Author Topic: Unexplored (now at v1.15 The Arcade Update) $  (Read 8719 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Unexplored (now at v1.15 The Arcade Update) $
« on: February 22, 2017, 12:59:06 PM »
http://store.steampowered.com/app/506870/ $9.99 Win

Quote
Real-time Roguelite Dungeon Crawling at its Very Best!
Unexplored is an accessible yet challenging roguelite action rpg, featuring a fantastic level generator, and a surprising amount of content and depth.Explore dangerous dungeons, solve mysterious puzzles and engage hundreds of foes, big and small, in intense melee combat.

    Easy to Play, Easy to Die
    Fantastic Generated Dungeons (using brand new tech)
    Real Emergent Gameplay with many Tactical Options
    Intense, Real-time, Dual Wielding Melee Combat
    Stealth Mechanics (dungeon crawling like a real rogue…)
    Over 50 dangerous bosses
    Challenging, generated puzzles
    Adaptive, original soundtrack

In the Words Of A Player: What Do You Feel Makes the Game Stand Out?
Misery, one of Unexplored’s Early Access players, thought our description didn’t do the game justice. So, we asked: “What do you feel makes the game stand out?”
We really liked what Misery wrote, so here’s a summary:

    1. the Dungeon Generation
    2. It uses a ton of traditional roguelike concepts, but in non-annoying ways
    The fact that the game FEELS like a traditional one while still being real-time is a pretty major thing as far as I see it.
    3. The combat is pretty fun, yeah
    Lots going on there, particularly once things like potions and staves or whatever are thrown into the mix. Feels more tactical than the usual "shoot everything" sort.
    4. Pausing the game
    Being able to pause the game and deal with your inventory, use items, and examine things, without actually leaving the game screen, that's a big one. It all really opens up a lot of options for tactical play.
    5. The Puzzles
    [The puzzles] feel like the sorts that the old Zelda games used to use. That same satisfaction from that is here overall.
    6. The hub floors
    Ended up being a great feature.
    7. The huge variety of enemies
    Not just bosses, but monsters and traps and all sorts of stuff. I've been constantly impressed by this. Even after so much time with the game there's still plenty I haven't even seen yet.
    8. And of course the whole "lock and key" concept.

We continue with our own, inferior description:

The goal of Unexplored
The goal of Unexplored is to find the dragon in the depths of the dungeon of doom, slay it to claim the Amulet of Yendor and bring it back to the surface. Every run, the game will create an intricate map of dungeons, hinting at foes to come and solutions for puzzles you’ll face.
Lots Of Bosses
During your adventure through the dungeons, you’ll regularly face off with one of over fifty possible bosses. These range from the Queen Ant, to the Balrog and, yes, several menacing Dragons. Some of these bosses can only be slain with the right weapons, so make sure not to miss those on the previous levels.
Uncover Secret Items
In the spirit of roguelikes, the game does not tell you which potions will save you, and which will kill you. You’ll have to find out yourself either by taking risk or using the right Magic Scrolls. Same story for the Enchanted Weapons: are they blessed with divine powers or cursed with deadly spells?
Puzzles
Pitted throughout the dungeons you’ll encounter strange statues. Some of these are part of puzzles and solving those may reap great rewards. So, you may want to pick up and read the books you’ll see lying around. They may feature hints on how to solve a puzzle, even one a few levels deeper.
Weapons
You’ll be able to equip two items and wield them both. In the darkest deeps you might want to hold a burning torch beside your axe. Bats tend to be killed easily from a distance by throwing daggers at them, so why not equip them in both slots? Or wield a whip, no better, the Flaming Whip you just plucked from that Balrog you managed to finally kill. Or… perhaps it’s best you start with a shield. A big, enchanted shield. Yes.
Armor
Your starting armor may not seem like much, but that’s only because… well, because it IS not that much. It will keep you safe from the bites of bats, but don’t try your luck with an Orc. Beat the right foes to collect their leather breastplates or chainmail. Or… equip the right cloak on go stealth…
Wait, Stealth?
Yes, that is an option. You can go unnoticed for a long time and execute surprise attacks for added damage. Like everything in Unexplored, it’s up to you to weigh the rewards versus the risk. Because a surprise attack on a Necromancer may sound like a terrific idea, but it’ll probably survive your first strike, leaving you quite vulnerable in your cloak of cloth.

