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00_Evan

@00_Evan@lemmy.world

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00_Evan,
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The horn charges based on exp gain, not based on time, mainly to prevent people using an upgraded horn to stall out hunger forever. The amount of charge you get per hero level scales from ~0.33 rations to ~2.25 rations at +10. Each ration you put into the horn will be recovered after about 5 levels.

00_Evan,
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I mean… it literally says ‘gain experience’ already. I can cut it down a bit but it already feels pretty direct.

[ShPD] [discussion] UI/QoL stuff

Let’s talk about some UI/quality of life stuff. I was about to open issue, but since it touches a bunch of different topics, I guess a discussion is better. It’s a bunch of things that were annoying to me over the last months. It doesn’t mean that something has to change, could just be that I overlooked some features...

00_Evan,
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There’s quite a few things mentioned here, so I’ll briefly go over each one in order:

  • special floors also announce themselves in the game log when the hero enters the floor or whenever the game is loaded on that floor. I always felt like that was enough to establish a connection with the icon. There is no ‘hover’ function on mobile, neither is there enough screen space to turn that icon into a proper button.
  • I’m not sure exactly what you mean here, as the hero does ignore enemies and allies which they cannot see. That’s a big reason why auto pathing stops when an enemy pops into view, as otherwise suddenly changing directions would be quite common.
  • As a few folks have mentioned, you can tap on the enemy count indicator to swap targets like using the tab key on desktop.

  • I’m curious how many people would use something like this. The game would also need to communicate this functionality somewhere, as it’s not exactly intuitive to discover.
  • this sort of situation would be effectively impossible for the game to detect reliably. It would likely end up asking ‘are you sure?’ in lots of cases where the player gave simple inputs, and would end up being quite annoying.
  • I have considered something like this on desktop because of mouse hover, but I don’t think this would be possible on mobile without requiring every targeting prompt to take two taps. Auto-aim also already solves this problem in most cases.

  • All of these points boil down to having custom note functionality, which is something I would like to add soon-ish. The problem is mainly that implementing it well takes a fair amount of design consideration, as lots of different people all have different ideas as to what would work best. Just as a simple example, lots of people want notes or tags to exist in the inventory, but I’m wary of this as that UI is already very visually busy. The journal is the obviouls place to put them, but then the functionality might be too tucked away for lots of people to bother with.
00_Evan,
@00_Evan@lemmy.world avatar

That is correct. There are some cases where you can get a lot of value from this, but not quite as much as you might think. It’s a bit like a weaker version of invisibility (as enemies still aggro to you). The 6 turns is also because the shield is +3, the base duration is 3.

00_Evan,
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Beta is not out, it’s coming soon™, but not just yet.

00_Evan,
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Imbuing a new wand did clear enchantmnets on the staff a loooong time ago, I removed that in v0.4.0

00_Evan,
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the main idea is that artifact levels aren’t analogous to levels you spend SoU on at all. I’d honestly rather just change it back to the way it was before, where transmutation simply failed if you rolled all the artifacts.

00_Evan,
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So the way Shattered currently works is that the average numbers in a range are more likely to appear, it’s like rolling 2d6 vs 1d12. The clover will steadily cancel out and then invert that depending on how highly it is upgraded. At max level, low and high rolls will be a lot more likely than the average, somewhat like rolling 2d12 and picking the one that’s furthest from a 6.

00_Evan,
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You can think of it a bit like Warrior’s iron stomach talent. While you use (drink or throw) the potion you are either highly resistant, or completely immune to most types of damage. This makes a bunch of different potions more viable to use in melee combat, as you don’t have to worry about eating attacks in exchange for using them.

00_Evan,
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Do you mean with the unencumbered spirit talent? Ring of Force doesn’t have an equipment tier, so no that talent doesn’t work with it.

00_Evan,
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The talent does directly mention ring of force and being unarmed in the description. If you are unarmed or directly attacking with a ring of force, the talent doesn’t apply. So brawler’s stance would cause you to not trigger the talent, but just having the ring equipped with a weapon does not.

00_Evan,
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I appreciate that this would be whacky, and even possibly beneficial if it’s just one, but I expect most people will never take the trinket if there’s even a slight chance that it could just roll a bunch of mastery potions / enchant scrolls and totally screw your run.

00_Evan,
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That’s the plan! In fact one of the purposes of trinkets in general is to better tutorialize the alchemy system.

00_Evan,
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soon-ish. The previous estimate i gave of mid to late April is still fairly accurate.

00_Evan,
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You have to be pretty literal when interpreting the badge description. For instance, the badge never mentions consumables, you can damage DK with dangerous potions/scrolls as much as you like.

00_Evan,
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The current plan is a passive effect gained by holding them, You can only get one trinket per game and they cannot be cursed, but lots of effects are not purely positive. Trinkets shouldn’t mess with seeds too much, although with the clump you will obvisouly see a little variance in levelgen.

00_Evan,
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Ring of wealth does a variety of things, one of which is that gear specifically dropped by it is more likely to be enchanted. You’re probably upgrading it more for the gear drops themselves, and I don’t plan on adding a trinket that directly adds equipment drops.

[DEV] The Rat Skull Returns in Shattered v2.4.0! (lemmy.world)

After almost 10 years, the rat skull will finally return in Shattered Pixel Dungeon v2.4.0 as one of the game’s new trinkets! It was formerly a quest item that I removed way back in v0.2.1. Now the skull will passively boost the chance for you to encounter rare exotic enemies like albino rats or crystal mimics. This means a...

00_Evan,
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Thanks for the kind words! I don’t deserve all the credit here though, a bunch of the little details you mention were in the game back when it was Pixel Dungeon, being made by Watabou.

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