No information given.
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.
Almost everyone is ranged. In fact, even melee characters are basically ranged. It is a bit chaotic to the uninitiated perhaps. If you take it slow it shouldn't be that confusing, and the log details everything that happens.
And another small update is uploaded. I think this will alleviate some annoying "bad luck" situations that sometimes occur.
By the gods!
Finishing up another small update which will fix tablets. It also fixes some buffs and changes some of the fonts. You'll see it over the weekend.
Looks like tablets are broken in *loaded* games. So avoid them unless you have not saved the game until the next version rolls out.
I ended up calling it 2.3b, but I'm sure you can figure it out ;)
There's a bug in v2.3 that is causing way too many traps to spawn....I'm uploading a hotfix right now, and you may want to wait until 2.31 is available before updating. It isn't necessarily game-breaking, but it definitely increases the difficulty.
The only thing preventing me from porting to Mac is the fact that I do have access to one for testing. Since I don't exactly have limitless assets, I wouldn't expect a port any time soon unfortunately. I realize I could virtualize it, but I want a real dedicated environment on which to test things, not to mention that unlike linux I would still have to purchase the OS. If Epilogue got onto steam, I imagine a Mac port is the first thing I would work on.
At any rate I'm glad you liked the demo, and I'll let you know if anything changes.
Version 2.3 is uploaded awaiting approval.
Details here: Kraflab.com
Oh my there are some very silly graphical "improvements" coming. This will be a good release, should be out over the weekend!
Let's just say there is a "Character Wobble" option now ;)
It's steam greenlight day, and you can find epilogue right here: Steamcommunity.com
I would love it if anyone here who enjoys the game could spread the word and support the effort.
Currently it ramps up in the same way. You're right though in that maybe it shouldn't. On the one hand, I recognize that the regular power curve is such that the player is severely at a disadvantage later in the game, and that eventually it would become impossible to proceed. On the other hand though, with the enemies randomly chosen, levels would be a lot easier. (If anyone has made it to levels 8-10, they know what I'm talking about!)
I'll have to give it a lot of play, and maybe release it and see what people as a group have to say about it. You wouldn't want it to to be too easy because no one wants to really play for an infinite amount of time, but perhaps it should get to some point and then settle down somewhat. I have also thought about making the difficulty increase in alternate ways, such as causing equipment to have the same stats after level 10 but have the number of enemies and rare enemies increase.
Another option would be to slowly decrease the size of the levels, reducing the amount of space you have to maneuver.
So basically there are a lot of options. I've got to think about it and test things out a bit :)
I've been messing around with some stuff, and there is definitely an infinite dungeon coming in the next update. It will be populated with every monster you have killed, and all equipment gets scaled to be right for the level you are on. As it is unending, think of it as a completely score-based arcade mode.
v2.2 is uploaded and awaiting approval.
v2.11 is uploaded and awaiting approval.
Details can be found here: Kraflab.com
I've started a thread here: Desura.com so the details do not get lost in the comment pile.
That is a very odd response to the change I made in the test build...Try this one out: Kraflab.com
Let me know what that prints. Unfortunately, it is very difficult for me to debug this without being able to do it on my own machine. I may have to make a rather print-copious build to narrow things down.
You should be able to already since x86_64 can run 32bit apps. What error do you get when you try to run it? It is possible that you do not have some of the required 32bit libraries, which should be just a matter of using your package manager to grab them (on Ubuntu, it is "sudo apt-get install ia32-libs" afaik). If the problem is more complex, feel free to message me or start a forum thread.
The Blitzmax compiler only produces 32bit applications, which for instance run fine on my 64bit windows 7, so I would need to rewrite the game in a different language/engine to produce 64bit-specific executables.
2.1 has been approved, and should pop up soon.
There is a note for linux users, where apparently something bugged out with the desura mcfs. You should be able to get the new stand-alone downloads when they are available if you want to get it asap, but I will get new mcfs uploaded soon.
v2.1 is uploaded and there is a news article with the details...should be downloadable soon.
Working on a whole bunch of random improvements suggested by people. Expect an update within a few days.
The new auto-explore method has brought to light a bug in path-finding. I have also located a bug when you save a game after loading it. I will get these fixed and upload a patch tonight.
2.04 is out, sporting various improvements and a bit of content
Here is a blog post on what I am going to be working on in the foreseeable future: Kraflab.com
Of course, additional work will be on any bugs that people can find and any user suggestions that sound good to me. This at least should give you some kind of expectation of how the game will be developing, and believe me it is still evolving.
Version 2.03 is uploaded and awaiting approval. Should be available tomorrow or the next day. The updates will affect all branches.
A note on save files:
There are no bugs that I am aware of, but the game has a lot of complex interactions where things are dependent on each other, so I may have missed something. If your game crashes when you load a save game, please send me the file so I can analyze it and fix the bug. You can either message me or post it on the forums, etc.
I will hopefully have an update out this weekend with some user-requested features. I have already implemented a small minimap suitable to be on screen most of the time and the ability to reconfigure the controls. Next on the list is the below-mentioned save & quit option.
I want it to be clear to everyone that I am very open to suggestions on extra features, so if you have something in mind don't hesitate to speak up. I also want to make it known that I will never charge you for any content besides the initial purchase and that I will continue to work on the game so long as there is interest to see new things added.
Thanks for your support!
By the time you know what you're doing enough to beat the game, it should take less than an hour. That is why I haven't implemented a save & quit option. That being said, I have registered your complaint and will put saving on the to-do list.
Ahh interesting. Thanks for clearing that up.
Here is my current plan then:
For now, just install those libs if you want to play. I will completely gut out the pulseaudio support for the next update and add openal as a dependency and use it exclusively (for linux). The main reason for that is that I can specify for Desura to make sure users have openal but I can't make sure users have libpulse.
@megadriver, If you are very strongly against installing those libs, let me know and I will push out another update quickly, rather than waiting for some actual content to go along with it. I don't want you sitting around unable to play :)
Upon looking at the interface to download standalone files, it is quite unclear what the versions are. I have contacted Desura and they will hopefully sort it out and remove the old version from there, but from everything that I can see the desura install should definitely be 2.02b.
It shows 2.02b in my control panel, as well as displaying it as the current version available. Are you telling me that just the numbering is incorrect, or that in fact it is the version that doesn't support openal?
The OpenAL audio compatible versions for Linux are now released, for anyone dreading PulseAudio. If grabbing the stand-alone downloads, pick up version 2.02b.