Progression
Unexplored features several kinds of progression for you and your character. The most important is simple: experience. Expect to die a lot in the beginning, whilst learning exactly how to play the game. But you will learn and before you know, you reach a deeper level every run. However, there’s more than just experience. Within each run, you’ll find Potions of Strength, drink those and your power increases for as long as your stays alive. A Potion of Life not only completely heals your hero, it increases the amount of Hit Points. Upgrading your equipment by combining it with certain magic items on an anvil will grant you perks for the time being. Offer to the Gods, and you may receive another upgrade.However, if you die, your powers die with you. Unexplored is a game featuring perma-death.
Nevertheless, some upgrades are permanent. When you unlock achievements, you unlock equipment and items you can purchase before you start a new run. You pay for these items with the other permanent feature: gold. Your hero will inherit all the gold your previous one owned. So it is always an absolutely fabulous idea to try an open as many chests as possible, you might get rich trying.
Or, just spend it all during your run when you meet one of the vendors. Yes, you heard that correctly: during the game you will be able to spend your gold on new equipment and potions. Obviously, if you subsequently fail, all that gold is lost. Like in forever.
Crafting and Mixing
The deeper you go, the more dangerous the dungeons will be. So, make sure to pick up the right equipment, potions and scrolls along the way. You can even craft better items and mix healthy or plain deadly drinks.

Foreshadowing…?
Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those.
That’s It?
No, of course not. Unexplored is a game filled with content, with lava and water, plants and trees (flammable trees that is), with hidden doors and locked doors (use lockpicks!), with small bosses and big bosses and with so much more. But we won’t spoil everything here. It’s up to you to find out! So, go have yourself an adventure! You’ll love it!

community
Unexplored has a fantastic community of players helping each other out. They have been an integral part of the development of this game. So, if you're really stuck, let us know in the Steam forum, and we, or one of the other players, will try and help you out.
« Last Edit: July 31, 2017, 06:04:03 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.9 Mythril Run Free DLC) $
« Reply #1 on: May 05, 2017, 02:35:41 PM »
v1.9 and Mythril Run Free DLC----some big updates here since launch!   8)

Quote
As soon as the secret password leaves your lips, you end up in the first chamber of a cavernous room. This is what dwarves call a mine. A mine!

Welcome to Moryondor! You must be a very ambitious one, to venture here. The only way out is through the mines, and out the other side. To find your way, you will have to delve deep. Too deep, perhaps? Who knows what you will find down there…

Fortunately, this being a dwarven mine, you will also find gems, precious metals and coins aplenty. Let’s see if you can find more gold than the other brave souls who took on the challenge that is Moryondor.

Be welcome friend… and enter!

A brand new dungeon challenge
The Mines of Moryondor pose a new challenge for experienced dungeoneers. In this brand new, special run, you compete to collect as much gold as possible. The overall structure of the mines stays the same every run, but details and levels layouts change every time. Uncover the secrets of this abandoned dwarven mine over multiple runs, unlock and improve several characters, and climb Moryondor's hallowed hall of fame.

Something of an experiment
The effect of this structure is that every new adventurer that braves the darkness of Moryondor will have a little more information to go on. But the information is imperfect: it is more like rumors and hearsay than an accurate treasure map.

This means that past experience in Moryondor helps getting a good score. But skill and luck will factor into it in equal measures as well. This might not be the conventional way to go about high scores, but we think it will create an exciting experience, nonetheless.

v1.9

Quote
New Features
- Adds a few new puzzles and mysteries involving light and darkness.
- Adds Shadowwalls, a new type of rock that opens for the bearer of light.
- Adds a couple more trap room types.
- Adds Fire Bats and Poison Spiders.
- You can now add a stack of blank scrolls on a magic desk.
- Deafness is now a visible status.
- Prepares game for Mithril Run Free DLC.

Game Balance
- Tombs can be moved and destroyed.
- Enemies spawned by Grievous can not be avoided.

