Well, now that the party update's out, what's next? First up will be more classes in the near future (Mage and Cleric). After that, the next major update (0.5) will probably be quests and "Magic". (Note magic is different than mages, "Magic" will be a currency that slowly replenishes that can do various stuff.) That should be most of the core game systems completed, after that it's simply refining (which may include graphical updates) and maybe new systems later.
I think I may have a solution in place which greatly reduces the number of "rolled back saves". If you still have a problem with your save, be sure to mention what message you got when your game loaded.
Just a FYI, I'm submitting a hotfix that will cheater-flag anyone who submits an abnormally high dungeon rating. I think everyone knows why. (The rating is set pretty high, so you shouldn't worry about reaching it in normal play)
Hotfix submitted, if anyone gets the trickery message _in normal play_, you'll have to message me your save file so I can check it out and remove the cheater flag (if you're not cheating that is...I can check)
For those of you that may have tried to look at the changelog right after I uploaded, just published a hotfix (again with the hotfixes...) -- the changelog had actually gotten too big to display.
Just a FYI, I have a hotfix for a bug with the new part page incoming, it's not a _critical_ bug but it could cause some weirdness if you unlock a new part group. (If you have this bug happen before the fix is put in place, closing and opening the group will fix it, but the fix should be in place in minutes.)
Just published a hotfix to the auto-explore patch regarding a bug I found after it was published -- if you see an instance where your adventurer gets "stuck" attempting to clear a dungeon "not on the ledger", refresh.
Just a FYI, published a hotfix to the explore update to stop a possible abuse I thought of right after publishing. (Setting attack to the max and defense to the minimum -- would allow adventurers to one-shot the mobs in the dungeons even though they get one-shot themselves).
Just a FYI, the exploration update will be coming very soon, I'm just having a little trouble with balance right now. (Need to find the magic formula...) It will probably be either tomorrow or the next day.
Regarding the rolled back saves, I'm wondering if that's a side effect of adjusting the system clock. There's no way for the game itself to roll back the save, so it has to be the browser itself refusing to accept the save files (possibly due to it thinking the "save" it has is newer?). I'll have to do some more research, however keep in mind if you adjust the system clock, unpredictable things may happen.
There was a bug in the loading routine for the new conversion buildings. If anyone lost any buildings (i.e. it autosaved after the load error) first try Advanced Load / Local Storage, if that doesn't work pm me you save and what you lost.
Just some thoughts I had. Exploration as it is right now is a bit broken when you get to higher levels, so I'm thinking of revamping it. Adventurers should be able to find easier dungeons if they want to. The changes I'm thinking of making are changing exploration from a random value based on the length, attentiveness, and level of the adventurer to sliders in a new window. The higher the set stats, the longer the exploration will take, however this could be reduced by the attentiveness stat. There will be limits however, most likely via a new building, most likely named "The Cartographer's " (don't really want to use guild again, but..) Thoughts?
Published a quick update with only a couple of minor bugfixes, still planning adventurer skills which should be next. Hopefully the initial iteration of adventurer skills should be in this weekend, but this is something that requires a lot of planning -- so it could be early next week.
Published a quick update with a couple of bugfixes (adventurers now unequip on class change, and parts are now properly deducted when you craft an item.)
Published another late night version. I've added an additional backup save in the localstorage of the browser, to hopefully fix the save issues. Keep in mind the backup saves are only generated every 5 minutes (instead of 2), so it may still be a little out of date.
Just published a bugfix update with a fix to two bugs (hopefully fixed the bug with adventurers going to the wrong dungeon, and the other one I hope no one saw (was an exploit which allowed you to continuously get offline time)).
Hotfix submitted, if anyone gets the trickery message _in normal play_, you'll have to message me your save file so I can check it out and remove the cheater flag (if you're not cheating that is...I can check)