Pixel Dungeon

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submitted 3 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]
 
 

Hey Dungeoneers, here's the first patch for v3.2!

This patch focuses on some bug fixes and balance improvements following the release of v3.2.0. As I mentioned before, there will be come technical changes coming later, which mean that this is the last patch that supports Android 4.0-4.4 and Java 8-10. If you're unsure if that change applies to you, check the in-game changes screen, which will notify you if support for your device is ending.

Here's the full list of changes in v3.2.1:

Thrown Weapon Changes

Thrown weapons are doing very well overall since the changes in v3.2.0! In general balance is working well and thrown weapons are competitive with same-tier melee weapons. While they're still a lot less popular, people are actually upgrading thrown weapons now, which means I can make some changes based on balance data!

Buffs:

  • Throwing Clubs and Hammers have a new upside: they can now be picked up from the ground instantly!
  • Kunai base durability up to 8 from 5.
  • Kunai damage scaling up to 1-3 from 1-2. (this is actually a bug fix but I'm listing it here for clarity)
  • Force Cube base damage back up to 5-25 from 5-20.

Nerfs:

  • Bolas cripple duration down to 5 from 10.
  • Heavy Boomerang damage scaling down to 1-3 from 1-4.
  • Heavy Boomerang circle back delay up to 4 from 3. This should make them a bit less spammable.

Lastly, I've received quite a few complaints relating to the nerfs to shurikens, tomahawks, and the shared upgrades talent in v3.2.0. I made these nerfs pre-emptively because I expected these three would benefit massively from upgraded thrown weapons having more quantity. Unfortunately that looks to be correct; all three of these are still doing quite well and there is no room to restore some of their previous power.

Misc Changes

I've made some changes to two of the new Battlemage staff on-hit effects, as they didn't end up as powerful as I wanted:

  • Fireblast on-hit damage scaling increased to 2-4 from 1-2
  • Blast Wave on-hit base damage up to 8-12 from 6-12
  • Blast Wave on-hit damage scaling up to 2-3 from 1-2
  • Blast Wave knockback at sides of explosion up very slightly, which should make it a bit easier to knock enemies to the side and into walls.

And one other change:

  • 'Enchanting' vfx now follows the hero as they move
Bugfixes

Fixed the following bugs:

Caused by v3.2.0:

  • Free guiding light cooldown debuff stating that the cooldown is 100 turns, not 50
  • New hit/miss icons not working correctly with circling back boomerangs
  • Rare crash on launch bugs on iOS (hopefully)

Existed prior to v3.2.0:

  • Liquid Agility evasion buff ending after enemies take their turn, instead of after the hero takes their turn.
  • Game text rendering at 1/2 resolution on mac retina displays
  • Revive via unblessed ankh resetting Duelist's weapon charge
  • Scroll empower buff overriding itself with weaker values in some cases
  • Noisemaker bombs being collectable after activation in some cases
  • Camera follow on enemies working when they aren't visible
  • Some specific Chinese characters not rendering on iOS and Desktop>
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Getting a million+ score was the last badge I was missing. Took quite a few attempts to get it. In the end I got it with just 6 challenges and a single demon spawner left alive in the demon halls.

Leaving the Hostile Champions off made the run a lot more predictable and the ascension a breeze.

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Alright, I've gotta ask here in case Evan sees it: have the spawn rates changed recently? I ask because there's quite a few of us over on the reddit subs who think the spawn rates have increased significantly. For instance, I am not surprised at all when I cross a floor I've already cleared and I encounter an enemy on the way. I am surprised when doing the same and I suddenly encounter 3 or 4 enemies close together, and as I start to back up so I can handle them one at a time another one comes up behind me.

A lot of people have commented on this over on reddit, and my personal experience is that I'm much more frequently finding myself frustrated by encountering _yet another _ bad guy right after having just handled several. It's starting to feel a bit out of hand (and I say this as someone who's played for a couple years and has a fair amount of experience at this point).

If it's not the spawn rate, is it possible that the new-ish floor designs (which allow for rooms to connect to each other without walls between them and such) might actually be leading to higher densities of enemies in some places?

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Hello Dungeon Crawlers. Renewed Pixel Dungeon version 1.2.0 is out with many changes. The app is out in Closed Testing for Google Play. Unfortunately, for newer Google Play developer accounts, a Closed Test is required in order to publish apps. The requirement is 12 testers for 14 days to publish an app.