Bug Fixes
- Skill Stones cannot be used on a Cloak of Movement.
- You cannot teleport or descend into a windmill.
- Spikes save their state.
- Enemies are smarter about what they pick-up.
- Fixes a couple messages spamming the gameplay log.
- You will not auto equip weapons when two handing a heavy weapon.
- Big enemies will not pick up and wear helmets.
- Fixes another occurance of the water death traps.
- Fixes a crash on loading a level related to door sounds.
- Fixes issue with missing stairs in the Makeshift Time Trial.


Quote
New Features
- The entire map and dungeon lay-out are revealed after you die (but not in dailies or weeklies).
- Hovering an floor in the dungeon lay-out map makes the appropriate stairs blink.
- Iron ore can be used to repair unenchanted, corroded weapons and armor.

Game Balance
- Nerfs the vine attack from the Monstrous Vine.
- Restricts the number of random drops for sigils and ogre hearts.
- Class bound items, and regular hats and cloaks cannot be corroded.
- Changes order of damage resolution to armor first and immunities/reductions second (effectively nerfs stone skin ring a little).
- Changes the way corrosion and enchantments affects the protection chance of armors.
- There is a slight delay between activating and dealing damage for electrifying creatures.

Two new types of water
The game now has poisonous water and wyrd water. Both can be found the occasional pool, but don't be surprised if you run into a whole lake of the stuff. Poisonous water emits poisonous fumes, but is otherwise quite safe, as long as you don't drink it. Wyrd water emits Myst, and the sometimes magic missiles. A quite deadly combination if you are not careful. The fish that call these pools their home also have adapted to their new environments in interesting ways...

Two new types of rock formations
You might also encounter 'grow rock' or 'whyte rock'. Both types of rocks are quite lively. They might grow or shrink on their own accord, you might be forced to smash your way through. But be mindful of the repercussions that might have.

Two new type of cave environments
You'll also notice that there are two new types of cave environments you might encounter. One dark and edgy, the other purplish and mysterious. But other that creating a different atmosphere these have little effect.

Scorched levels
We've reduced the amount of lava you might encounter on the deeper levels, but introduces a different type of fiery environment to replace it. One that is haunted by living flames.

For some controversy...
This update also introduces class bound items for the Wizard, the Cleric and the Barbarian. Class-bound items cannot be removed, although they can be improved. We do realize it makes these classes slightly less versatile as one inventory slot is taken, so it might take some getting used to. However, we do feel that this concepts brings many new opportunities to the table. For example, the Barbarian can now start with a strength of 14 (but this is offset by the fact that he starts with strength 10 as far as armor is concerned).

More features
- You can now heat up water over fires. We expect to expand on this feature soon. So it stll is quite safe to heat up a potion of explosion, for now...
- Hot water cools down.
- Weapons and staffs also blink in the world when they are nearly depleted.

Game balance
- Reduces the number of magic missiles that can spawn in Myst at the same time.
- Enemies are more mindful of the things they pick up.

New Content
This update contains two brand new bosses: The Ice Dragon and The White Wizard. There are also two new enemy types: Walkers and Frost Giants (well, to be honest, by accident the frost giants already occasionally popped up in version 1.6.1).

There are now also more variations of magic stones for you to play around with. One type is connected to the new Walker enemies, while the other two are not related to ice or cold at all...

Hiding your UI is optional, to activate this mode you need to go to the options menu, click Graphic Options and than deselect the button 'Show UI'.

There you can also find options to keep showing the minimap and/or keep showing your health and other status bars.

The effect is a whole different, more immersive way to experience the Dungeon of Doom...

New Features
- Makeshift Time Trial: a new extra hard, competitive mode where the objective is to complete a short dungeon as quickly as possible, but you can only start that dungeon once.
- You can click many status bars to get more info on that particular status.
- Aggregates small damage messages into one log entry.

Weapons
- Improves timing of swinging weapons.
- Increases swinging speed for swinging weapons.
- Increases knock-backs when something is hit by a melee weapon.
- You stop lunging forward when you hit something with a stabbing or swinging weapon.

Praying and Offerings
- Praying for help can destroy statues, tombs, turrets or columns that block narrow passages.
- Grievous is more picky about who/what you killed with a weapon before accepting it.

Classes and Starting Gear
- Adds Items of Parrying.
- The Warrior starts with anextra Ring of Parrying and a dagger.
- The Adventurer starts with some extra torches and an extra ration.
- The Cleric starts with a couple of scrolls.
- The Wizard starts with a Scroll of Recharging
- You can only buy 1 Scroll of Enchanting at the start of a run.
- The random items you can buy are tied to the dungeon's seed.

