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00_Evan

@00_Evan@lemmy.world

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00_Evan,
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Snakes also exist to mix up gameplay variety a bit early on, by forcing interaction beyond just tapping on the enemy when there aren’t many mechanics at play. IMO making the player walk to a second door sometimes is absolutely fine.

00_Evan,
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Actually, the old logic also tried to generate a loop, but the shape often overlapped and was very chaotic. I’ve increasingly tried to tweak how chaotic-feeling Shattered’s levelgen looks to try and recapture that a bit. I wrote two blog posts about this a while ago, including a little step-through of how vanilla levelgen works: shatteredpixel.com/…/whats-coming-in-shattered-pi…shatteredpixel.com/…/whats-coming-in-shattered-pi…

Weird effects happening in Shattered 2.4.0-BETA-2

Curious if anyone else is experiencing random effects happening to their character in combat during this beta. My character has been rooted, set on fire twice, frozen and and blinded while I’m fighting. It’s pretty random when it happens. It has happened while fighting toe-to-toe with Monk, Golem and Warlock and maybe others...

00_Evan,
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That’d be your armor of overgrowth. Fire, freezing and blinding are all plant effects.

00_Evan, (edited )
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Oh yeah, you shouldn’t ever assume seeds will produce the same dungeon on different game versions.

Edit: not entirely sure why this is being downvoted. New game versions change the content that’s in the game, which would thereby also change what dungeon will be generated for a particular seed. There’s no avoiding that.

00_Evan,
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Not every entrance will be as open as this one, and it’s worth noting that the game does perform some checks so that enemies won’t initially spawn within vision of the entrance stairs.

00_Evan,
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Pushing a new generator is mainly useful so things like progression-dependant item drops (e.g. guidebook) don’t affect levelgen otherwise. I can’t really do things like keep adding generator pushes for new content I add, it would become a mess, not work in all contexts, and the levels would still be different unless I did something like put in an option to just not include the new content. Every update since I’ve added seeds has done something that changes the dungeon and that’s just the nature of the seed system in a game that gets updates.

00_Evan,
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I mainly removed magical porter because it had extremely, extremely low usage. It made more sense to push alchemize than having magical porter still exist and compete with it.

00_Evan,
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I opted to let them sit in the inventory mainly because they’re a sort of pseudo-equipment, and wanted them to sit near those items. I’m aware that inventory pressure continues to be an issue for some folks, but was hoping that making alchemize so much cheaper might help with that.

edit: also, while this certainely isn’t 1:1, trinkets will usually replace a different regular item drop in the early parts of the game.

[Shattered] RoW needs to be either removed from challenge runs, reworked, or simply removed from the game (imo), a discussion (lemmy.world)

Let me start this by saying I think the ring of wealth is a really fun item. When I find one in any of my runs, I immediately get excited. That is, for all of 5 minutes before I realise I feel obligated to play a RoW run, sinking at least a dozen hours of mindless grinding into becoming God. In short, RoW is far too powerful,...

00_Evan,
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Firstly, thanks for the feedback! I’m sort of split on this, because on one hand I agree with your dislike of farming, and personally would prefer if there was absolutely 0 farming possibility in the game, but I have to balance that against some players really enjoying farming gameplay. So, the ring of wealth and wand of regrowth are two sort of ‘dedicated farming’ items, where spending enough upgrades into them makes it fairly easy to farm indefinitely.

I don’t ever want this to become a meta strategy though, but I really don’t think that’s the case as you’re describing it. Analytics data isn’t infallible of course, but I do keep track of item success rates, and wealth/regrowth are consistently some of the lowest winrate items in their categories (with the exception of the obvious huntress/warden regrowth synergy). Tedious as it may be, I think getting a farming win with so many challenges is still a reasonable reflection of your skill, and not purely the power of wealth farming.

00_Evan,
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This is intended, it’s a new type of sewer room!

00_Evan,
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It’s exactly neutral, 900 satiety worth of food is used to create a 900 satiety pie. However, for the first 450 turns you also get a little more health regen as a benefit.

00_Evan,
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Gold and hidden rooms are never contained deep into walls, there’s no reason to dig more than 1 or 2 tiles out from a room in search of secrets.

00_Evan,
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rigid skin includes any enemy that doesn’t have squishly mammal skin. So things like insectiod, skeletal, or mechanical enemies all count.

00_Evan,
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The pickaxe ability in particular was not buffed. I’m fine with it being useful against certain enemies, but in general the pickaxe isn’t meant to be a viable weapon option.

00_Evan,
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You’re welcome to still use it for that of course, I mainly meant that I felt the ability was a little too good for the type of item that the pickaxe is supposed to be, so it’s not getting buffed up with the overall Duelist changes.

00_Evan,
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I mainly picked floors 1-3 as I want trinkets to be active for most of a run, and didn’t want to put it in the prison as that area is already really bloated with gear progression.

00_Evan,
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There was a change to DM-300 a few updates ago that might affect the very first turn the gas is shot, but otherwise that mechanic is unchanged.

00_Evan,
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New badges were a bit out of the scope for v2.4.0, but I do agree trinkets could use a badge.

00_Evan,
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It can take a little bit for updates to propagate to all the right places.

00_Evan,
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There can sometimes be little hiccups with resuming runs from previous updates, but everything should work.

00_Evan,
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It’s already on iOS via Apple’s TestFlight platform, and will fully release at the same time as it does on other platforms.

00_Evan,
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This is something that I’ll likely address over time via balance patches, but the actual balance of something doesn’t always match with player expectations. It’s early so numbers are a bit rough, but so far the mossy clump has a MUCH higher success rate than the parchment scrap, likely because of all the extra seeds and dew it can generate. Rather than assuming what’s best, I prefer to get some data in and balance against that and player feedback.

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