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00_Evan

@00_Evan@lemmy.world

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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,
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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.

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

[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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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, (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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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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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,
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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.

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