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00_Evan

@00_Evan@lemmy.world

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[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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Trinkets are going to have all sorts of different utility functions, but I want at least a couple of them to fall into this category, yeah.

00_Evan,
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The rat skull isn’t meant to tie into the fetid rat specifically anymore, like it did back before v0.2.1. Despite that, it’s definitely possible that the game might have a gnoll or crab themed trinket, though I don’t have any specific plans for either of those themes at the moment.

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.

00_Evan,
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Mainly it’s meant to cut extra steps and complexity out of the system in favor of people largely being able to make what they want with just a base item and energy. The random effect from catalysts themselves will live on in a new item though.

Request About Blacksmith's Reward (lemmy.world)

I once posted about “Multiplied Equipment from Smith’s Reforge” (lemmy.world/post/9169425), which have been patched in the latest update and I’m fine with that (tho maxing RoW in a farming run become so much harder now). What’s unfortunate IMO is that now cursed (but identified) equipment also can’t be selected for...

00_Evan,
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I decided to return the blacksmith back to pre-2.2.0, where he would refuse to work on cursed items. Mainly I felt it was a bit too easy to apply the smith’s buffs to items, and also there were side-effects that had to be addressed, such as the point made in your previous post. The upgrade option from the smith isn’t meant to be 100% analogous to a scroll of upgrade.

00_Evan,
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From the game: “Okay, a deal’s a deal. Here’s what I can do for you. I only work with identified and uncursed items.”

00_Evan,
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Interface changes are also something I’m considering with this update. “make-x” isn’t very likely, but ‘repeat previous ingredients’ is, which is similar.

00_Evan,
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Yeah, I agree that the change in themeing is unfortunate. Every change I have made since initially introducing the system has substantially increased the number of people who use it though. Clearly many people see multiple inputs, or recipes that require multiple steps, and just don’t bother. Even though this does mean alchemy turns more into a point-based system than a full on crafting one, that seems to suit the game better.

Fundamentally I want players to think “What consumables do I not care about?” and then “what alchemy produce do I want to make with them?”, and just having a point system largely sit in the middle seems to do the best job of making that process effective. It’s worth noting though that there are still a significant number of 2 item recipes, and a few three item ones. Meat pies in particular are still very popular.

I have already considered the fact that levitation potions turning into spells makes no sense though, especially now without catalysts. it’s not shown here but that actually is being addressed.

00_Evan,
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If I put in a toggle even 10% of the time people asked for them then the game would be absolutely stuffed with them. ‘make is a toggle’ is unfortunately not a way to satisfy everyone, it’s essentially giving up on making an executive decision about what is best for the game.

00_Evan,
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No the recipes are just getting a thematic change, the actual inputs and functionality of the outputs are unchanged.

00_Evan,
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One of the points of removing catalysts here is to try and streamline things and overall reduce the complexity burden on higher-end alchemy. Replacing catalysts with separate resource systems wouldn’t accomplish this.

[DEV] Upcoming Lunar New Year item! (lemmy.world)

In a few days, Shattered Pixel Dungeon will have its first ever festive food replacement for the Lunar New Year! As usual, these holiday treats have a little bonus vs. the regular cornish pasty that they replace. Steamed fish is eaten in two bites instead of one, letting you trigger any on-eat effects you have twice!

00_Evan,
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Yeah I’m very happy with the way the effect and tradition ended up lining so well.

00_Evan,
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The statue wouldn’t be very useful while corrupted if it dropped its weapon. You will still get the weapon when the corrupted statue dies though.

00_Evan,
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A weaker enemy from the next region can rarely appear at the end of the current one. This goes for thieves in the sewers, bats in the prison, ghouls in the caves, etc.

SPD 7 challenge run with Warrior (lemmy.world)

Completed 1mill score badge using Warrior and 7 challenges. Kept Pharmacaphobia and Faith Is My Armor turned off. An early Stone Plate and Ring of Arcana made me near invincible to physical damage. Struggled with food/magic in the Hells and had trouble finding a good weapon so finally pumped my upgrades and enchantment into...

00_Evan,
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Congrats! I’ll admit to not having won a full run for 1m points myself, I just don’t have the time to commit to it versus working on other content or more targeted testing.

00_Evan,
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FYI there are no ores or rooms that are totally separate from other rooms, so digging deep into terrain is pointless.

00_Evan,
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One thing that’s worth mentioning for item tiers is that they create some strategy for SoU use, as there is a tradeoff between spending SoU sooner to not die immediately, and saving them for later higher tier gear. If weapons and armor scaled up with player level, then experienced players would just dump SoU on literally anything and win the game with it. This was actually a problem with Huntress before her rework in v0.7.1, as prior to that her unique item was directly upgradeable and experienced players could just win the game outright with it alone.

00_Evan,
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8 or 9 chal runs are beatable of course, but they puch pretty far into ‘so hard it isn’t fun’ territory for almost everyone, which is why badges stop at 6 challenges. I do plan to keep adding things for very experienced players to aspire to though, glad to hear you like the little badge additions in v2.3!

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