Pixel Dungeon

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Alright, I've gotta ask here in case Evan sees it: have the spawn rates changed recently? I ask because there's quite a few of us over on the reddit subs who think the spawn rates have increased significantly. For instance, I am not surprised at all when I cross a floor I've already cleared and I encounter an enemy on the way. I am surprised when doing the same and I suddenly encounter 3 or 4 enemies close together, and as I start to back up so I can handle them one at a time another one comes up behind me.

A lot of people have commented on this over on reddit, and my personal experience is that I'm much more frequently finding myself frustrated by encountering _yet another _ bad guy right after having just handled several. It's starting to feel a bit out of hand (and I say this as someone who's played for a couple years and has a fair amount of experience at this point).

If it's not the spawn rate, is it possible that the new-ish floor designs (which allow for rooms to connect to each other without walls between them and such) might actually be leading to higher densities of enemies in some places?

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Hello Dungeon Crawlers. Renewed Pixel Dungeon version 1.2.0 is out with many changes. The app is out in Closed Testing for Google Play. Unfortunately, for newer Google Play developer accounts, a Closed Test is required in order to publish apps. The requirement is 12 testers for 14 days to publish an app.

As I would like to publish this mod to Google Play as well, I need a favor: Enter the closed test by joining this Google Group with the same account you use for Google Play: https://groups.google.com/g/renewedpdtest Afterwards, you should be able to download the Early Access version of the app from Google Play: https://play.google.com/store/apps/details?id=com.retrodevxp.renewedpixeldungeon or https://play.google.com/apps/testing/com.retrodevxp.renewedpixeldungeon

The app is also already available for Desktop on itch.io here: https://retrodevxp.itch.io/renewed-pixel-dungeon Its source code is available on Github here: https://github.com/RetroDevXP/renewed-pixel-dungeon

Good luck in the dungeon. Thank you.

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Hey Dungeoneers, Shattered Pixel Dungeon v3.2.0 has been released!

v3.2 comes with a major overhaul to thrown weapons, balance changes to some subclasses, and a major QoL change to accuracy/evasion effects.

Read the Full Post Here

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submitted 1 week ago* (last edited 6 days ago) by mrsemi@lemmy.world to c/pixeldungeon@lemmy.world
 
 

A

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Hey Dungeoneers!

v3.2 has just gone to beta, with an overhaul to thrown weapons and some other substantial balance and QoL changes!

In this blog post I'm going to go over what's changing in v3.2 in more detail.

Read the full post here!

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No. +10 ring and chalice aren't enough to outheal the damage.

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Hey Dungeoneers,

In v3.1, which added the Ferret Tuft, I included a little green bow icon that appeared when the tuft was the reason an attack missed its target.

This addition was really popular, and a lot of people have asked if I plan to extend that system, I do and I am! In fact, in v3.2 I’m expanded it to apply to pretty much every effect in the game that alters hit chance!

This means that little icons will appear next to miss text, or next to the sword icon when hitting, that showcase when a specific effect is the reason an attack hit or missed! This should hopefully make the impact of these effects much more visible, as you’ll get direct feedback when they make the difference.

(Image Description: A gif showcasing the new hit and miss icons. The Cleric surprise attacks a rat, then the rat misses the Cleric due to the bless buff, then the Cleric hits the rat again due to the bonus accuracy on their weapon. Each of these interactions use a new icon in the floating status text about the characters.)

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Hey Dungeoneers,

As I've mentioned before, the next update to Shattered Pixel Dungeon will feature an overhaul to thrown weapons! They will works in sets of three, which can be upgraded as a unit.

What might not be immediately apparent is that this extends far beyond just upgrades, by having thrown weapons work as a 'unit' together it's also much more feasible to have various weapon properties apply to them. This includes identification, natural upgrades, curses, and enchantments!

(Image Description: A gif showcasing the Rogue attacking a slime with a blazing thrown knife)

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Update: After another half dozen SoT's with Recall Inscription, I finally got a Regrowth wand. Yay!

I'm playing a cleric with Ring of Wealth, trying to get a Wand of Regrowth while farming caves. I've managed to get 7 Wands from shamans and over 30 Scrolls of Transmutation from RoW drops, but I've burned through over half of the scrolls, and even doubling their effects with Recall Inscription, I haven't gotten a Wand of Regrowth yet. Is it still possible to transmute another wand into a Wand of Regrowth?

