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iPhone: Underworlds Version 1.1 Update Notes

04-30-2009, 12:41 PM
Joined: Apr 2009
Posts: 304
Underworlds Version 1.1 Update Notes

Submitting to Apple on 5/1

Version 1.1 Update Notes
• Original musical score, by Voodoo Highway Music
• Dexterity now factors more heavily into the “to-hit” roll
• World-wide rankings/leaderboard system for single game and overall. Rankings include:
--Gold Collected
--Monsters Killed
--Potions Used
--Teasures Collected
--Times Completed Per Difficulty
--Fastest Time Per Difficulty
• D-pad movement controls have been substantially improved
• New character portraits
• You can now change difficulty level after a restart
• You can now restart with same character after a completed game
• Feedback system for button/control misses added
• Vibration can now be toggled on/off
• New game font for more ‘role play’ feel
• To prevent mis-taps on potions, you must now double-tap to use a potion when health/vitality is above 50%
• Treasure tables updated with unique items (purple) for lower level creatures ultra rares (gold) for higher level creatures
• Several spelling errors corrected

Thanks for everyone's support and feedback! Starting on v1.2 on Monday .

Last edited by OneEye; 04-30-2009 at 12:43 PM.
04-30-2009, 01:02 PM
Joined: Nov 2008
Location: CANADIA
Posts: 443
That double tap when HP>50 is an amazing idea!

Finally I can play the game over and over whole trying to cover myself in purple gear --- a great reason to keep playing!

"e" TENNIS ---play this and you owe me $1
Look Right............................................. ........................Look Left

04-30-2009, 01:04 PM
Joined: Feb 2009
Location: San Francisco, California
Posts: 5,305
Thanks for the update. 1.1 fixes sound great, and I'm already looking forward to 1.2.
04-30-2009, 01:05 PM
Great changes.
Looking forward to a new run-through already.
04-30-2009, 01:06 PM
Joined: Apr 2009
Location: Sacramento, CA
Posts: 4,564
These sound like they're going to make an already fantastic game even better! Thanks for the info on the update and for making such an awesome game. Now if I could just get out of having to work so I could play it more...
04-30-2009, 01:10 PM
Awesome - I can't wait

Let's hope apple gets this one through fast!

Thanks Bill!
04-30-2009, 01:14 PM
Some suggestions for future updates:

Raise the level cap!!

Have better loot tables for the harder difficulties

Have purple and gold loot drop (extremely rare) from all monsters, not just bosses, but bosses have an increased drop rate

Have loot/monsters be scaled to whatever level you are, to help replayability

Have the final boss for this chapter unlock the next difficulty, easy => normal etc.

Rare spawns! Random mini bosses that rarely spawn, yet have an increased chance to drop pots/loot etc.

Talent tree, so you can customize a player with greater detail, complete with magic abilities, healing/regen abilities etc.

Rare friendly NPCs that have a chance to sell nicer equipment.

Rarely spawned quest givers that reward nice loot (Timmy)

Randomly generated maps to give the dungeon a fresh feel each time through

Bigger inventory space, atleast 16 spots
04-30-2009, 03:04 PM
Joined: Oct 2008
Posts: 27
"ultra rares (gold) for higher level creatures"

04-30-2009, 03:13 PM
Joined: Mar 2009
Location: New Bedford, MA
Posts: 374
Update note list looks good, good solid improvements!
04-30-2009, 03:51 PM
Joined: Jan 2009
Posts: 121
Great update! Thanks for your hard work, can't wait to see what 1.2 will bring