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* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it would probably kill you if you tried to fight it at its strongest.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it would probably kill you if you tried to fight it at its strongest.



* DungeonBypass: On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players can sometimes find the exit while there are half the doors left unopened. They will then have the choice of leaving early or keep exploring for more loot.

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* DungeonBypass: DungeonBypass:
**
On later floors, Hurna Riders can smash down closed doors. Since opening a door (even one that links two already-explored rooms) runs resource generation ''and'' generally spawns enemies in unlit rooms, this can be extremely bad. Nevermind the potential of an enemy breaking open a door to an unexplored room in a weaker area.
** As the levels are randomly generated, players Players can sometimes find the exit while there are half extraordinarily early due to the doors left unopened. They will map being randomly generated, after which they then have the choice of leaving early or keep exploring for more loot.



* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;

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* LampshadeHanging: The game hangs a little one on the frequency of hostile encounters;encounters. The random elevator conversations often involve these as well.



** The random elevator conversations often involve these as well.



* MagikarpPower: The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.

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* MagikarpPower: MagikarpPower:
**
The [=KIP=][[labelnote:*]]Knowledge Is Power[[/labelnote]] Cannon is powered by stockpiled Science points - the more unspent Science you have, the more powerful it becomes. The basic version gains .8 attack power per unspent Science point up to a maximum of ''100'' (to contrast, the basic defensive 'Prisoner Prod' module has an attack power of around 10 to begin with), and the later versions only get stronger.



* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.
** The more the enemies manage to attack your crystal, the less Dust you will have, which means less floors lighted up, causing more waves of mooks to spawn, ensuring a higher chance of mooks getting to attack the crystal.
* ZergRush: Once a hero picks up the crystal, mooks will continuously spawn from all dark rooms on the map.
** Necrophage Larvae. They're very weak but they always appear in numbers.

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* UnstableEquilibrium: Since your characters, items and resources carry over to the next floor, the game will only get harder if you get off on a bad start.
** The
start. Likewise, the more the enemies manage to attack your crystal, the less Dust you will have, which means less floors lighted can be lit up, causing more waves of mooks to spawn, and thus ensuring a higher chance of mooks getting to attack the crystal.
* ZergRush: ZergRush:
**
Once a hero picks up the crystal, mooks will continuously spawn from all dark rooms on the map.
** The Necrophage Larvae. They're Larvae monsters are very weak but they always appear in numbers.


** When your crystal is under attack, a warning alarm plays, and a text message saying "now is a good time to panic". They ''mean it''.

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** When your crystal is under attack, a warning alarm plays, and a text message saying "now is a good time to panic".panic" appears. They ''mean it''.

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* OhCrap:
** When your crystal is under attack, a warning alarm plays, and a text message saying "now is a good time to panic". They ''mean it''.
** The shutdown noise whenever a door you open triggers an EMP surge. If the affected room is one you're relying on to hold off the hordes, now is a good time to panic.


* {{Permadeath}}: Like most {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.

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* {{Permadeath}}: Like most {{Roguelike}}s, characters that are killed are KilledOffForReal with no way to bring them back. The only exception is two exceptions are the Refreezerator Pod, where you only have a single hero for the playthrough that respawns at the cost of food.food, and buying the Time of Sands item from the incredibly rare Death Dealer, which takes up an accessory slot but will revive the hero it's equipped on when they die, but with only a portion of their HP (they get more HP back the longer they held the item).


Similar to Endless Space and Endless Legend, the game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set, but the usage is bit different. Especially Dust, which is no longer a currency, but acts as energy to power rooms and doesn't carry over to the next floor.

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Similar to Endless Space ''Endless Space'' and Endless Legend, ''Endless Legend'', the game also uses the same '[=FIDS=]' (Food, Industry, Dust, Science) resource set, but the usage is bit different. Especially Dust, which is no longer a currency, but acts as energy to power rooms and doesn't carry over to the next floor.


* ActionGirl: Pretty much every female character in the game is capable of combat.

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* MetalSlime: The largest form of Vultu stays for a limited time before it self-destructs, but if it is killed by the player, it drops a good amount of Dust.


* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and can [[SquishyWizard buff and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.

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* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] armored-but-slower types for holding choke-points or guarding modules; modules, weaklings that [[TheMedic support others]] and can [[SquishyWizard buff and repair modules]]; modules]], or [[FragileSpeedster speedy, balanced roles]] roles best suited for exploring and carrying the crystal.


* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it will probably kill you then if you tried to fight at its strongest.

to:

* AntiFrustrationFeatures: Chimera Keepers don't spawn at all if the Refreezerator Pod (where you can only use a single hero) or the Library Pod (all heroes have their damage nerfed and cannot equip weapons) is selected, due to the fact that it will would probably kill you then if you tried to fight it at its strongest.



* ContinuityNod: Contains several to ''VideoGame/EndlessLegend''. Opbot is the narrator for the Vaulters main storyline quest (and later shows up in ''VideoGame/EndlessSpace''), and the crystal shows up as part of the line of quests needed to reach a Quest victory.



* EscortMission: Carrying the Crystal to the exit. The hero who does it can't attack, use abilities and moves a lot slower, so he needs protection from the others or modules along the way. Though with a good setup, they can simply defend a bottleneck until he is close to the exit.

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* EscortMission: Carrying the Crystal to the exit. The hero who does it can't attack, attack or use abilities and moves a lot slower, so he or she needs protection from the others or modules along the way. Though with With a good setup, they you can simply defend a bottleneck until he the crystal is close to the exit.



* LawOfChromaticSuperiority: All the Elite Silics are red in colour (except the Silic Supporter whose basic form is also red).

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* LawOfChromaticSuperiority: All the Elite Silics are red in colour (except the Silic Supporter Supporter, whose basic form is also red).already red -- their elite form is gold).



* RagtagBandofMisfits: Your team will probably end up as this. The first four available characters, alone, consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.

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* RagtagBandofMisfits: RagtagBandOfMisfits: Your team will probably end up as this. The first four available characters, alone, characters alone consist of a [[NoIndoorVoice loud-mouthed]] doctor, a blade-wielding bounty hunter, a [[HulkSpeak Hulk speaking]] mercenary, and a cowardly thief. They only get weirder from there.

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* {{Crossover}}: The Australium DLC adds ''VideoGame/TeamFortress2'' characters into the game.

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* IncrediblyDurableEnemies: Later on, the enemies have lots of health and can take a good amount of punishment before dying. This isn't a problem when the waves are small, but when they're large, you're supposed to use your turrets and modules to soften them up for your heroes to kill.


** One of the items you can find is TheHitchhikersGuideToTheGalaxy.

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** One of the items you can find is TheHitchhikersGuideToTheGalaxy.Franchise/TheHitchhikersGuideToTheGalaxy.

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* ActionGirl: Pretty much every female character in the game is capable of combat.

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* RealTimeWithPause: One can use the pause function during and out of combat to give orders to heroes. However, there is an unlockable ship and an achievement that requires the player to ''not'' use this function at all in a winning game.


* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and [[SquishyWizard buffing and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.

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* FighterMageThief: Heroes are all either: [[MightyGlacier armoured-but-slower]] types for holding choke-points or guarding modules; weaklings that [[TheMedic support others]] and can [[SquishyWizard buffing buff and repair modules]]; or [[FragileSpeedster speedy, balanced roles]] best suited for exploring and carrying the crystal.



* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a give-away: no pausing, stronger monsters, negative events (e.g. EMPs that disable modules) are more frequent, slots/heroes/items spawn less often, healing is more expensive and, to top it all off, enemies can now spawn when you research.

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* HarderThanHard: The Sanitary Pod. Considering that "Easy mode" is anything but, being labelled the "Hard Mode" ship should be a give-away: warning, as all of the following is heaped on: no in-game pausing, removing any turn-based advantages; stronger monsters, monsters; negative events (e.g. EMPs that disable modules) events, such as slowing gas and module disabling [=EMPs=], are much more frequent, slots/heroes/items likely; module slots, heroes, and items spawn much less often, often; healing is more expensive expensive; and, to top it all off, enemies can now spawn when you research.research too.

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