pet is every bit as vicious as you are.
Added 2 new Hurnas monsters, from the Endless Legend’s universe:
• The Hunter: always stalking the weakest hero of your group, it’s an archer that attacks slowly but deals heavy damages. Take care of your operators!
• The Warden: a crazy spinning zone damage dealer. Don’t keep all your heroes in one place, or lower your head to dodge his club!
Added 1 new Major Module, the Field Medic:
• It reduces healing costs on the floor,
• It increases heroes and NPC’s defence on the floor.
Added 4 new items:
• Heavy Engine: provides attack power, reduces movement speed and grants the Steamroller passive skill.
• Secret Pocket: provides defence and gives the Secret Compartment passive skill.
• Rescue Kit: provides attack power, wit and health regeneration.
• Training Kit: provides attack power, and gives the ability to operate.
v1.0.88:
• Added a new event, The Dood, a very special merchant with a very special item…
• Optimised AI’s mobs that will slightly improved performance
• Fixed the Rocket Scientist achievement
• In multiplayer mode, heroes can no longer be transferred during the action phase
• Added a visual feedback on skills if you click on them when the cooldown is active
• The last picture of the album is now unlocked after the last level of the game
• Pat can now hit several monsters at his highest level
v1.0.71:
• Fixed the Heavy level up animation; previously using the Pyro’s animation instead of his!
• Fixed the elevator background that wasn’t moving since the [1.0.69] version
• Fixed a bug on the album: it was impossible to unlock the picture related to the TF2 heroes story
• The Australium update is now considerer as a DLC and can therefore be disabled
v1.0.70:
• Added 4 new heroes
• Pat Bates (Pyro): nobody knows where this thing came from, what it thinks, or why it does what it does. Eager researchers who interview Bates tend to either quickly change their area of study -- or go mad themselves.
• Kaspar Herab (Medic): Kaspar did, at some point, receive some form of medical training. The duration, sobriety, and quality of that training -- and whether or not it pertained to human beings -- is highly questionable. Herab's eagerness to demonstrate it, however, is not.
• Dell Bradford (Engineer): Dell is a misplaced transdimensional copy of a non-existent being from a pseudo-reality. Fortunately, he is also a skilled engineer with at least eleven hard science PhDs so minor questions concerning the nature of reality don't bother him much.
• Misha Cherny (Heavy): Misha comes from a very cold gulag in a very cold place; much of his reputation stems from the fact that though he and his sisters escaped, none of the guards did. This experience has not affected the warmth of his personality, though it should be noted that the degree of warmth is directly proportional to the number of dead enemies.
• Added 5 new items with passive skills (Sandvish, Gas Mask, Dove, jPad, Tower of Hats)
• Tower of Hats: tarnish it notte, presumptuous one.
• Gas Mask: a highly effective defence against anything from flatulation to the most toxic nerve gas. The only drawback is that the mask’s active ingredient causes idyllic, pastoral hallucinations.
• Dove: the only flying animal not yet eaten by the dungeon inhabitants, Archimedes stays safely in the pocket of whoever is carrying it.
• jPad: one letter better than its famous predecessor, this hand-held marvel contains optimised solutions for the materials, project plans, and techniques of module construction.
• Sandvich: not considered edible by most sentient beings, this snack requires teeth capable of chewing gravel. On the plus side, it tastes like vodka.
• Improved memory use
• Fixed an issue where the operator lost his bonus during an attack in multiplayer
• Fixed an issue where the floor could not be finished
v1.0.63:
• Fixed an issue with the pathfinding. Heroes and monsters should no longer get stuck in rooms
• Fixed an issue with the dungeon generation. The game should no longer crash and remove the save during the creation of a new floor
v1.0.59:
• Implemented a VSync in the option menu
• Re-uploaded the soundtrack in the game folder (Steam > Steamapps > Common > Dungeon of the Endless > Soundtrack)
• Fixed an issue with a specific room in the Jungle environment where the player could not move
• Fixed issues with player usernames containing "{" or "}" characters, which resulted in a crash
v1.0.58:
• Added a save and load system in multiplayer and auto save at the beginning of each floor. It also allows the host to reload a game with disconnected players. See Multiplayer Save part below for more details.
