00_Evan

joined 2 years ago
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[–] 00_Evan@lemmy.world 3 points 2 days ago

Exploration score is not based on tiles, to get full exploration score you a floor you have to:

  • see every item pile, open every container, use every key (except for containers that are impossible, e.g. 2nd crystal chest)
  • clear any magical fire or sacrificial fire
  • defeat every state/mimic (ally conversion counts)
  • clear every barricade, locked door (except extra crystal doors), and hidden door
[–] 00_Evan@lemmy.world 1 points 4 days ago

Using things like high grass against your enemies to attack them from out vision is a part of huntress gameplay, so I'd say yes this is working correctly.

[–] 00_Evan@lemmy.world 3 points 5 days ago

I'm probably going to have the imp quest give the player a choice of one among several powerful items, to give them a bit of a push to mix up a build that is mostly finished. An extra ring slot would either be weak or extremely powerful depending on what items the player already has.

[–] 00_Evan@lemmy.world 2 points 5 days ago (1 children)

Afraid I specifically prevented this (intuition use is tracked via a buff on the player) so that players couldn't get one guess and full energy value out of each stone.

 

Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.3.1!

Nothing really exciting to note with this patch, it's just some bugfixes to various reports I've received since v3.3.0 launched about a week ago. I expect to be making larger patches in the future with improvements to the vault tester area, though the upcoming holidays may delay that a little bit.

Here is a full list of changes:

BugFixes

Fixed the following bugs: Caused by v3.3.1:

  • Skeleton key not triggering on-artifact effects
  • Tomahawk bleed damage not scaling with ring of sharpshooting
  • Vault tester area being enterable with a lost inventory, causing a softlock
  • Buffs from ring of might persisting outside of vault tester area
  • Wand of regrowth spawning and being usable to healing in quest tester area
  • Uncommon cases of cracked spyglass making thrown items hidden
  • Feint afterimage lasting longer than 1 turn in some cases
  • Various textual errors
[–] 00_Evan@lemmy.world 1 points 6 days ago (2 children)

As mentioned in the other comment, because force cubes hit multiple enemies at once, you shouldn't depend on any one in particular being considered the target for sniper's mark. Reasonably if an enemy was at the center of the 3x3 area that one should have priority to be the mark target, I'll consider that.

[–] 00_Evan@lemmy.world 1 points 1 week ago* (last edited 1 week ago)

Afraid ai don't know how scroll of debug works so I can't help you too much there, but after you get Shattered compiling it would be very easy to give yourself any items you want by adding some code in heroclass, or changing starting floor by editing dungeon.init.

[–] 00_Evan@lemmy.world 2 points 1 week ago (2 children)

Afraid I don't plan to add a cheat mode to Shattered.

 

Hey Dungeoneers, Shattered Pixel Dungeon v3.3.0 has been released!

v3.3 includes a tester area for the upcoming overhaul to the city quest, new items, and a bunch of smaller tweaks and improvements.

Read the Full Post Here

[–] 00_Evan@lemmy.world 1 points 1 week ago

The penalty would have to be a lot harsher than this to actually deter people, so I decided against having one. It would need to be something like have the run reach floor 4, or a one hour+ cooldown.

[–] 00_Evan@lemmy.world 3 points 2 weeks ago

Internally doors locked by skeleton key have a different ID, and can be 'forced open' if you don't have a skeleton key to use to open them. Opening them with the skeleton key also costs 0 charges.

 

Hey folks!

Shattered Pixel Dungeon v3.3 is in beta now (read the full blog post for more details), and it includes the games first new artifact in over ten years! (jeez how did that happen? Time flies)

The Skeleton Key grants the player new ways to control the dungeon environment. It can be used to open almost any lock in the dungeon, lock doors that weren't previously locked, and create temporary magical walls! There are a lot of creative ways to make use of this, and it opens up entirely new interactions with all the dungeon’s various doorways.

(Image Description: A GIF showcasing the skeleton key artifact's functionality. The player uses it to lock two doors and then uses it to create a temporary magical wall.)

[–] 00_Evan@lemmy.world 1 points 2 weeks ago (1 children)

Currently swiftness generates 1 + (armor level)/5 particles per tile that you move. Any less than 1 and the effect is made pointless as you wouldn't have a consistent indicator.

[–] 00_Evan@lemmy.world 1 points 2 weeks ago (1 children)

That would require storing the history of the game log and presumable persisting it between game sessions. I decided against this a while ago as log entries are only really relevant right when they happen.

[–] 00_Evan@lemmy.world 2 points 2 weeks ago (3 children)

The sparkles are a new visual effect to let you know the glyph is working. I don't intent to put in a setting to change it but if people do find it annoying the effect can easily be toned down.