New Creatures
- Boars
- Dryads
- Hexarocs
- Jabberlings
- Jitterlings
- Mimics

New Bosses
- The Blighted Boar
- The Jabberling Chief
- The Jitterling Chief
- The Wasp Queen

7 types of lizards and two new lizard bosses: The Amphibian, and the Lounge Lizard. Wasps now also make an appearance in the Dungeon of Doom.

So... you wanted extra variety? Well, how about 50 new bosses?

We just pushed our absolutely weirdest, most bizarre update ever. To start with the good news: we've added about 50 bosses to the game. No joke. You'll encounter way, way more bosses than before. And they're pretty cool, if we may say so ourselves.

But here's the thing: these bosses were supposed to be in the game since launch. Somehow a tiny bug prevented them from spawning in the dungeons.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.9 Ripley Run Free DLC) $
« Reply #2 on: May 18, 2017, 03:23:16 PM »
Ripley Run DLC
Quote
Face off a horde of alien Creeps with your trusty repeater crossbow. Learn the secrets of the overrun mining colony and defeat The Visitor Queen to set a really high score. The Ripley Run adds a new, action-packed game mode complete with its own achievements, leaderboard, and unlockables.

In these depths... everything will hear you scream!

Traveling through the desolate wastes you approach the mining colony. You hear nothing, but a funny feeling creeps down your back. Like you are being watched. Turning a corner, you find the corpses of some of the unfortunate inhabitants of the colony. One of them has an odd, scaly mask glued to his face. When you touch it, it starts to move and vanishes quickly in a dark corner.

Now you know what happened here... Creeps! That leaves you no choice, really. You will have to find them all, and kill them. Because you cannot allow even one of them to live and escape!

Now go, and be a hero!

An action-packed DLC

In Ripley Run, only your number of kills count. Face off hordes of Creeps with your repeater crossbow, a Ring of Detect Life, and a stack of explosive potions. Kill the Visitor Queen to finish the run and double your kills.

The real challenge of the Ripley Run is to carefully manage your resources and learn where to look for more in the overrun mining colony. Unlock several achievements to improve your character from the start and you just might set a really high score.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.10 Balance Update) $
« Reply #3 on: May 24, 2017, 05:45:51 PM »
v1.10

Quote
After the release of the Ripley Run DLC quite a few player reported crashes and memory issues. So this week we scrambled to make sure these got fixed as soon as possible. We've already been testing out some solutions in the unstable branch over the last couple of days, and from what we hear most issues were solved. That alone would justify a major update; but we also managed to address some balance issues: mostly concerning the combat dynamics and stealth.

Combat Dynamics
From the comments here and elsewhere we noticed that melee combat was still something of an issue. The swinging attack was still difficult to time right, and attacks by enemies were hard to avoid.

To solve these issues, we've changed the swing attack so that you first hold your weapon to the side and then swing and step forward. Enemies do this also, giving a chance to dodge their attacks. You can also see when an enemy is about to lunge forward with a spear or short sword.

This is quite a big change to the fighting dynamics, and it might take some getting used to as the timing is slightly different. But overall we are pretty confident it is a big improvement and we expect you'll get the hang of it quickly. We'll be monitoring the forum in case you feel otherwise.

Stealth
There have been two changes to stealth. First of all, when you are in stealth mope you are no longer slowed down, as it sometimes was hard to control, and the lack of control could make it feel a little sluggish. On the other hand, enemies have a better chance of spotting you when you are hidden, especially if they have seen you just before, or when they have a keen sense of smell.

Other changes were also made. Check the complete overview below:

New Features
- Changes swinging weapon dynamics.
- You can see when an enemy is about to swing or lunge.
- Adds a couple of visual indicators of AI State.
- You can combine a staff of fire ball and a staff of lightning to make a staff of switching.
- When you reload a game it starts paused.
- You can grab torches from walls by using tools.
- You can coat weapons in oil.