As I would like to publish this mod to Google Play as well, I need a favor: Enter the closed test by joining this Google Group with the same account you use for Google Play: https://groups.google.com/g/renewedpdtest Afterwards, you should be able to download the Early Access version of the app from Google Play: https://play.google.com/store/apps/details?id=com.retrodevxp.renewedpixeldungeon or https://play.google.com/apps/testing/com.retrodevxp.renewedpixeldungeon

The app is also already available for Desktop on itch.io here: https://retrodevxp.itch.io/renewed-pixel-dungeon Its source code is available on Github here: https://github.com/RetroDevXP/renewed-pixel-dungeon

Good luck in the dungeon. Thank you.

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Hey Dungeoneers, Shattered Pixel Dungeon v3.2.0 has been released!

v3.2 comes with a major overhaul to thrown weapons, balance changes to some subclasses, and a major QoL change to accuracy/evasion effects.

Read the Full Post Here

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submitted 2 weeks ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 
 

A

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Hey Dungeoneers!

v3.2 has just gone to beta, with an overhaul to thrown weapons and some other substantial balance and QoL changes!

In this blog post I'm going to go over what's changing in v3.2 in more detail.

Read the full post here!

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No. +10 ring and chalice aren't enough to outheal the damage.

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Hey Dungeoneers,

In v3.1, which added the Ferret Tuft, I included a little green bow icon that appeared when the tuft was the reason an attack missed its target.

This addition was really popular, and a lot of people have asked if I plan to extend that system, I do and I am! In fact, in v3.2 I’m expanded it to apply to pretty much every effect in the game that alters hit chance!

This means that little icons will appear next to miss text, or next to the sword icon when hitting, that showcase when a specific effect is the reason an attack hit or missed! This should hopefully make the impact of these effects much more visible, as you’ll get direct feedback when they make the difference.

(Image Description: A gif showcasing the new hit and miss icons. The Cleric surprise attacks a rat, then the rat misses the Cleric due to the bless buff, then the Cleric hits the rat again due to the bonus accuracy on their weapon. Each of these interactions use a new icon in the floating status text about the characters.)

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Hey Dungeoneers,

As I've mentioned before, the next update to Shattered Pixel Dungeon will feature an overhaul to thrown weapons! They will works in sets of three, which can be upgraded as a unit.

What might not be immediately apparent is that this extends far beyond just upgrades, by having thrown weapons work as a 'unit' together it's also much more feasible to have various weapon properties apply to them. This includes identification, natural upgrades, curses, and enchantments!

(Image Description: A gif showcasing the Rogue attacking a slime with a blazing thrown knife)

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Update: After another half dozen SoT's with Recall Inscription, I finally got a Regrowth wand. Yay!

I'm playing a cleric with Ring of Wealth, trying to get a Wand of Regrowth while farming caves. I've managed to get 7 Wands from shamans and over 30 Scrolls of Transmutation from RoW drops, but I've burned through over half of the scrolls, and even doubling their effects with Recall Inscription, I haven't gotten a Wand of Regrowth yet. Is it still possible to transmute another wand into a Wand of Regrowth?

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Felt good to cold clock anything I could see from 7 km away. These death gazes never stood a chance.)

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How it works seems inconsistent. Sometimes it'll prevent negative effects, and others it won't.

For instance, I just got DM300. He used his exhaust. Before I took dmg from it, I used cleanse. Still was taking dmg despite this.

I've also had this happen when I'm on fire - doesn't cleanse it and I keep burning, even when it's maxed.

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They didn't want to talk :

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https://github.com/TrashboxBobylev/Rat-King-Adventure/releases/tag/2.2.1

This release ports RKPD2 3.0, including Cleric and new journal, expands upon special seeds and fixes a bunch of bugs and balance issues.

2.2.1 fixes mobs not dropping anything outside LEV-ELD-OWN mode.

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The new wiki location has opened today! Move your wiki content or make new articles there!

The people from previous post were all notified about this, but even if you didn't respond, you can still contribute!

The current format, as outlined by current admit, QuasiStellar, is to describe Shattered's content in main namespace and everything else (including vanilla) in corresponding separate namespaces. It is even possible to style it according to the mod.

Good luck!

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Only took 153 games with a majority running huntress and I finally beat the game.

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How?! (lemmy.world)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]
 
 

An old save from 2024, v2.x.

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Cleric (lemmy.world)
submitted 1 month ago by [email protected] to c/[email protected]
 
 

So I have been playing for a couple years now, and I LOVE the cleric character, but am I the only one who feels like he could be a little stronger.. I can't make it past Tengu. However I have beaten it several times with the warden an the warlock. What am I doing wrong?

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This is my inventory after killing goo. XPD-HJC-HGR if anybody wants to play this amazing seed on a class where +1 strength ring and uncursed greataxe by floor 3 aren't wasted. The mimic tooth was a random trinket choice and I don't know if that is tied to the seed, but everything else is in visible rooms in the first 4 floors

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