• Added a share items feature in multiplayer. Items in the inventory are now shared between players. The backpack is still for personal items. Be careful when you go to another level and check your inventory before leaving!
• Researches are now shared between players on multiplayer
• Added a new menu (top left corner or “P” shortcut) in multiplayer with the following features:
• Players can give heroes to the other players
• Players can check the network ping state of each player
• Players can still exchange resources
• The host can kick players
• Added an option on multiplayer which allows the host to choose between private (only by invitation – default), friends only, and public game
• Added DLCs listing in the main menu
• Added more variety in the weapon impact VFXs
• Improved the main menu light and VFX
• Fixed the negative restore Science cost bug
• Reduced the Tear Gas module damage over time
• Improved the loading time when generating a new floor
v1.0.43:
• Fixed corrupted GUI when a hero dies in your team
• Fixed an issue with the Armory and Sanitary Pod locked again for players
v1.0.40:
Improvements
• Improved the multiplayer mode stability: optimisation of bandwidth usage to reduce impact of bad connections (high packet loss rate) on game sync and avoid disconnections
• Optimised lighting system and memory usage: the game should perform better and experience less crashes
• Improved auto-save feature: it is now functional if a crash occurs during the elevator phase
• Improved our save system: players with save issues should be able to save their games in this version
• Added a backup system between game versions: if there is an incompatibility between your save and a new version, your save will not be lost and you’ll just have to restart your current level
• Added resolution mode options: pixel perfect, border (not stretched) and no border (stretched) modes
• Improved tactical map transition
• Added sound effects for the Pug hero, Ayairi Whairydd
Balancing
• Fixed some multiplayer issues (locking players in the lobby when the host is having connection problems and variable synchronisations amongst other things)
• Fixed issues with our lighting system and DX11 compatibility
• Fixed achievements that were wrongly unlocked after a save
• Fixed keyboard shortcut issues on Mac (Note: there is a known issue in Unity (our game engine) with special characters on the numeric keys, which prevent some foreign users to use them to select heroes for example)
• Fixed Autodoc Shards tooltip values
v1.0.25:
• Fixed several monster animations
• Fixed issues with the lighting system
• Fixed an issue with old save files remaining in user directory
• Fixed issues with pictures and texts in the Album
• Fixed issues with French localisation
• Fixed a bug with immobile Wizard with the appearance of the "Ignored" Stele
• Fixed a bug with stacked Keeper
v1.0.23:
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
v0.9.22:
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
• 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
v0.8.7:
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)
v0.8.5:
• 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
v0.8.4:
Content
• Added 3 new spaceships / game modes:
• The Armory (commando mode)
• The Infirmary (lots of HP but no end turn health regeneration)
• The Drill (endless mode)
• Added 2 new heroes:
• Chef Nanor, the “Kitchen Chemist”
• Professor Josh 'Ntello nicknamed “Know-it-All”, exclusively for the Dungeon of the Endless Founder Pack owners
• Added 3 new modules:
• Emergency Generator [major] which can power a room without Dust
• KIP Cannon [minor] with an attack power based on your stocked Science
• Viral Injector [minor] which spreads a long-term virus
• Added 1 new event: the auto-power which powers a room without Dust, even when disconnected from your network [G2G]
• Added 7 new Stele types
• Added 1 new mob: the Silics Zoner, now the only mob who attacks minor modules
• Added 2 new elite mobs:
• Hurna Hunter
• Door Opener
Improvements
• Added the spaceship system: unlock and selection panel
• Improved the game configuration panel
• Improved the hero targeting system (targets the most dangerous, difference between melee and distance heroes)
• Improved first rooms with special floor and floor number
• Improved the hit visual effect
• Improved bump map
• Updated some sprites and special effects (Stele, Artefact, etc.)