 

Hey Dungeoneers, it's been a couple of months since the last patch for v3.2, so it's time to an update!

Previously my plan was to release the new city quest in a single large update, almost certainly in 2026, but I've decided to change my tactic on that in favor of a more incremental release. That does mean that v3.3 is going to be a much smaller update, but also means that it's ready for beta right now!

Read the Full Post Here

 

Hey folks!

Shattered v3.3 is getting very close to being ready for beta, but for now here's another new piece of content I have planned!

The cracked spyglass is a new trinket that will keep you on your toes like the popular mimic tooth, but without as much bite. It has a chance to add new items to each floor of the dungeon, but those items will be pretty difficult to see!

You can see some examples below, in each scene there are at least two hidden items, can you find them all?

(Image Description: A GIF showcasing three scenes, each with hidden items spawned by the spyglass.)

 

Hey folks!

Work on v3.3 continues, afraid it does look like I'm missing the '2 weeks' estimate I have about 2 weeks ago, but v3.3 is definitely coming to beta soon, toward the end of the month at the latest.

One reason things have slowed down on it is I've chosen to add a little bit more content than I initially planned. It's been a common request, so starting in Shattered Pixel Dungeon v3.3 you'll have an option to pick a randomized hero, challenges (you choose how many), talents, subclass, and armor ability! Hero and challenge randomization happens in hero select, whereas the other options are available during a run.

I've even decided to add a badge if you manage to play a run that's purely randomized (this also serves as proof in your rankings). To get it you need to pick a random hero, random subclass, random armor ability, and only ever spend talent points randomly.

(Image Description: An image showing the new badge earnable for winning a randomized run. With the title: "Randomized Victory!" and the text: "Obtain the Amulet of Yendor with a randomized hero, talent upgrades, subclass, and armor ability.")

 

Hey folks!

Just like with the overhauled caves quest, the first thing to implement for a new Imp quest area is a new entrance, but this time it’s a bit more impressive!

In v3.3 the Imp will spawn in his own dedicated room with a large pit leading to a dwarven vault. The vault is magically sealed, but that won’t completely stop you from being able to teleport in…

(Image Description: A gif showcasing the new entrance room for an upcoming quest. The room contains the hero, the ambitious imp questgiver, and a large circular pit. A grid of green squares forms a barrier over the pit, and they steadily glow in and out of view.)

 

Hey rat punchers, sorry for being so quiet over the last month!

I've been working away at v3.3, and have decided to adjust my release scheduling a bit to prevent the update from taking forever to release. The new imp quest is sadly still a little ways off, but v3.3 should be going to beta in another couple of weeks with some smaller content additions and a variety of fixes.

I'm now planning for v3.3 to feature a sort of 'tester area' that lets me partly implement the new quest and gives you guys something to play around with, without all of the content being in place yet. The Imp himself will still give out his old quest in v3.3.

Expect to hear more about this through the usual social posts and then a blog post in the coming weeks.

 

Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.5!

v3.2.5 contains a couple more minor interface improvements, and a bunch of smaller fixes for various things reported since v3.2.0's release last month. This should hopefully be the final patch for v3.2 as I move on to early work on the next update!

Here is a full list of changes:

Interface Changes

Two additions have been made to the game's UI:

  • The Boss health bar is now larger on full size UI, taking advantage of the bigger space.
  • The main menu now has a button to hide the interface, letting players look at the new background.

Further tweaks have been made to the game's UI:

  • Health bars now display shielding in addition to HP, instead of on top of it.
  • The Hero status pane can now extend to the right to avoid cutouts on the top-left of the display, if there is room to do so.
  • Improved how the hero buff bar handles large cutouts like the dynamic island
  • Further increased the permissiveness of what cutouts the game tries to render around
  • Brightened the background of the game version indicator to make it look less like an empty health bar.
  • Fixed cases where Shattered would attempt to draw into cutouts when they weren't properly reported by the device.

Misc. Changes

  • Updated code libraries used to build Shattered's macOS distribution. This should fix the game taking unreasonably long to launch on some newer macs, but also means Shattered now requires at least macOS 10.12 Sierra, up from 10.10 Yosemite.

  • DM-300's rockfall attack now deals 6-12 damage (10-20 with badder bosses). This is for consistency with the rockfall attack done by the gnoll geomancer, and to prevent specific exploits where DM-300 couldn't damage hiding inorganic allies.

  • Levelling up the dried rose while the ghost hero is summoned now heals it for the same amount that the upgrade increases max HP.

