00_Evan

joined 2 years ago
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[–] 00_Evan@lemmy.world 1 points 7 hours ago

It's meant to be tricky to use, you have to think about angles and how to knock the enemy toward you or aside to you while also not hitting yourself. The payoff is a pretty big hit though, especially with empowered strike.

[–] 00_Evan@lemmy.world 1 points 3 days ago

As of v3.1 berserker is the strongest subclass in the game. Armor is just really good and anything that synergizes strongly with it is going to be really strong too.

[–] 00_Evan@lemmy.world 1 points 1 week ago

The explosion is next to the attack target, but explosion will also consume a bunch of extra thrown weapon uses, so it's not purely positive with them.

[–] 00_Evan@lemmy.world 1 points 1 week ago

The talent gives one shield every other turn at +1, and every turn at +2, to a cap of 3 and 5. You don't get 3 or 5 shield instantly.

 

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!

[–] 00_Evan@lemmy.world 3 points 1 week ago

That's a decent idea, currently those sources of extra drops don't have any direct visibility.

At the same time though, something like +20% item drops does exactly what it sounds like, wheras +20% accuracy does not mean you hit 20% more often usually.

 

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.)

[–] 00_Evan@lemmy.world 2 points 2 weeks ago

Yes, upgrades from any source apply to the entire stack.

[–] 00_Evan@lemmy.world 1 points 2 weeks ago (1 children)

Feather Fall is so expensive partly because it's very popular. I agree that the cost is high but it's that or a heath potion if you've not got a mageroyal.

[–] 00_Evan@lemmy.world 1 points 2 weeks ago (2 children)

Unfortunately yes, each stack of thrown weapons is its own unit when it comes to upgrades, and that includes reforging.

[–] 00_Evan@lemmy.world 2 points 2 weeks ago

a few of them are selectively getting damage nerfs, but no overall nerfs planned yet. I agree this is something to keep an eye on.

[–] 00_Evan@lemmy.world 2 points 2 weeks ago (3 children)

Thrown weapons getting really awkward to use once you've thrown them all is sort of the point, and I don't want to let the player totally circumvent that with telekinesis. Wands are similarly awkward when out of charges, as recharging happens slowly over time.

It's entirely possible to buff the spell a bit of course, but I don't want it to end up as an instant cast that hits an AOE, as then it's just totally invalidating one of thrown weapon's major drawbacks.

[–] 00_Evan@lemmy.world 3 points 2 weeks ago (7 children)

I really don't think this is going to invalidate the bow. It's just going to make thrown weapons useful in more contexts, but 3 shots with more overall durability is not the same as infinite shots with 0 needed investment.

[–] 00_Evan@lemmy.world 1 points 2 weeks ago

Telekinetic grab already grabs all items attached to an enemy or on the ground.

 

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)

 

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
 

Hey Dungeoneers, Shattered Pixel Dungeon v3.1.0 has been released!

v3.1 includes a mini Warrior Rework, new terrain/rooms, a new trinket, and a bunch of other smaller changes and additions!

Read the Full Post Here

 

Hey Dungeoneers,

There's going to be one more new thing in the next Shattered Pixel Dungeon update: new splash art for the Warrior! As usual the art for this is by Aleksandar Komitov, here's a little sneak peek.

This (plus other hiccups) has delayed v3.1's release a little past the '1-1.5 weeks' estimate I gave earlier though, expect another beta patch soon and hopefully a release in very early June.

(Image Description: A pixel-blurred image teasing the Warrior's new splash art)

 

Hey Dungeoneers, v3.1 is ready for beta, just in time to meet the estimate I gave (for once)!

In this blog post I'm going to go over what's coming in v3.1! This update has a a mini Warrior rework, some new rooms in the dungeon, a new trinket, and an assortment of other changes and additions.

Read the Full Post Here

 

Hey folks,

Shattered Pixel Dungeon v3.1 is getting very close to being ready for beta hopefully you'll hear more about it in this coming week. One other new thing in it that I haven't mentioned yet are two new rare enemies! Both are encountered in the Sewers, here one of them: Gnoll Exiles!

Gnoll Exiles are super powerful gnoll scouts, but they aren't as aggressive. Years of solitude has made them pretty shrewd, and they won't pick a fight with you of your allies. Of course they will retaliate, but the extra loot in their backpack might be worth the very tough fight.

(Image Description: A screenshot showing the Cleric hero approaching a gnoll exile. The exile looks similar to a regular gnoll scout, but wields a spear and has grey fur.)

 

Hey Dungeoneers,

The next Shattered Pixel Dungeon update will include a new trinket! It's a simpler one this time, with more of a cute aesthetic. It's a little reference to a favorite ferret.

The Ferret Tuft boosts evasion for all characters, including both allies and enemies! That might sound like a mixed bag, but keep in mind that there are lots of ways to counter enemy evasion: magic, most ability attacks, surprise attacks, etc. You'll need to make more use of these than usual to benefit from the trinket, but the extra defensive power can be well worth it.

(Image Description: An image showing the item info window for the new Ferret Tuft item. It reads: "Ferret Tuft +3: A tuft of silky white ferret fur, held together by a lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. At its current level this trinket will increase the evasion of all characters by 60%.")

 

Here's another side content addition coming in the next update to Shattered Pixel Dungeon, a few new terrain objects! Each region is getting something new for a little more visual variety: barrels in the sewers, cages in the prison, metal scaffolding in the caves, flaming pedestals in the city, and chunks of rubble in the demon halls.

These new terrain types will show up in some new standard rooms, and a few of the existing rooms already in the dungeon. Here's an image showing one example, with some very much unfinished barrel visuals.

(Image Description: screenshot showing the sewer region. In the top-right of the room there is a row of storage barrels. The barrels are using placeholder visuals, they are notably lower detail than the other dungeon elements.)

 

Hey Dungeoneers,

The next Shattered Pixel Dungeon update is going to have a variety of smaller changes, including four new badges to earn! These badges range from fairly easy to quite difficult, and are all about specific challenges. Here are some hints:

  • Defeat enemies with the help of terrain (traps, plans, chasms)
  • Have lots of buffs or debuffs at once
  • Survive the ascent with the amulet's curse peacefully
  • Beat the game using a very, very high level pickaxe

(Image Description: An image showing the four new badge being added in the next Shattered Pixel Dungeon update. The first one is golden (medium difficulty), then one is platinum (high difficulty), and the last two are diamond (extreme difficulty).)

 

Hey folks,

The next update to Shattered Pixel Dungeon will make some pretty big changes to the Warrior. His current shielding over time benefit is passive and hard to notice, so I'm changing it to grant him a bunch of shielding up-front, with a cooldown.

I'm toying with some of the balance on this atm, but would also like to add a bit of interactivity to this by having it only trigger when the Warrior is about to be below half health. This gives me room to make the effect stronger, in exchange for the extra requirement on its use.

(Image Description: A short GIF of the Warrior taking damage early in the game. Just before the incoming damage from the rat is dealt, The Warrior gains a burst of 5 sheilding, completely negating the attack. The Warrior then starts to retaliate and defeats the rat.)

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