• Added a checksum protection for the public directory to avoid cheating to unlock heroes, ships and achievements
• Implemented new sprites manager (improved performance on lower end computers)
Balancing
• Reduced number of waves in middle levels
• Slightly reduced number of mobs by waves
• Reduced the difficulty after the exit is found (was +25%, now +20%)
• Reduced spawn of the most difficult mobs
• Added a Keeper effect on the entire floor: until you kill it, the mobs have a small health regeneration, drop less Dust, and a better defence
• Increased power of Keeper last form
• Increased the Hurna cooldown
• Reduced Defence buff of Silics Supporter
• Increased Attack Power buff of Silics Supporter
• Zombies no longer attack minor modules
• Reduced Attack Radius of Claymoar module
• Reduced Attack Power of Seblaster module
• Increased the FIS basic income
• Increased the hero level up cost (about 10%)
• Reduced Max’s attack power
• Increased the amount of Dust found per room to reduce number of rooms with Dust (total amount of Dust remains the same)
• Increased the building and Science costs of production modules
• Increased probability of finding new modules thanks to research
Bug fix
• Fixed the Merchant bug related to the act of purchasing/selling if similar items are concerned, but with different rarities
• Fixed the equip/unequip issue regarding similar items with different rarities
• The Operating bonus is now saved and loaded
• Fixed some Drakken and Laboratory tilesets issues
• Improved the pathfinding system
v0.7.10:
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
v0.7.8:
• Fixed a typo in the game configuration which caused this unintended extreme difficulty.
v0.7.7:
• 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
• 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.
v0.6.10:
• 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.
v0.6.9:
• 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!
v0.6.7:
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
v0.5.2:
• Fixed a bug that occurred during the Crystal carrying phase: the hero would simply be stuck
• Fixed a bug when heroes got stuck when recruiting another hero
• Fixed a bug with the game saves: you can now save the game even with a remaining chest in the dungeon
• Fixed a bug that occurred during the loading of a save with destroyed machine gun module
• Fixed a bug resetting the game difficulty in saves to “too easy” even though the player chose “easy”
v0.5.1:
• Fixed the edge scrolling issue
• Fixed a bug where a hero with the Repair ability would not repair all the damaged modules in a room
• Fixed the hero list display, on the top right corner: portraits are now updated when heroes are operating or repairing modules
• Fixed an issue with the camera: un-zooming after an event will apply correctly when the player moves the camera
• Fixed several graphic issues on the Drakken environment
• Fixed Kamikaze monsters bug: they will no longer explode in their spawn room
v0.5.0:
BADASS UPDATE
• Added 2 new floors; the dungeon now has a total of 8 levels
• Added the Drakken environment at the level 7 and 8
• Added 2 new heroes, both equipped with Machine Guns:
• Rakya Pulmoni “Smokestack”and her module skills
• Ken Massoqui “Sado-Maso Militarist” and his risky skills
• Added 1 new minor offensive module: the Machine Gun (caution: may overheat!)
• Added 2 new mobs: the Kamikazes
• Special behaviours: targets the most populated (heroes and module) rooms; stop it before it reaches your most precious rooms
• Chimera Kamikaze: slow and usually on its own, will cause a huge explosion.
• Necrophage Kamikaze: weak but a hive of them. They're fast!
