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00_Evan

@00_Evan@lemmy.world

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00_Evan,
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It depends a lot on what items you have. Generally upgrade/reforge/harden are better if you already have good gear, and smith is good if you need to fish for a good weapon or armor. Reforge, harden, and upgrade can each be used a second time, but the second use costs 1000 more favor.

00_Evan,
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It will infact make curses less powerful (less likely to proc, in most cases)

00_Evan,
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I’ve had this mentioned to me a couple of times but haven’t been able to reproduce it yet. From the looks of it you died to a boulder throw, possibly while multiple were being thrown at once. I’ll do a little testing on that.

00_Evan,
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Yeah I agree that graphical updates are the potentially riskiest of any of these things. It’s something I want to do, but only if it’s done right. I expect some players will demand the old graphics back no matter what of course, but if the new art is done well it should substantialy elevate the game for most people.

00_Evan,
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Achievements are a fairly easy way for me to give experienced players something more to do. Some players will want to get them all out of comittment though, so it’s important to not phone them in.

00_Evan,
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Thanks for playing =)

Extend Arcane Stylus Functionality in SPD?

I feel like the Arcane Stylus should be reimagined slightly. In the original PD there were many more in the game and they had a secondary function of repairing degraded armor. Stylus were later replaced by the Scroll of Enchant. In SPD, Enchant Runestones do the same thing, so the stylus is a bit redundant (not that this is a...

00_Evan,
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Stylii are mainly around right now to help give armor a bit more variety via better access to glyphs, as weapons have more variety to begin with and so don’t need it as much from enchantments. Their functionality and drop quantity are largely the same as they were in Pixel Dungeon v1.7.1 though, most of the changes you mention are from when vanilla added degradation, which was something I chose not to port over to Shattered.

I do agree that giving stylii an alchemy recipe would be neat though. I’ve had a few ideas for it, but don’t want them to just be scrappable for easy energy.

00_Evan,
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I have mulled over the possibility of giving the player some sort of enchant or glyph option that must be used earlier on, specifically to encourage a bit more variety earlier in the game.

00_Evan,
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Thanks so much for the kind words! It’s lovely to hear that you’ve both been enjoying Shattered so much. The game’s translation team definitely deserves some credit too. After setting up translation support in the game’s code I largely have left the work up to them.

00_Evan,
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Thanks so much for sharing this! These may all be other people’s mods, but those post definity deserves as [DEV] tag, so please consider editing your post title to put that in at the start.

00_Evan,
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This is something I’ve tried to improve with followup updates, without just straight up giving three rooms with ring/artifact/wand choices, which would be very overpowered. As of v2.2 finding a key now means you’re guaranteed either some equipment, or a bunch of consumables, at least one of which is experience or transmutation.

I feel like it’s better now, but ultimately adding more rooms does mean that specific great ones will become a bit less common, and I wanted to make more use of the crystal key mechanic, rather than having them sometimes not show up in a run at all.

00_Evan,
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Generally anything that isn’t equipment can be used in the alchemy interface, but not all items have a recipe.

Game lagging/frameskipping

Hello, Since the Shatteted PD updates of the crystal caves (including beta versions), it seems like the game “lags” as in, seems to skip frames without actually freezing. This happens starting from the 6th level, not before, and stays the rest of the game. The main menu also seems to have the background animations sort of...

00_Evan,
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There haven’t been any changes in the v2.3.0 beta that should affect general performance, and certainely not something that would cause the game to totally freeze for seconds at a time. Have you tried restarting your device?

00_Evan,
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It is entirely possible that there are some performance regressions in v2.2.0 or v2.3.0, but it really shouldn’t be anything so severe that it causes the game to freeze for seconds at a time. You mention it starting from the 6th level, I’m curious, does this persist if you get further in the game on a run, and then restart your device and continue the run? Mainly I’m interested if the issue is related to getting to a certain point in the game, or just playing the game for a certain amount of time.

00_Evan,
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Hm, it’s a bit hard to tell from the GIF, but does some of the skipping happen when you’re just panning the camera and nothing is otherwise happening? If so that does pin things down somewhat, as it means that the error happens even when the game is only processing graphics logic (no game logic).

00_Evan,
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Hm, okay, so it’s entirely separate from gameplay logic then. I haven’t made any changes to the game’s core rendering logic in a while as well. I’ll spend a bit of time looking into this, particularly if there is perhaps a memory leak (which would explain why the frameskipping comes on slowly) but I suspect the most likely thing is that this is an issue specific to your device.

00_Evan,
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yeah that’s correct. For the first bit of the beta at least you’re going to always get the new quest. I’ll likely do something similar with the 3rd quest variant.

00_Evan,
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I expect people are going to need a little time to get used to the new icons. Unfortunately the green arrow is already used for upgrades on items, I picked orange as that’s the consistent icon used for strength increase elsewhere in the game. I also added a game log entry for strength potions that re-states what your new total strength is.

00_Evan,
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Glad to hear that you enjoyed it! It does seem that the current implementation is a bit too easy though, so I may be toning it up a bit in a future beta release.

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