No information given.
I could do a run through the game and upload it if you're interested, but it wouldn't have the "let's play" feeling since I know all the solutions :P
My advice is to always move on if fun turns to frustration. Things will always seem much easier when revisited.
Version 2.A is now uploaded and awaiting approval.
Full details here: Kraflab.com
Wow, amazing work! I left a full comment over at your thread. I'll also add you to the ascended list on the forum here.
Awesome! Congrats and good luck =)
Working on 2.A. Current list of committed changes is:
Added "Hold E to Heal" to the log message when the player is bleeding out
Added a max health bonus received when killing bosses (including optional ones)
Added elemental strength/weakness info to enemy mouse-over in exchange for damage expectation
Added ingredients to level 8-10, although they are in lower numbers than in level 1-7
Added a "Yes/No" confirmation to quitting (when your character is still alive)
Fixed loaded tiles having the wrong lighting level
Fixed the 'Running' effect being mishandled in the effects window
Modified the character help menu to correctly describe shield effects
Removed Stamina effects from items
Removed Stamina effects from Kagh buffs
As always, most changes are brought about by player feedback and new perspectives. Don't hesitate to bring something that bothers you to my attention.
2.99b is now awaiting approval on all platforms.
Notes here: Kraflab.com
Mac version along with some bug fixes coming tonight (thanks Mikko).
Version 2.99 has been uploaded and is awaiting approval.
Expect a delay of 2 days on Mac.
The annual "roguelike of the year" poll has started. Go vote!
Everything appears to be working fine on Mac (at least for me). I pushed builds onto Desura, so it should be available for everyone within a few days (depending on whether or not I need to tweak install settings and whatnot).
The mac is in my hands and running Epilogue. Still need to adapt some windows-specific functions onto os x and do some general testing.
Version 2.9 is working it's way onto Desura.
Full notes here: Kraflab.com
Here is some information on the upcoming 2.9 release:
I finally ordered a mac today.
I expect to have it in my hands around Dec 5th, and I should have a port ready soon after that.
If you're reading this though, you probably already have the game on windows or linux :P
Version 2.8 is now uploaded and awaiting approval.
I'm finishing up the kinks in this update and should get something out by the weekend. I think the Acid Demon is officially my favorite boss, and you'll see why soon enough!
Finally got a chance to try this out. I really dig the minimalism. I enjoyed the tactics provided by the different choices of wands and spells.
Working on a new optional boss. All I'll say is that he is preceded by the phrase "...acid appears to rise from the depths."
I went into a decent amount of detail here: Roguetemple.com
Thanks for the kind words!
I'll have to check out Through at some point. It is indeed an exciting time for the roguelike genre now that people have finally moved away from trying to duplicate the classics =)
Version 2.7 has been uploaded and is awaiting approval.
Wow, nice job! There may be only 3 of us who have seen him in all his glory :)
Working on a new enemy; then, I'll probably add a new class and put out an update this weekend. Thanks for the support, new players!
Hard or unforgiving are definitely the right descriptors. It took me months to beat it and I wrote it!
Apparently the Linux patches only just now have been approved. Sorry for the delay and they should be available soon.
2.6 is uploaded and awaiting approval.
Details here: Kraflab.com
I have the plans and enemies all laid out for the slimenopolis. It is going to basically be an optional bonus level that you can visit instead of the blobtopolis. It's going to be hard, since slimes naturally split when they die and all the enemies are slimes, so I think there needs to be a nice hefty bonus for surviving it. This will in the least involve a score modifier and will probably involve getting a bonus ability or some such.
It would be nice if every level got a challenge version eventually, although I am afraid I'm running out of steam on this particular project. The slimenopolis may be the final release for a while. I'll try to make it a good one.
I'm concerned about the events detracting from the current dungeon/game style. Right now I am working on something that will definitely get in though. Slimenopolis.
I like to stay open about what I'm working on. I have gotten to the point where I think I'm done with all the small tweaks/adjustments to improve the base game and it's time to do something big. I'm currently in the "pondering" stage of developing an expansion. I don't have a lot of details, but this will be something a bit different than the current dungeon.
There are going to be "events" that you come across that will have various consequences. Initially I was thinking about having morality meters and whatnot, but I decided that's too restrictive and it never can fully encapsulate the options a player might think of. This is going to be a heavily branching system of events, so it might take a while to get everything set up. I think this will create an interesting system where each time you die it won't be so bad since you have a whole lot of different "paths" to explore. I'll keep you updated and let you know when I have something a bit more fleshed out.
In case you missed a post from early on, this will indeed be a free expansion because I will never charge you for any updates beyond the initial purchase.
As for small updates, if there is any feedback you would like to give me or any bugs you find, please contact me. It is really player feedback at this point that drives changes to the base game.