• Added 3 elite mobs, from the level 6, you can encounter stronger forms of:
• Necrophage Trash
• Necrophage Hunter
• Silics Bulldozer
• Added Steam Cloud support
MISC
• Improved the fog of war (visual effect and logic)
• Improved bump map: better lighting on mobs, heroes, merchant and modules
• Fonts:
• Added Portuguese/Brazilian characters
• Added Ukrainian and anti-aliased Cyrillic characters
• Added new sound effects
• Reduced the loading time during level generation
BALANCE
• Improved mobs repartition: there are now less different mobs in each floor and new mobs to discover in each floor. Some mobs now spawn only after a certain amount of doors opened. This repartition will evolve at each update according to the new mobs and floors
• Improved items repartition: some items are available sooner but rare items are more scarce, particularly in the first levels
• Slightly increased the amount of module slots
• Tweaked events probabilities
• Increased Food reward quantity of Cryo Capsule
• Slightly increased Dust loot in rooms
• Slightly increased global mobs difficulties
• Increased Silics mobs power
• Added area of damage on Silics Bulldozer (“Golem”) and Necrophage Red Flying mobs
• Slightly increased Food cost to level up a hero
• Increased skill effect duration (+1sec)
• Increased effect power of skills on:
• Warface
• Red Plume
• Kneecaped
• Duelist
• Reduced effect power of “Engage Turtle Mode” skill
• Added damage over time on hero, with “Sacrifice” skill effect (instead of direct damage)
BUG FIX
• Fixed a bug where the destroyed module slots aren’t saved
• Fixed a bug where Gork remains black in the hero selection screen when discovered
• Fixed a bug where the hero gets stuck when the user tries to interact with the "Endless Artefact" while opening a door
v0.4.7:
• Fixed several issues with Cyrillic characters
• Reduced the log files size
• Fixed opened door count statistics value when loading a saved game
• Improved start game panels (order, miss click)
• Fixed hero selection menu icons positions
• Fixed item loot notification panel: it was clickable even after fading out
• Fixed a bug with Hydra and Zombie mobs: they wouldn’t be be
• Removed target damage of Claymoar module (only area damage)
• Added a SFX on the Claymoar module attack
• Fixed the community items’ images: Kings’ Armour, Litsaber and Nano-Bros
• Fixed several bugs with Cryo Capsule and Dust Factory
• Fixed several bugs with Endless Artefacts
• Fixed some rooms in the Necrophage environment
• Fixed the “tab” hotkey when used during Crystal phase: you can press “tab” to focus on the carrier
• Fixed toxic cloud during Crystal phase
• Disabled room unpower while Crystal is unplugged
• Fixed several exits on the same level bug
• Fixed mobs appearing white when entering a room with a tear gas module
v0.4.5:
• Fixed the missing visual and sound feedback issue with the minor module attacks
• Fixed a bug with the name of unlocked heroes
• Fixed an item description
v0.4.4:
Changes and Additions
• Added the first foundation stone of the persistence:
• Unlock heroes in the dungeon
• Select your starting heroes or keep the random option (panel still WIP)
• Added 3 community items:
• Litsaber by T41 [G2G]
• The Kings' Armour by bendingbones [G2G]
• Nano-Bros by suspense0522 [G2G]
• Added 2 new tracks
• Added some SFX
• Fixed some tooltip descriptions
• Implemented Cyrillic characters in the game fonts
Balancing
• Increased power of Hikensha and Sara
• Reduced level up food cost of Hikensha
• Increased life and/or defence of mobs: Hydra, Golem, Mini Golem
• Updated the targeting system by prioritising Golem
• Tweaked some items power and cost
• Increased power of skills: Neurostun Lite, Placebo, first Aid
• Increased power of Autodoc Shards module
Bug Fix
• Fixed a bug where a hero and a monster can be blocked chasing each other if they have the same speed
• Fixed a bug where the Cryo Capsule and the Dust Factory keep re-spawning after the save/load
• Fixed a bug with the upgraded modules health bar height
• Fixed a bug related to the lights on major modules
v0.3.6:
• Fixed shadows on Heroes
• Fixed an issue with the save system
v0.3.5:
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 and 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
• 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
v0.2.1:
• Artefact HP is no longer restored when you save a game
• Minor module slots are no longer visible on top of the GUI panels
• Fixed a bug in the Sewer environment: heroes blocked in small rooms
• Neurostun module is now functional
v0.2.0:
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
v0.1.21:
• Fixed the exit bug related to the game save
v0.1.20:
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)
v0.1.16:
• Fixed the "99 percent loading" issue.
v0.1.15:
• Fixed several performance issues
• Fixed the unbreakable Crystal bug: players could still continue their game despite the Dust count brought down to 0
v0.1.14:
Hero active & passive skills:
• Each hero gets up to 2 active and 2 passive skills (+ repairing and operating skills) when s/he levels up (predefined for each). As they level up, new skills will be available.
