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00_Evan

@00_Evan@lemmy.world

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00_Evan,
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I’m afraid I don’t copy features from other versions of Pixel Dungeon. I actually try to avoid playing or reading too much about them so that I don’t have to worry If I think up a similar feature.

I do think that there are cases where Shattered could show more or less data, but I’m strongly against just information dumping all stats to the player. I hate RPGs that make enemies just feel like a collection of numbers. Accuracy and dodge also aren’t meaningful without detailed explanations. Mainly I like to show data that’s important for player decision-making. In particular Shattered could probably do with showing a little more data in regards to upgrade scroll usage.

00_Evan,
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Most people aren’t going to want to do napkin math every time they look at the stat block. Personally if I were to include those numbers I’d just put hit and dodge chance there instead of accuracy and evasion. Or potentially just rework the stat entirely to be more intuitive.

I agree that ring descs aren’t perfect there, but it’s needed to show what the ring is doing proportionally, especially as you upgrade it.

[DEV] Gnoll Geomancer Attacks (i.imgur.com)

As I said last week, the boss for the upcoming gnoll variant of Shattered Pixel Dungeon’s caves quest is the gnoll geomancer! Once the geomancer is awake expect to do a lot of chasing and a lot of rock dodging. The geomancer’s attacks are similar to those of gnoll sappers, but turned up to 11....

00_Evan,
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The flail is an interesting one, some folks swear by it and other despise it. It’s a perfect example of playstyle and preferenace having a big impast on the power of some items. It has access to the most raw DPS of any weapon in the game though, so using it properly can definitely give results.

[DEV] Introducing the Gnoll Geomancer! (i.imgur.com)

The gnoll geomancer is the source of all the earth-moving magic in the upcoming gnoll variant of Shattered Pixel Dungeon’s caves quest. You’ll find the geomancer taking a literal dirt nap initially, but expect to deal with a lot of moving earth once you’ve gotten its attention!...

00_Evan,
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It’s a bit hard to see in this GIF, but the geomancer dashes away a little down and to the right.

00_Evan,
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None of the other quests vary their rewards based on the content like this, and doing something like that might make people choose to ignore the quest if the rewards don’t match their build.

00_Evan,
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The shop spawns for weapons and armor are completely pre-determined when to comes to tier. You’ll only ever find plate on the floor 20 shop.

00_Evan,
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You have to keep in mind that the smith option is for runs which don’t already have good gear, along with upgrade it’s more equivalent to the rewards from the two previous quests, but gives you more overall chances for a T5 item than anything else in the game. Guaranteeing strong item drops from smith makes runs too consistent though, and notably boosts winrates. It’s the primary reason why I nerfed the smith + upgrade combo in v2.2.1.

00_Evan,
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I want players to be able to make that choice, but you’re talking from the perspective of a run that’s strong enough to move deeper without any reward and come back later, not all players are in that position. The average reward from smith + upgrade is a T4 or T5 armor that’s at least +1, often +2, and sometimes +3. For a run that badly needs armor that is an incredible boost.

00_Evan,
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+0 is possible if you only smith, but you can combine a smith with an update to get guaranteed +1 and high chance for +2.

I don’t have analytics data for STR progression, but I would expect 16 STR to be floor 13 or 14, which is where the 6th strength potion is dropped. Possible floor 16 or 17 if the player misses a potion.

00_Evan,
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The game spawns an enemy roughly every 50 turns normally (35 when on a darkness level feeling), there haven’t been any changes to that in a long while. Ghouls in particular do spawn in pairs, but they’re balanced around that.

00_Evan,
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I was very happy with RoA when I first thought up the concept for it. I was mulling over adding a new ring but didn’t have a great idea, and knew arcana was a winner the moment I thought of it. Enchants and glyphs have always been fun for players to use, so letting them access the power budget afforded to SoU allowed me to really heavily boost them.

00_Evan,
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(I think they’re being sarcastic folks)

Wake up when the Sprit hawk dies

I would very much like this as a feature. Especially when trying to farm, it’s decently convenient to sleep e.g. in a garden while the Spirit Hawk acts as a lookout. The only problem is that the hawk seems to expire after some time, and the game does not interrupt the sleep for this. I would very much like to be woken up for...

00_Evan,
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Hmm, I hadn’t considered this. Will look into it as a small QoL adjustment.

[DEV] Gnoll Sapper Attacks (i.imgur.com)

As I mentioned last time, Gnoll Sappers have access to earth moving magic, but really aren’t experts at it. Here’s one of their attacks: a boulder toss after a short delay. They’ll aim for you of course, but the boulder will hit anything that ends up in its path. Good positioning on your part can easily turn this attack...

00_Evan,
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Some random item drops do use a ‘deck’ system to try and improve consistency, but that’s only for stuff that spawns at part of level generation. Enchantments should be completely random each time, but it’s very easy for our brains to percieve patterns in random results.

00_Evan,
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Congrats! You managed a million points, so doom slayer and 25 wins should be relatively easy.

00_Evan,
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I checked the code on this and it’s working correctly. It’s obviously a little uncommon to get two sets of two items in a row, but it’s entirely possible. Identify and Healing are also the most common possible results.

00_Evan,
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I took a look into this, and unfortunately I’m not able to reproduce this error. Tengu only checks for another character on his cell when he spawns, and will always appear otherwise. If his cell is occupied (e.g. by the lotus plant from regrowth) he’ll pick an adjacent cell instead. Even if every adjacent cell is somehow occupied, he’ll just wait until one is freed and the fight won’t start beforehand. There isn’t any logic that would automatically complete the fight in any circumstance.

00_Evan,
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Congrats on releasing a new PD version! Consider adding [DEV] to the start of your post title, to indicate that you’re making an announcement as a developer.

For those curious, don’t include this information in Shattered mainly because I feel it becomes cumbersome in lots of cases. I do think there are some cases where the game says too little or too much at the moment though.

00_Evan,
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(Hey, Dev here)

Thanks so much for the kind words! high challenge gameplay is meant to be ludicrously difficult, borderline impossible, so it’s definitely normal to feel frustrated. It is definitely possible though, I’ve screen screenshots of 9-chal win with 2m+ points. I’m afraid most of the advice I can give tends toward lower chals or getting your first win ,which you’re well past. I’m glad to see that some other folks have posted their advice, hopefully that’s of use to you.

No worries at all about money, especially if you’re in a limited situation yourself. I am able to make a living from purchases on the game, so there’s no need to feel compelled to make purchases. I might like to work with a pixel artist to improve the game’s visuals at some point, though of course the amount I make is nowhere near enough to hire a team and re-make the game.

00_Evan,
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A lot of users are on mobile, so mobile app recommendations might be more useful. I do agree though that something to point people in the right direction would be a good idea, perhaps a welcome post.

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