Game Balance
- Enemies have a better chance to finding you while hidden if they recently spotted you.
- Sneaking no longer reduces your speed.
- Daggers and potions no longer knock back big creatures such as trolls as much.
- Boiled Leather stops 50% of the blows from the front.
- Increase knock-back on melee weapons (and stabbing weapons in particular).
- The Lounge Lizard's lightning spells deal 10 damage.
- The Marine Magus marine missiles deal 8 damage.
- Praying works for destructible walls, one-way teleporters, and disabled teleporters.
- Eggs wake up if you bump into them.

Performance
- Improves ray-tracing (better performance near multiple light sources).
- Less memory intensive game log.

Bug Fixes
- Fixes generator issue that caused memory leak like behavior.
- Fixes issues with the Crackling and Thorough achievements in the Ripley Run.
- Falling down in a time trial no longer caused problems.
- Fixes issue with count jade cat puzzle.

To all new players that joined us the recent sale: please let us know what you think about the game in general and these updates in particular. And to all players that have been around for longer, you knew already that any type of feedback is appreciated by us, so you didn't need to be reminded, did you?
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.11 Classes Update) $
« Reply #4 on: June 03, 2017, 12:25:14 PM »
v1.11 Classes

Quote
A new class makes it appearance in the Dungeon of Doom, along with a new class of weapon: we've just added the Musketeer and fire arms.

Classes and achievements
The Musketeer is a new unlockable class in Unexplored. You'll need to get the brand new 'Dodge This!' achievement to be able to start as a Musketeer. The Musketeer starts with a pistol and hat so fancy it will make the Wizard jealous.

We've also added 11 other new achievements. Eight of these are class specific challenges, to be executed with a particular class on the hardest difficulty setting. Succeeding will give you a permanent boost to that class.

Class specific drops and game balance
In this upgrade we've also changed the balance somewhat. First of all, the game now generates class specific items as rewards inside the dungeon. If you play the same seed but with different classes you will notice that the Wizard is more likely to find a new staff, whereas the Warrior is more is more likely to find potions of Strength or an enchanted sword.

In addition, staves no longer automatically recharge, but their charges typically last longer. We fully expect to twist some of these dials up and down for a little while longer in order to get the balance just right.

Fire arms
Fire arms are a new rare weapon type that makes it appearance in the Dungeon of Doom. Although they cause a lot of damage they are not easy to use. First of all they require gunpowder and bullets to load, and those are very rare. In addition, they are slow to reload especially if you are also moving at the same time. Better make those shots count and make sure you also have a melee weapon ready for when the enemy closes in.

There are a couple of varieties of fire arms. Pistols can be fired with one hand but have poor range. Muskets have good range but require two hands. Blunderbusses don't require bullets, they fire a short ranged grape shot instead that might hit multiple targets at once.

Lucky is the adventurer that finds a gun and ammunition hidden in the Dungeon of Doom. It is more likely you'll need to pry them from the dead hands of their previous owners.

To summarize the changes:

New features
- Adds the Musketeer character class.
- Adds 12 new in-game achievements
- Adds Pistols, Muskets, Blunderbusses, Ratling Guns, Gunpowder, and Bombs.
- Adds the Kobold Boomer.
- Adds Ratling Gunners.
- Inventory can now be auto sorted.

Game balance
- Updated the loading mechanics of the crossbow and the repeater crossbow.
- In the Ripley Run enemies no longer respawn right next to an exit.
- Introduces class-specific loot.
- Wizard start with extra scroll of recharge.
- Staves no longer recharge over time (but have more charges to start with).
- Reduces the costs for some high-end starting equipment.

Bug fixes
- Staves do not lose energy when switching levels.
- Fixed an issue with items of Hubris.
- You can only collect blood from kills.

What's next?
We will be fixing bugs and addressing balance issues as always. In addition, JD will focus on the generation of rooms and interiors next week, while Elias is working on a system that will allow you to set your own traps. In the meantime, any feedback is welcome!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.13 Sacred Sites Update) $
« Reply #5 on: June 30, 2017, 05:56:49 PM »
v1.13 Sacred Sites

Quote
Did you ever want to explore the fabled Labyrinthine Library (If only to look up how that is spelled correctly)? Always wanted to pay the proper respects to Lady Sophie in her own Sanctum (and ask Her why on earth She heals all indiscriminately, even followers of Lord Grievous)? Now is your chance because this week's update adds 6 special floors you might uncover during your stay in the Dungeon of Doom, including these two.