Bugfixes

Fixed the following bugs: Caused by v3.2.X:

  • Thrown weapon merging prioritizing properties on weapons already stuck to enemies, instead of incoming ones
  • Thrown weapons not being properly set to ID-ready by wells of awareness when hero has the shard of oblivion
  • Rats attacking the hero when they should be neutral in specific cases
  • Picking up throwing clubs and hammers taking time if done during time freeze
  • Various minor visual/textual errors
  • Various rare crash errors

Existed Prior to v3.2.0:

  • Specific cases where bits of hidden walls could be seen through the fog of war
  • Specific errors with inter-floor teleports
  • DM-201s retaliating to corruption dmg
  • Crossbow's charged shot melee not triggering in some cases
  • Tab cycling not working correctly with inventory window
  • Golden bees not preferring potential targets affected by aggression debuff
  • Aggression debuff effect persisting on downed ghouls once they revive
  • Radiance stunning enemies are they are killed by it triggering illuminate
  • Prison guards being able to pull large characters into enclosed spaces
  • Various minor visual/textual errors
 

Hey Dungeoneers, as promised here's v3.2.4! This is hopefully the last patch with major technical improvements following v3.2, but it's a doozy.

In addition to more mobile improvements, there's also a just recently finished overhaul to the title screen background!

Note that both of the big new things in this update are likely to have a few quirks. If something seems out of place please let me know! I do expect to do one or two more patches after v3.2.4 to fix any minor issues that crop up.

Here is a full list of changes:


New Title Screen Background!

Shattered Pixel Dungeon has a new title screen background, with art by Aleksandar Komitov!

This new background is meant to both extend the classis archs, and tie the title screens more directly to the region splash arts! It features randomly selected floating fully rendered chunks of dungeon in front of an arch back-layer.

Currently the background most strongly ties into the sewers region, but we have plans to add more variants in the future, one for each dungeon region!

Mobile Status Bar and True Fullscreen!

Shattered now renders in true fullscreen on most mobile devices!

The status bar at the top of the in-game UI has been modified to work around small and medium sized hole punches and rounded corners on modern displays! This includes the dynamic island on modern iPhones. Thanks to these adjustments it's now possible for the UI to move up and for the game to display in true fullscreen during gameplay! Devices with larger cutouts like full-sized notches will unfortunately still have a dark bar on the top, as there isn't room for the UI.

This also comes with a few other benefits for all mobile players. The XP bar has been moved and is now much more visible, and the hero buff bar now supports two rows, rather than compressing as heavily when there are many buffs at once.

v3.2.4 Beta Tweaks

During v3.2.4's short beta I got a lot of good feedback about the new UI, and have made the following tweaks to address feedback before full release:

  • The HP bar can now shrink and/or reposition slightly if it would otherwise be cut off by a display cutout. The HP bar should shrink by about 20% at most.
  • Adjusted buff bar layout logic to reduce cases of top row getting slightly cut off by display cutouts on Android.
  • The menu pane on the right will now move to the left if there is room to do so and it would otherwise be cut off by a display cutout.
  • Slightly increased the permissiveness for what cutouts the game will try to render into. This should let the game render in true fullscreen on some devices with hole punches that it couldn't previously.
  • Improved how buff bar layout handles iOS dynamic island at smaller scale values.
  • Renamed the 'fullscreen' setting to 'hide navigation bar' or 'hide gesture bar' on mobile.
 

Hey Dungeoneers, I'm still releasing patches for v3.2, and as a rare surprise, this one's big enough to get a little blog post!

In this blog post I'm going to go over what I've been doing in v3.2's patches, and what's coming in v3.2.4 in particular!

Read the Full Post Here

 

Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.3, with more tech improvements and modernizations for mobile users!

This patch follows up on the previous one with some bug fixes, responses to feedback, and support for true edge-to-edge fullscreen on most game interfaces!

I expect to be releasing one more major patch for v3.2 with further improvements, plus whatever else is needed for handling tech fixes. There might be a little visual improvement coming in that patch that everyone can appreciate as well..

Here is a full list of changes:

Mobile Layout Changes

  • Shattered now renders in true edge-to-edge fullscreen on Android 9+ and iOS devices, with transparent navigation bars and rendering into display cutout regions!
  • All in-game interfaces have been adjusted to better handle true mobile fullscreen, including better insets on various UI elements at display corners.
  • Currently the in-game screen makes use of a solid dark bar at the top to handle display cutouts. This is temporary and that UI will be made true fullscreen soon for people with smaller display cutouts (e.g. hole punches).
  • Re-added some orientation control on Android in the form of a 'force landscape' setting. This setting may need to be removed in future Android versions.
  • Re-enabled 'fullscreen' setting on iOS (i.e. it can be turned off again), which now lightly raises UI elements to help prevent gesture mistaps

Bugfixes

Fixed the following bugs: Caused by v3.2.2:

  • Windowed mode on desktop always defaulting to 1920x1080, instead of last window size
  • Various rare Android crashes caused by internal library updates
  • Fullscreen being incorrectly forced off on some older Android devices.
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