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Halfway through the next patch I got into another game idea. Been distracted by that and work, but I plan to finish off at least one more substantive patch when I get the time to do it.
I wish I could help you. You're not the first person who has had that problem, but I have no idea what's causing it and I don't have access to a computer it doesn't work on so I'm not quite sure how to fix it. I'm sorry.
Oh, and yes, I did lower the art resolution to match the resolution of the rest of the art. It is less detailed than previously, but I think the overall aesthetic is maintained better now. A lot of the UI elements are still a higher resolution and I'm hoping to knock them down to lower-res art as well at some point.
Yeah, I'm there with you. The Archer isn't turning out as archer-y as I like. In my current build, I have him starting with 50 arrows and getting 10 arrows per conversion rather than starting with 30 and getting 5. I wanna play with it a bit more before I call it good to go, but I think it'll probably be about right.
My current plan is to roll out a patch with balance changes to all the classes and races as well as add a few more classes in about two weeks. Hopefully I can get all my work done in time, but it may end up getting delayed a week.
Yup, that's definitely missing colors. I will look into this when I get some free time (not until at least tomorrow night). I'm not sure why those wouldn't work, it's just setting a color in OpenGL. I suggest you check your video drivers are up to date.
That's a bug. Sorry about that. I'll issue a patch to fix that soon.
It's running fine for me. People have had trouble with executables I've put out in the past and I haven't figured out what's going wrong because I don't have access to a computer it doesn't work on. I'm sorry.
Sorry this is so belated, I had to do some of the work to get an idea of when I might actually be done with it (I recently got a full-time job so I'm trying to balance working on this with that). The next update will come out next weekend most likely.
I keep procrastinating working on the next feature update, but hearing that people like it enough to try and spread the word is definitely inspiring me to get it done.
Hey!! You said the exact same thing last month! Well if you're repeating yourself I'm going to just copy-paste my previous response :)
I don't know of many Roguelikes that employ AI allies other than Shiren the Wanderer, and I'm not a huge fan of their role in that game (they seem to be there primarily to offset how luck-dependent getting through the first few floors is). If I come up with an implementation that I think will elevate the gameplay, specifically elevating the turn-to-turn decisions the player is making, then I will definitely consider implementing it. If you have a more detailed suggestion on how they might fit in, I'm all ears.
I'm also running Win 7 64 bit and getting 30fps consistently (which is what the framerate is capped at). I just made a change to how the pathfinding system works that should make it much faster, hopefully that will improve your framerate. It's been uploaded, but uploads usually take a day to get verified by IndieDB before they are added, so please check back tomorrow and see if the new build (v1.31) helps at all.
There is admittedly very little optimization in the code. I built it on a pretty high-end Alienware laptop and have focused on getting the framerate consistent on that.
If it's chugging, it's likely not the graphics causing it. I had to do a bunch of optimizations to the AI to make things run smoothly, and the AI may still be chugging the game. I'm not sure why you would specifically see framerate issues with the menu, however. I'll look into that and see if I can find any problems with it.
Some people appear to experience compatibility issues that I assume are related to drivers for their sound/video card. That may explain why the game is chugging on the menu for you, why it's not working on your netbook, and it may also explain why you aren't hearing sounds (there is a sound effect for every action in the game and each tileset has its own music associated with it). I haven't been able to find a computer that it doesn't work on that I can personally test my code on to find and resolve that issue, so until I do I'll have to just apologize for it not working correctly on all systems and suggest you make sure your drivers are up to date.
The art resolution is consistent between items and characters now, that screenshot is old. The only video is really outdated as well. The lack of screenshot/video updates is due to my stupidity and laziness, as well as lack of time. Hopefully I'll get some up to date screenshots up soon to use for future news items.
Unless you mean the actual buttons have a different resolution (like the map and character button). I hadn't really thought of that as an issue, but I guess if it's bothering people I can look into changing them.
Glad you like it! I definitely have content updates in mind. I hope next week to do a big rebalance with a new feature to make Intelligence based heroes stronger.
After that, I'd like to add more floors (30 floors is the goal), new map types, new enemies, new classes, and redo a few of the more boring classes. That's all a ways away, but it's coming. Multiplayer would be really difficult, if I attempt it it'll be quite a while till I get there.