The Sites
The Sacred Sites added are The Labyrinthine Library, Sophie's Sanctum, The Lake of Cleansing, The Forge of Destiny, The Arbiter Grounds, and the Twisted Labyrinth. Gaining entrance to these special floors can by difficult, but the rewards are special, too. What about forging your own special sword on the very forge used by Density to teach mankind the art of metal-craft?

We won't tell you any more details, as it is so much better to explore these floors and their mysteries yourself.

A Little Contest: Get Your Name in the Game!
To celebrate and in honor of all the gods in Unexplored, we hold a special little contest with this release: the first five players that find the new Sacred Sites will be allowed to suggest a name for additional special floors (with our consent, of course). This allows you to write your name, or your character's name, into Unexplored's lore for all eternity.

The rules are simple, find the site and take a screenshot indicating it really is the fabled place and post a link to that screenshot as a comment to this thread. No duplicate sites though, so if you find the Twisted Library first, you win. But if somebody beat you to that particular level, you are left empty-handed.

Other Features and Fixes
- Adds the ability to mark items
- Catches more instances with class items not dropping
- Fixes small issue with the Ring of Light
- You can grab seeds again

We found our interior decorator sleeping on the job, so we fired* him. Good riddance too, as we noticed for a while now that our groundskeeper was much more imaginative with creating nice caves and poisonous lakes and waterfalls and what not. The new decorator is much better and you'll find many rooms in the Dungeon of Doom revamped and restyled on your next visit.

*) By 'fired' we mean torched and eaten alive by the Red Dragon, obviously...

Generator Remake
It took us a little longer than expected, but we've improved the part of the generator which is creating the interiors for the dungeons. We've also added more furniture and new room types for you to enjoy. The results are mostly atmospheric, but the impact on the gameplay experience is still significant. And it lays the groundwork for extra room types to be added in the near future that will have a bigger impact on the gameplay. You'll see...

Game Balance
We've also reevaluated the code that is responsible for selecting puzzles. As we noticed some puzzle types were much rarer than intended. This should be better now.

Bug Fixes
Yes, we fixed some bugs, but in general the generator remake was so demanding that we did not really kept a record. But they were mostly minor anyway.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.14 The Desolate Update) $
« Reply #6 on: July 11, 2017, 01:07:16 PM »
v1.14 The Desolate

Quote
Your footsteps echo through the empty halls of the Dungeon. It has taken some time, but you managed to find another way to the next staircase down. One that required you to deactivate a turret. But at least you did not have to confront the goblin party snoring away in the guard room that would have provided a short-cut...

So far so good, you are a ghost... Nobody's going to know you are here.

And that suits you just fine because it's been a long time since you last seen a healing potion, you barely remember it's color...

Introducing: Desolate Mode
This update is named after a special game mode we added to the game: Desolate Mode. if you choose this special setting you will find that both enemies and healing is much sparser. Basically this mode is more about avoiding combat than it is about meeting enemies head-on. It is somewhat experimental, and probably not to everybody's liking, but we think it is a very interesting way to experience the Unexplored's Dungeon of Doom. Especially since the Dungeon still has its full compliment of puzzles, traps and environmental hazards.

Mind your step, though. This mode is not supposed to be easy. Facing the Dungeon of Doom without healing potions (yes, you'll start without!) creates a challenge all by itself. Cautious is probably the operative word here.

More Flavor Content
Remember the contest we ran about ten days ago? We have started adding special flavored content as a reward for the winners. Keep an eye out for those, as they just might lead to something more than just flavor...

We plan to repeat a similar contest in the future, but this time won't do it in the spur of the moment and announce it in advance. So keep an eye on these pages if you want to make a lasting impression on the Dungeon of Doom!

Other New Features
- Adds Siroj's Tomb as a special floor.
- Adds The Winter Garden as a special floor.
- Sophie and Density can uncurse equipped items if you are in their favor and make them a suitable offer.
- Adds new wall types.
- Adds black jellies.
- Adds more bells (but no whistles).

Game Balance
- You are able to craft Dragon Scale, Mithril, and Fire Ant armors from non-runic, enchanted chain or leather.
- Cursed chests contain better items (most of them runic).
- Life potions are favored by auto heal over healing potions.
- When auto healing bleeding and poison effects are not applied.