• You can trigger an active skill with the icons below the hero portraits or use ‘E’, ‘R’, ‘T’ keys
• The number displayed on the icon is the number of doors you have to open before using it again
• More information about skills principle and objectives here: http://forums.amplitude-studios.com/content.php?374
• This is a first version of the skill system: effects need to be tweaked. We started with relatively “simple” skills (stats modifiers) but are planning on adding more complex ones.
Changes on game variables & difficulty:
• Added a global variable that dynamically measures the difficulty of a level and modifies the events to balance it and slightly reduces inequalities between games
• Capped hero’s max level to 6 and modified the skills distribution
• Slightly increased the recruitment cost
• Slightly decreased Opbot’s wit and wit items effect
• Added a 4th level in the dungeon
• Increased power of mobs to slightly reduce their number
• Reduced Dust loot and number of module slots in the 3rd and 4th levels
• Slightly increased mobs speed
• Reduced the delay of the first waves during the Crystal phase
• Removed module targeting mobs during the Crystal phase waves in the last levels
• Tweaked item loot table
• Slightly improved level design diversity
Improved GUI & Controls:
• Added shortcuts: inventory = I, hero panel = U, close last opened panel = ESC
• Improved heroes HUD (WIP)
• Added right click on the hero portrait: opens hero panel
• Added display of the DPS value in the hero stats panel
• Prevented manual heal during auto heal phase
• Added a “select all” shortcut on the key placed before the numbers in the top left corner, first step for multi-selection
• Added a progress loading screen
• Added tooltips
• Added targeting priority to the Crystal focusing mob
Improved performance & fixed bugs:
• Fixed operating module bonus related on equipped items
• Fixed some UI bugs
• Improved dungeon generator on low end computers
• Improved performance in the last levels
v0.1.3:
• 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
v0.1.1:
• Fixed the crystal texture
• Fixed Sara’s animations
• Fixed a bug making it impossible to launch the game from the main menu if the Steam username contains special characters
• Changed the codec used for Amplitude’s logo movie
• Fixed game stats: kill count, door opened, level/total time
• Changed score computation: 10 points per opened door + 1 point per killed mob
v0.1.0:
Playable content
• Form a team of heroes, equip them, and train them - 7 heroes are available
• Build defences in your dungeon - Ten modules (attack, defence, production) are available at the moment
• Random generation - Each dungeon is different and you have to manage your environment to survive
• 46 items available
• 7 monsters with different behaviours
• Carry your crystal to the exit
• Save & Quit system
Missing content (Beta and release)
• Active and passive skills for your heroes
• Technology Tree that will allow you to upgrade your modules with science
• Meta progression and different game starts (heroes, ship, modules, skills etc.)
• 30 heroes include the sevens of the Alpha
• New monsters
• New environments (Endless laboratory, different biomes etc.)
• New modules
• New items
• Develop background and stories of each heroes
• Tactical view
• And much more to come!
Known issues
• When you reload a save, some of your powered rooms might be unpowered when you continue your game
Dungeon of the Endless is a Rogue-Like Dungeon-Defense game, in which the player and his team of heroes must protect the generator of their crashed ship while exploring an ever-expanding dungeon, all while facing waves of monsters and special events as they try to find their way out... so what could go wrong... open the door!
BACKGROUND STORY
A few hundred condemned criminals were being shipped to the Auriga system on board the prison hulk “Success”. While this was presented as a chance to earn back their place in society by working hard for the common good, they understood that in fact they would be slave labour, sent to colonize an unexplored planet. All they knew about Auriga Prime was what the probes told them: it had water, temperate zones, plant life, and plenty of metals in the crust.
In fact, the planet Auriga once hosted a major settlement of the galaxy-travelling ancestors known as the Endless. In addition, the planet was still orbited by a functioning (and well cloaked) defensive system, which sprang eagerly to life upon the arrival of the Success. Within a few minutes, the ship was nothing but a few large chunks of metal falling toward the planet.
Every set of holding cells also functioned as an escape pod, so the ship let itself disintegrate and the surviving prisoners fell bruised but (temporarily) alive and (momentarily) safe to the planet below. Safe, that is, until they realized that they had crashed through some sort of facility of the Endless, down to a sub-basement so deep and ancient it might as well be called a dungeon…
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