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3 yr. ago

  • The poison amount has been boosted significantly from its earlier version, though I am willing to change up the numbers more if it ends up needing it.

  • You'll notice that I've changed both of these enchantments so that they don't just add more damage to your attack without thought. Venemous is on a bigger delay, and vorpal outright replaces the damage of the regular hit. This is a bit more like blazing, which also have tradeoffs for its extra damage.

  • Yeah that came up pretty quick while I was play testing. Bleeding for more than the enemy's hp means they get a hit in before death and felt TERRIBLE.

  • Pixel Dungeon @lemmy.world

    Upcoming New/Returning Enchantments!

  • Regular damage resistance effects (e.g. elements) are considered but special sources of damage reduction (like tenacity) are not.

  • Pixel Dungeon @lemmy.world

    DOT in Health Bars

  • You're correct that pixels don't always align perfectly, but this is almost always result of visual or gameplay compromise, and the general intent of the game looking blocky or pixellated is preserved. In general there are only two persistent pixel zoom levels as well: the UI camera and the game camera. IMO the vanilla cursor sticks out like a sore thumb as the only asset that's at full resolution. The Shattered cursor mimics the UI zoom, using the same pixel size as the interface. While it is obviously a lot smaller, the Shattered cursor also uses the exact same three colors as the vanilla one, I literally made it by shrinking the vanilla cursor.

  • The main reason why i changed the cursor from the one vanilla uses is that the vanilla cursor is inconsistent with the game's art style. Shattered adjusts the scaling on its cursor so that it aligns with the pixels of the rest of the interface, instead of being full resolution. Is there a particular reason why you dislike the cursor in Shattered and wand to disable it?

  • Scoring will continue to vary for each quest. The objectives of the quest will make it clear how to get full points, just like the blacksmith quest.

  • Exploration score only includes normal floors. Quests have their own separate score category. In the case of the blacksmith quest exploring just means finding 40 gold.

  • Pixel Dungeon @lemmy.world

    The Weakest Vault Enemy

  • Pixel Dungeon @lemmy.world

    Rows of Vault Lasers

  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.8!

  • Thanks for the kind words and support!

  • Pixel Dungeon @lemmy.world

    Coming Soon to Shattered: A New City Quest!

    shatteredpixel.com /blog/coming-soon-to-shattered-a-new-city-quest.html
  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.6

  • Glad to hear it! Unfortunately there is a timer on Android 5 support too, though it's still a ways off. I expect I may have to drop 5.0 and 5.1 in another 2 years or so.

  • Technically it's when the hero hits level 3, but yeah that's the intent. Basically once it has become very likely that the player is going for randomized victory it'll start reminding you to do it.

  • Frankly I don't think there's anything wrong with a game appealing to a specific audience and deciding not to let its experience be substantially changed in the name of inclusivity. There are SO many games out there and I think it's fine for a game to not try to appeal to as many people as possible.

    I'm not going to take this to the extreme of actively trying to fight save file editing on more open systems though (windows, rooted android, etc.) There's no real way for me to do that without a system that would be overly awkward for regular users. The game already compresses save files, which makes them not editable as plaintext, and that's good enough.

    IMO if a game offers save/load (even optionally) it isn't a roguelike. Permadeath is a core part of the genre. It's like calling a game such as Call of Duty a 'first person adventure with added guns'. There's nothing wrong with a game offering choices if that's what it wants to do, but it changes what that game is, you can't have your cake and eat it too.

  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.5

  • The rat is just a tester enemy here, the final vault area probably won't feature rats. Its probably going to be flimsy, but I do intend to try and explain why vault enemies are more sluggish.

  • Pixel Dungeon @lemmy.world

    Investigating Enemies

  • I think you're misunderstanding me a bit, what I meant was that you have already gotten a legitimate win AND you just want mistap insurance. I don't ever plan to put cheats into the game because there's no way to verify the player is only using them for things like recovering from a crash or mistap. I'd rather not let players cheat generally as I suspect it will damage the experience of playing the game normally.

  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.4

  • You're basically asking me to turn Shattered into a different game then. Roguelikes have permadeath, by removing it or making it optional Shattered would no longer be a roguelike.

  • Hey there, my thoughts on it are that it's.. well.. cheating. Obviously Shattered is a single player game so it's not like cheating ruins the experience for others, but I'd rather not make it easy to do or expose any functionality within the game itself to enable people to cheat.

    I'm not super familiar with how shizuku works, but generally apps don't expose data in their private folder at all to other apps without tools like root. Shattered does support Android's backup and restore functionality, but not for individual save files as otherwise it would be really easy to use built-in restore tools to cheat. Similarly, having the game write the files to non-private storage would also make cheating really easy via any file manager app.

    The main reason for this is that in most cases players are tempted to cheat as a quicker way to overcome a challenge in a game like Shattered, and by doing that they rob themselves of the satisfaction of beating the game legitimately. It sounds like in your case you have already gotten legitimate wins and it's more about mistap insurance, but there's no way for the game to know that unfortunately.

  • That is intended for now. For the moment I'm not very concerned with the overall size and shape of the tester area, I'm more concerned with ensuring that the grid level generation works and places rooms coherently.

  • I'm afraid I can't be specific, but I have some ideas for endless mode already that will make it more than just more floors of the dungeon. There's a reason why I want to implement remaining new quests first.

  • I have actually decided to look into improving how some windows persist between scene resets, but I don't plan to put in full tracking functionality so that the scrolls window will re-show if the game is closed. I'd rather just treat that as cancelling the scroll given that in most cases you have to force quit the game for that to happen.

  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon in 2026

    shatteredpixel.com /blog/shattered-pixel-dungeon-in-2026.html
  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.2!

  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.1!

  • Pixel Dungeon @lemmy.world

    Shattered Pixel Dungeon v3.3.0!

    shatteredpixel.com /blog/shattered-pixel-dungeon-v330.html
  • Pixel Dungeon @lemmy.world

    Upcoming Artifact: Skeleton Key!

  • Pixel Dungeon @lemmy.world

    Coming Soon to Shattered: Imp Quest Tester Area!

    shatteredpixel.com /blog/coming-soon-to-shattered-imp-quest-tester-area.html
  • Pixel Dungeon @lemmy.world

    Upcoming Trinket: Cracked Spyglass!

  • Pixel Dungeon @lemmy.world

    A New Feature in v3.3: Randomizing!

  • Pixel Dungeon @lemmy.world

    A New Room for the Ambitious Imp

  • Pixel Dungeon @lemmy.world

    A Change of Plans for Shattered v3.3