Bug Fixes
- Fixes crash after escaping when something is wrong with the screen captures.
- Fixes crashes caused by missing floor tiles.
- Resolves issue with planned stash of Antidotes not spawning.
- Fixes issue with chasms appearing on the level of the dragon.
- Fixes issue with place shape type puzzle.
- Fixes issue with Hardened Swords not being generated properly.

As always we very much like to hear your feedback. We've got some time reserved for bug fixes and requested features over the next couple of days, so this is as a good as time as any to let us know what you think!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Unexplored (now at v1.15 The Arcade Update) $
« Reply #7 on: July 31, 2017, 06:04:37 PM »
v1.15 The Arcade

Quote
Arcade Mode has arrived! If you are up for a new challenge you should try it. In this mode you will see the most monsters, magic, and mayhem the game has to offer. Arcade mode is tough, with many enemies spawning: you’ll be knee-deep in their dead. To compensate there is also a lot of magic loot. In fact, all character classes start with an extra boost to help deal with the hordes that populate the Dungeon of Doom in this mode.

UI Changes
This update also introduces two important UI changes. One change is purely visual, the UI now looks like it is made out of stone: it adds a little detail and changes the colors slightly. If you don’t like the stone look you can always switch back to a ‘classic’ neutral look, or a mahony look if you prefer. You can do this by going to the options/graphics menu from the title (the option will not be available from in the game).

The other change is with the way items are picked up. Picking up an item now brings up a small window showing the items lying on the ground at your location. Picking up from the ground now closely resembles picking up items from a container. This will give you much more control over what you pick up, and makes going through a chamber full of dropped loot a lot easier. Although it might be a little trickier to pick up items in the heat of combat.

Optimization
We’ve also made an optimization to the content generation which should make it less memory intensive. At this stage it is still a little unclear how effective it was; the effects are very likely different on each individual system.

Looking Ahead
All good things must end and we are nearing the limits of how long we can keep improving the game. We will never stop supporting Unexplored: we will keep fixing bugs and adding the last of the planned content, we will launch a Mac build, Linux build, and one more DLC. But, opportunities have arisen that we cannot let pass. We’ll be making more detailed announcement shortly (contracts need to be signed first...), but we can already tell you that these will involve more platforms for Unexplored, and… the sequel(!).

In the short term you will notice that the frequency of updates will go down. Starting this week as holidays are coming and team-members are taking well deserved breaks over the course of the next couple of weeks.

It’s been almost a year Unexplored first came out in Early Access, during that time a truly wonderful community has sprung up around the game. More and more people are helping new players feel welcome and making excellent suggestions. We are very proud of this little community, so please do not stop. We’ll still be listening, and definitely plan to add more content whenever we can.

New Features:
- Adds arcade mode.
- Changes the way items are picked up.
- Adds two alternative and optional UI themes.
- Visually improves and distinguished cauldrons and braziers.
- Adds a button to start without equipment.
- Scrollbars in journal and release notes can be dragged with mouse and controlled with a gamepad.

Game Balance:
- Silver keys and ornate keys count as treasure and are not destroyed when they opened all their locks.
- Adds extra identification scrolls to the Mithril Run and the Ripley Run.
- Increases chance of spawning a Pistol or Musket.
- Reduces the number of doors closing behind you.
- Rings of parrying can be forged onto shields.
- Rings of Parrying are sold by ring vendors.

Bug Fixes:
- Fixes a generation error involving guns and causing plans to be regenerated.
- Fixes issue with the silver key not spawning.
- Fixes crashes when hit by lightning in myst.
- Fixes at one cause of the poorly generated shops.
- Fixes issue with scroll of pain not working correctly close to chests and doors.
- Fixes recharge behavior if Water rune armors.
- Fixes issue with enchanting negative items and then crafting them.
- Fixes issue with books about staff of blinking and grapple not spawning on the correct level.
- Fixes rounding issue with the sliders in the options menu.
- Fixes issue with swing weapons being 'stuck' after being hit whilst swinging.
- Fixes issue that cause a lot of big wooden tables to spawn.

So we still like to hear your feedback, even though it is getting more and more likely we will apply it to the sequel ;)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training