00_Evan

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[–] [email protected] 1 points 1 day ago

Unfortunately tieing the rooms together like this would require a lot more work than it might seem. The actual room contents are generated independently of one-another, and so tieing their size together would effectively require fully generating the next floor before the prior one is generated. I also don't think that landing onto a mageroyal is going to break your fall in the way you imagine, it could just as easily apply the refreshing effect and then the damage from the fall.

I'm also not too keen on giving players more ways to mitigate fall damage, as the elixir of feather fall already exists for this purpose.

[–] [email protected] 3 points 1 day ago (1 children)

It is somewhat intended that their logic is exploitable. I'd rather the player be able to consistently outsmart them than always getting forced into fighting both a necromancer and a skeleton.

[–] [email protected] 2 points 1 week ago

It's a relatively small change if you're not upgrading them, but the way they upgrade is changing quite a lot.

[–] [email protected] 2 points 1 week ago (2 children)

Please read the blog post:

[–] [email protected] 3 points 2 weeks ago (1 children)

Shattered will at some point be considered 'complete' by me, but it'll probably be a while after a new city quest. I do certainly think we're getting closer though.

 

Hey Dungeoneers, Shattered Pixel Dungeon v3.1.0 has been released!

v3.1 includes a mini Warrior Rework, new terrain/rooms, a new trinket, and a bunch of other smaller changes and additions!

Read the Full Post Here

[–] [email protected] 2 points 2 weeks ago

It's worth noting that the shield starts cooling down immediately after it activates, you are not losing out on cooldown duration if it ends up lasting longer.

[–] [email protected] 2 points 2 weeks ago* (last edited 2 weeks ago)

Hm, there must be something extra going on here because from a quick test the cooldown works correctly in both A and C:

A: shield is correctly reduced to -100 cooldown, can be triggered twice in a row on two successive attacks

C: shield cooldown went from 90 to -10 turns, after re-triggering the cooldown correctly started at 90 turns.

[–] [email protected] 1 points 2 weeks ago (2 children)

I'm not totally sure what you mean by this. The talent absolutely shouldn't require the shield to be currently active to trigger, and it doesn't from my testing.

[–] [email protected] 5 points 2 weeks ago (8 children)

Reading over these comments, I generally agree that Gladiator already has a lot to deal with and the extra juggling of shield uptime is a bit much. Some of this is intended, but I'm considering softening it a bit by allowing the shield to stay active as long as enemies are near OR the gladiator has combo. This won't affect balance much but should make it feel like the various mechanics are clashing a lot less.

[–] [email protected] 7 points 2 weeks ago (1 children)

I appreciate change can be difficult but I agree with Alek's opinion there are issues with the previous splash designs, and his desire for Shattered to showcase his work at its best. This one is the largest change, mainly because the existing proportions were very off (man was skinny under that armor!) and the armor design didn't make any sense for a character coming from a nordic-inspired area.

 

Hey Dungeoneers,

There's going to be one more new thing in the next Shattered Pixel Dungeon update: new splash art for the Warrior! As usual the art for this is by Aleksandar Komitov, here's a little sneak peek.

This (plus other hiccups) has delayed v3.1's release a little past the '1-1.5 weeks' estimate I gave earlier though, expect another beta patch soon and hopefully a release in very early June.

(Image Description: A pixel-blurred image teasing the Warrior's new splash art)

[–] [email protected] 3 points 3 weeks ago (1 children)

The shadows aren't ever going to match exactly but I do agree the barrel shadow doesn't look right atm. This is something I'm tweaking next beta.

[–] [email protected] 2 points 3 weeks ago (1 children)

What I meant is that shape differences would be an option I would take before something like a colorblind toggle. Before shape differences, I want to see if I can just tweak the colors to work reasonably well for everyone. The inventory UI is already really cluttered and I'd like to try and avoid pushing that further if I can. The latest beta has some more color tweaks that I'm quite a bit more confident will work for people.

 

Hey Dungeoneers, v3.1 is ready for beta, just in time to meet the estimate I gave (for once)!

