100 Rogues 2.0 iPhone and iPod Touch
100 Rogues is an arcade-style dungeon crawling adventure for iPhone, iPod Touch and the iPad. Maps, monsters and loot all generate randomly, making each playthrough a new experience. You wonít find another game that looks, plays, or sounds like 100 Rogues, as it's got fully animated 2D pixel art, and classic videogame-style music.
100 Rogues is about player improvement more than character improvement, as your unfortunate Rogueís death is almost guaranteed. Like a game of Tetris or Galaga, 100 Rogues isnít about completion; itís about seeing how you can do in one play session.
Explore randomly-generated dungeons; find rare magical weapons, armor and other artifacts; meet strange, interesting monsters and do battle in a thought-provoking, turn-based-strategy combat system. Our characters have their own unique skill trees, and as you gain experience you can unlock new skills to survive against tougher opponents.
Developed by Dinofarm Games
Published by Fusion Reactions
Lead Designer: Keith Burgun
Art Director: Blake Reynolds
Lead Software Developer: Wes Paugh
What's new in Version 2.0
Hell! Another world, with new levels, music, monsters and maps to explore, has been added to the end of the game, appropriately situated between the Dungeon and Satan. (Hell Beta has been disabled)
New Boss: A new, Dungeon-themed boss has been placed between the Dungeon and the new Hell world
Amafyst: The Fairy Wizard's basic projectile skill now leaves behind Crystal Caltrops upon impact, each lasting 10 turns dealing damage and slowing monsters that walk on them. Each skill point in Amafyst creates a higher number of more damaging crystals
Easy Mode now spans all three game worlds
Game Center can now be disabled via 100 Rogues user preferences in the Settings App
Tutorial messages added (Tutorials can be disabled via in the game Menu)
New Balance Features:
Map Generation: Each map is now comprised of a mix of handcrafted and randomly generated rooms
Mob Clustering: Monsters now spawn more tightly in groups, and only spawn in mobs within rooms, reducing the incidence of difficult encounters in hallways.
Respawning: Only monsters designated by the designer as being appropriate for one-one-one encounters can spawn in hallways or respawn over time.
Starting stats / inventory adjusted for both classes
Whack of Glory now has a chance to miss
End of game Score Tally Screen cleaned up
Challenge Mode menu revamped
Stability improvements throughout the game
Monsters from previous levels are no longer reloaded into the game (often appearing stuck in walls)
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