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Felt good to cold clock anything I could see from 7 km away. These death gazes never stood a chance.)

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How it works seems inconsistent. Sometimes it'll prevent negative effects, and others it won't.

For instance, I just got DM300. He used his exhaust. Before I took dmg from it, I used cleanse. Still was taking dmg despite this.

I've also had this happen when I'm on fire - doesn't cleanse it and I keep burning, even when it's maxed.

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They didn't want to talk :

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https://github.com/TrashboxBobylev/Rat-King-Adventure/releases/tag/2.2.1

This release ports RKPD2 3.0, including Cleric and new journal, expands upon special seeds and fixes a bunch of bugs and balance issues.

2.2.1 fixes mobs not dropping anything outside LEV-ELD-OWN mode.

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The new wiki location has opened today! Move your wiki content or make new articles there!

The people from previous post were all notified about this, but even if you didn't respond, you can still contribute!

The current format, as outlined by current admit, QuasiStellar, is to describe Shattered's content in main namespace and everything else (including vanilla) in corresponding separate namespaces. It is even possible to style it according to the mod.

Good luck!

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Only took 153 games with a majority running huntress and I finally beat the game.

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How?! (infosec.pub)
submitted 1 month ago* (last edited 1 month ago) by YICHM@lemmy.world to c/pixeldungeon@lemmy.world
 
 

An old save from 2024, v2.x.

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So I have been playing for a couple years now, and I LOVE the cleric character, but am I the only one who feels like he could be a little stronger.. I can't make it past Tengu. However I have beaten it several times with the warden an the warlock. What am I doing wrong?

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This is my inventory after killing goo. XPD-HJC-HGR if anybody wants to play this amazing seed on a class where +1 strength ring and uncursed greataxe by floor 3 aren't wasted. The mimic tooth was a random trinket choice and I don't know if that is tied to the seed, but everything else is in visible rooms in the first 4 floors

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Hey Dungeoneers,

v3.1.1 released a few days ago, containing a somewhat small amount of followup tweaks to v3.1.0. The most notable changes are some visual tweaks to the Warrior's splash art in response to feedback, and some performance improvements for users on modern iPhones.

Here's a full list of changes:

Followup Warrior Tweaks

Gameplay-wise the Warrior is doing well after his mini-rework. I will likely make some changes in v3.2 but for now I'm just making one buff to an early talent:

  • Hearty Meal HP threshold increased to 33% from 30%, healing increased to 4/6 at +1/+2 from 3/5 at +1/+2.

There are also some tweaks to the Warrior's new splash in response to feedback:

  • Significantly brightened the broken seal so that new details are easier to see
  • Added back in scarring and some muscle definition to the Warrior's arms
  • Deepened shadowing along the Warrior's figure
  • Added various small details to make the armor appear more worn and the Warrior more rugged

Misc. Changes

  • Switched Shattered's rendering backend on iOS to use Metal (new) instead of OpenGL (legacy). This should result in better performance and higher frame rates on supported devices.

  • Enemies and items can no longer spawn on top of plants generated by garden rooms

  • Added a new language: Traditional Chinese!

  • Renamed Chinese language to Simplified Chinese

  • Updated translations and translator credits

  • Increased the HP threshold for status pane blinking red to 33% from 30%, for consistency with hearty meal change.

Bugfixes

Fixed the following bugs:

Caused By v3.1:

  • Incorrect landmark entries for beacon of returning

Existed Prior to v3.1:

  • Thrown weapons sticking to broken crystal guardians
  • Ebony mimics always appearing hidden after ankh revive
  • Various issues with how the game handles animation logic at very low framerates
  • Haptics not working properly on more modern iOS devices
  • Website links not working on modern iOS versions
  • Indonesian language not working on desktop platforms
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Coup d'état (infosec.pub)
submitted 1 month ago* (last edited 1 month ago) by Track_Shovel@slrpnk.net to c/pixeldungeon@lemmy.world
 
 

Gang is all here

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I walked through a doorway and saw a necromancer adjacent to me in the prison. As I stepped back out, the necromancer followed me through the doorway and summoned a skeleton on the other side of the doorway (never seen either of those things happen before). Instead of moving out of the way it was stuck zapping the skeleton that was doing nothing until I killed the necromancer!

I'd upload a video, but Lemmy keeps giving me an error message.

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