In this blog post I'm going to go over what's coming in v3.1! This update has a a mini Warrior rework, some new rooms in the dungeon, a new trinket, and an assortment of other changes and additions.

Read the Full Post Here

 

Hey folks,

Shattered Pixel Dungeon v3.1 is getting very close to being ready for beta hopefully you'll hear more about it in this coming week. One other new thing in it that I haven't mentioned yet are two new rare enemies! Both are encountered in the Sewers, here one of them: Gnoll Exiles!

Gnoll Exiles are super powerful gnoll scouts, but they aren't as aggressive. Years of solitude has made them pretty shrewd, and they won't pick a fight with you of your allies. Of course they will retaliate, but the extra loot in their backpack might be worth the very tough fight.

(Image Description: A screenshot showing the Cleric hero approaching a gnoll exile. The exile looks similar to a regular gnoll scout, but wields a spear and has grey fur.)

 

Hey Dungeoneers,

The next Shattered Pixel Dungeon update will include a new trinket! It's a simpler one this time, with more of a cute aesthetic. It's a little reference to a favorite ferret.

The Ferret Tuft boosts evasion for all characters, including both allies and enemies! That might sound like a mixed bag, but keep in mind that there are lots of ways to counter enemy evasion: magic, most ability attacks, surprise attacks, etc. You'll need to make more use of these than usual to benefit from the trinket, but the extra defensive power can be well worth it.

(Image Description: An image showing the item info window for the new Ferret Tuft item. It reads: "Ferret Tuft +3: A tuft of silky white ferret fur, held together by a lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. At its current level this trinket will increase the evasion of all characters by 60%.")

 

Here's another side content addition coming in the next update to Shattered Pixel Dungeon, a few new terrain objects! Each region is getting something new for a little more visual variety: barrels in the sewers, cages in the prison, metal scaffolding in the caves, flaming pedestals in the city, and chunks of rubble in the demon halls.

These new terrain types will show up in some new standard rooms, and a few of the existing rooms already in the dungeon. Here's an image showing one example, with some very much unfinished barrel visuals.

(Image Description: screenshot showing the sewer region. In the top-right of the room there is a row of storage barrels. The barrels are using placeholder visuals, they are notably lower detail than the other dungeon elements.)

 

Hey Dungeoneers,

The next Shattered Pixel Dungeon update is going to have a variety of smaller changes, including four new badges to earn! These badges range from fairly easy to quite difficult, and are all about specific challenges. Here are some hints:

  • Defeat enemies with the help of terrain (traps, plans, chasms)
  • Have lots of buffs or debuffs at once
  • Survive the ascent with the amulet's curse peacefully
  • Beat the game using a very, very high level pickaxe

(Image Description: An image showing the four new badge being added in the next Shattered Pixel Dungeon update. The first one is golden (medium difficulty), then one is platinum (high difficulty), and the last two are diamond (extreme difficulty).)

 

Hey folks,

The next update to Shattered Pixel Dungeon will make some pretty big changes to the Warrior. His current shielding over time benefit is passive and hard to notice, so I'm changing it to grant him a bunch of shielding up-front, with a cooldown.

I'm toying with some of the balance on this atm, but would also like to add a bit of interactivity to this by having it only trigger when the Warrior is about to be below half health. This gives me room to make the effect stronger, in exchange for the extra requirement on its use.

(Image Description: A short GIF of the Warrior taking damage early in the game. Just before the incoming damage from the rat is dealt, The Warrior gains a burst of 5 sheilding, completely negating the attack. The Warrior then starts to retaliate and defeats the rat.)

 

Hey Dungeoneers, here's that second patch I was mentioning. Just some more smaller fixes and translation updates.

Here's the full list of changes in v3.0.2:

A Note for Steam Deck users

A bug was fixed in this patch which affected display scaling on Steam Deck. Due to a quirk in how the Steam Deck reported display dimensions, the game incorrectly thought Steam Deck's screen was about 4", instead of 7".

