ENDLESS™ Dungeon

ENDLESS™ Dungeon

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Vinny Dec 12, 2024 @ 1:07pm
Core Defenses always active?
1. Complete run.
2. Cryptokey to disable defenses.
3. Hub NPC says 1/3 active.
4. Get to core. All defenses active.
5. Check gameplay options. Core defense deactivations [Y/N]? Yes is selected.


Should I set it to "Core Defense deactivation = No"? It's a confusing option to be asking a negative, but man does it suck to finish multiple 3+ hour runs only to encounter the same core defenses I worked on disabling.
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Stag Math Dec 22, 2024 @ 3:49pm 
I'm running into this issue as well. "Yes" is selected for the Pennypincher Stele for me too (assuming that's what it should be). Didn't even know this was an option before.
Last edited by Stag Math; Feb 21 @ 7:18pm
Also having this issue, has anyone submitted a bug report?
Yeah same issue, turns out there are settings under Gameplay for them though. The wording is weird, it looks like 'yes' enabled the keys to shut them down, and 'no' leaves them always on (if you want the challenge, I guess).

But I have all the keys, and the core steles were always on. So I tried settings those to 'no', and now they're disabled. :S
Originally posted by Snackrat:
But I have all the keys, and the core steles were always on. So I tried settings those to 'no', and now they're disabled. :S

(crosspost from a similar topic I opened in General discussion, because I'm thinking maybe it's not a bug but a weird design choice)

If I turn the stele deactivation setting under Gameplay OFF, the negative effect of the steles gets even stronger (e.g. instead of taking damage every 15 seconds, my turrets took damage continuously)

If I turn the stele deactivation setting ON, the negative stele effects persist, but they are "normal" again, i.e. turrets take damage only every 15 seconds.

So I'm thinking, maybe finding the keys doesn't completely DEACTIVATE stele effects, but instead slightly WEAKENS them? If that's the case, it's definitely a sh#tty choice of wording in the descriptions.
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