Oh shucks! That's a pretty big bug :). Thanks for the spot. I'll get that cleaned up in the next patch.
A fix for this is incoming. The file is currently in authorization. Thanks for the bug report and video!
Sorry, I mean copy/paste the save FOLDER over.
The bug you are describing was fixed in version 1.2. I just double checked and cannot replicate it in version 1.2, so I assume you just need to download the latest version. You can copy/paste your save file over to the new version if you want to maintain your highscores and save data.
Darnit. Every time I fix a bug four more seem to pop up in its place! Let me just double check, this only happens when you full screen the app, right? if you continue playing it windowed it shouldn't happen. Is that your experience as well?
I will get this fixed and out with the new build.
If you're basing this on the image, the items in that from v1.1, and 1.2 has items with the same resolution.
I don't know how to do that, and it would be hard for me to test without a Mac. However, I plan to release it open source sometime in the nearish future, so someone with the knowhow may port it over.
Hey, potato, what class were you playing? I can lower the noise of the special ability, but most classes have different sounds for their special ability.
I'm hoping to resolve all the other bugs in the next patch.
Thanks! Hope you keep following, I plan to keep adding and fixing junk in this until I run out of ideas.
Ah, nice bug find, I will get that fixed up for the next patch. I am actually hoping I will get enough time to do an interesting boss fight at the end of the game, but making a boss fight interesting when the gameplay is so heavily focused on dungeoneering is going to be difficult, so I'll get one in if I can make it work.
I'm sorry, I don't recall deleting any comments. If it was on a previous version download, I deleted it because I didn't want people getting confused and accidentally downloading old versions, it had nothing to do with comments.
Hey Ushiri. In the next build, the equipping bug (right-clicking on the sword) will be fixed. Lowering the level-up sound won't make it into the next build but I will definitely put it on the todo list for the build following that.
Thanks for the feedback. I can try getting in an easier difficulty if you think that'd be more fun.
I'm the developer on Through (http://www.indiedb.com/games/through). It's a roguelike on IndieDB that uses the Oryx tileset (which I can tell Epilogue does not use, but it looks like the art might have been a bit inspired by it).
I figured since we were working on games in the same genre with similar art styles hosted on the same website, I should say hi!
I played a bit of your game this morning for the first time and thought it was a lot of fun. I dig how diverse the roguelike genre is getting. Despite how surface-level similar our games appear, they play and feel radically different. Yours feels maximalist, almost simulationist, in how it handles representing characters, enemies, even time. Mine is endeavoring for getting as much as I can out of as few elements as possible. I was hoping it would feel like a board game. I've been adding and subtracting features for the last two years now, but I think the overall complexity of the game has stayed somewhat consistent. Epilogue also feels like it has a pretty defined world and mythology, whereas I wanted Through to be a paper thin cliche to keep the focus off the world and characters.
Anyway, just wanted to say hi and express my appreciation for what you're doing. I intend to buy it and give it a few more plays soon. Good luck with future patches.
You posted some great feedback on the Windows downloadable that convinced me to do a hot fix (for the fire trap wand and a minor witch nerf). You might not be able to see those comments since the hot fix is currently awaiting authorization and I have no idea what that looks like to people who are not me.
This bug should now be fixed. Please comment here or message me if you're still having problems.
WARNING! There's a game breaking bug that generates infinity XP in the windows version when fighting elite enemies!!! I will try and get it fixed later today. In the mean time, please play the web version instead! Sorry about that.
That'd be great! I'd love to read some feedback. Just want to note that the game is still a work in progress, so feel free to point out what direction you'd like the game to be moving in as well. And send me a link if you do write it.
Okay, just fixed this bug in the web version. The executable will have the fix when the next build comes out.
Dang! A friend reported that bug but I couldn't reproduce it so I of course figured he was crazy. I'll see if I can figure out what's happening. Thanks for the heads up.
It's written in C++. I'm using FMod for sound and OpenGL for graphics.
I do intend to release the source soon. There's a few loose ends I want to tie up before I do so (put a bunch of comments in, clean up some of the uglier places of the code), but it will be open source soon.