As a result of this fix, you might notice that the interface appears differently as it now defaults to the 'full' UI mode instead of 'mobile'. If you prefer the previous interface mode, you can swap to it in the settings by using the mobile interface mode and 5x interface scale.

Misc. Changes

  • Music muting while game is in background on desktop now also applies to blacksmith's hammering sfx
  • Improved number rounding logic when damage hero takes is affected by several modifiers at once
  • Updated translations and translator credits

Bugfixes

Fixed the following bugs:

Caused by v3.0:

  • Errors with Android golden supporter UI and full interface mode
  • Cleric's Recall Glyph spell not working with some runestones while time was frozen

Existed Prior to v3.0:

  • Game incorrectly thinking it is on a phone screen when played on Steam Deck
  • Water of Awareness buff persisting between floors if the hero is very fast
  • Various errors when saving/loading custom controller bindings
  • Visual errors when Tengu's sprite animations are frozen (e.g. via paralysis)
  • Characters still appearing as visible if knocked out of hero FOV in specific cases
  • Talisman of Foresight's scry ability not detecting hiding mimics
  • Quick-using an item from a bag not using that item's autotarget properties (for real this time)
 

Hey Dungeoneers, after two weeks I've just released the first patch for Shattered Pixel Dungeon v3.0!

v3.0 ended up not needing any urgent changes so I've taken my time with it. I'm planning one more smaller patch a bit later, and then it'll be on to v3.1!

Here's the full list of changes in v3.0.1:

Balance Changes

So far the Cleric is doing surprisingly well balance-wise! There are definitely some things to adjust, but nothing that's serious enough to need doing in a patch. I'm just making one change to put a limit on ring of energy shenanigans for the Paladin:

  • Holy Weapon and Ward can now be extended to a max of 100 turns at a time.

After v3.0's nerf to the Mossy Clump, I'm going to experiment with scaling back its absurd upgrade cost. Hopefully it's at a power level now where it doesn't need to cost massively more than other trinkets:

  • Mossy Clump upgrade energy cost reduced to 10/15/20 from 20/25/30. This is now the same as other 'higher cost' trinkets.

Misc. Changes

Firstly, two trinket changes that are meant as QoL, but are effectively mild buffs:

  • Salt Cube's regen reduction now automatically disables itself during boss fights, the trinket doesn't need to be dropped.
  • Waterskin drinking now more intelligently handles the extra healing from vial of blood, no longer consuming excess dew.

And some other things:

  • Updated Translations
  • Cursed wand pitfall effect no longer drops items if triggered via wondrous resin
  • Feint armor ability no longer autotargets
  • Removed support for runs in progress from prior to v2.3.2
  • Removed internal code for old blacksmith quest from prior to v2.2

Bugfixes

Fixed the following bugs: Caused by v3.0:

  • Enemies getting many actions after recovering from transmogrification
  • Save/load errors with sniper's mark buff
  • Incorrect shielding amount shown when using Warrior's remains item
  • Various uncommon crash bugs

Existed Prior to v3.0:

  • Exploit involving unidentified crossbow and curse infusion
  • Exploit involving placing wards on a necromancer's summoning position
  • Shocking enchantment missing valid targets in some cases
  • Rare cases where bees would refuse to attack near enemies vs. far ones
  • quick-using an item from a bag not using that item's autotarget properties
  • Alchemy guide items being greyed out in main menu
  • Various rare crash bugs
  • Various minor visual & textual errors
 

Shattered Pixel Dungeon v3.0 has been released!

v3.0 includes Shattered's second new playable character! The Cleric is a divine spellcaster who learns and upgrades spells via the talent system! They have 2 subclasses, 3 armor abilities, and over 30 spells!

Read the Full Post Here

 

Hey everyone, happy Valentines day!

Back in December I estimated that v3.0 would be gearing up to release in late January or early February, so it's time for a little update! While I have missed that estimate, v3.0 is very close to being ready. I now estimate that it'll be releasing around the end of the month, maybe the very start of March.

Read the Full Post Here

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