00_Evan

joined 1 year ago
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[–] [email protected] 1 points 3 weeks ago (3 children)

So an evasion augmented armor grants 4 + 2*lvl evasion. I could include this stat, but it's not actually going to help decision-making at all, as you have no idea how that compares to the amount of blocking you've lost. Furthermore extra points of evasion/accuracy aren't necessarily more useful, generally the more of it you've got the less useful each point is, which is often the opposite of blocking's value. So I just don't include the numbers at all as that ends up being a similar amount of information with less complexity.

Accuracy figures are the exact same in this regard, I'd rather have no numbers at all than show numbers which aren't actually useful.

[–] [email protected] 4 points 3 weeks ago (6 children)

The next update isn't actually revealing any more information than the game already displays, it's just giving it to you in a nice compact form that's much easier to access, and in the case of SoU it's showing it to you before spending the scroll instead of after.

Unfortunately I don't intend to show off accuracy and evasion stats because the numbers aren't particularly meaningful. The hero has 10 accuracy and 5 evasion to start, and gains +1 of each per level. This tells you nothing about the actual hit/dodge chance on a per-enemy basis. the only real way for me to show this information would be to show the exact hit/dodge chance for each enemy, which feels like way too much information.

[–] [email protected] 2 points 3 weeks ago

The level boost isn't changed for the bow vs. other thrown weapons, so there's no need to put in another line on the update window. The item's description is probably a better place for clarity on that front.

[–] [email protected] 8 points 4 weeks ago

Equippong/unequipping armor takes 2 turns, so completely swapping from one set to another takes 4 in total. However, this is currently affected by hero speed, so wearing excessively heavy armor would result in this taking longer than 4 turns. I agree this is a bit of a trap that isn't explained anywhere currently.

[–] [email protected] 4 points 4 weeks ago

The cleric is going to the the focus of v3.0.0, which is almost certainly going to be the next major update after v2.5.0. I can't give an ETA yet but late this year seems most likely.

[–] [email protected] 2 points 1 month ago

I do want to look into ways to encourage more supporter purchases, especially on the Google Play verison, but it's never going to be locking a major content update behind a paywall.

[–] [email protected] 4 points 1 month ago (1 children)

If the item is unidentified then it'll always show stats as if it going from +0 to +1, and will let you know that.

[–] [email protected] 1 points 1 month ago

No specific date yet, but we are getting close. I said 'sometime in July' and I think that's still accurate, though it'll be later obviously.

It's worth noting that v2.5 ended up growing quite a bit bigger than I initially planned for it to be.

[–] [email protected] 3 points 1 month ago

Hah! As far as I'm aware Java is a pretty memory-safe language, and the game has also already supported text input for a while now, so hopefully never.

[–] [email protected] 1 points 1 month ago (1 children)

Please look at the screenshot again, there already are separators when two floors are on the same row. Separators on different columns seems unnecessary as there's already a new header that serves as a separator.

[–] [email protected] 6 points 1 month ago (4 children)

I went back and forward on this in development before settling on the more compact view. I do agree that this can result in reduced readability, but I felt it was worth it compared to making the player scroll a whole lot to access earlier floors. I made this choice partly because the lack of compactness makes the current list UI totally unusable, and moving to the grid's main goal is to address that. Using one floor per row would also be especially bad in landscape where there's roughly twice the horizontal space and half the vertical space.

[–] [email protected] 6 points 1 month ago (2 children)

I would like to give a little more info on score in the future, but this isn't really the feature for that. Landmarks mainly automatically note things which you'd care about remembering between floors, such as an alchemy room. Secret rooms aren't noted at all. I agree that a similar UI could be used to break down missing things by floor, but I wonder if just noting them would be sufficient, compared to doing something like showing where they were on the map.

 

Hey Dungeoneers, Shattered v2.4.0 has been released!

v2.4.0 features a new category of item: trinkets! They are more about tweaking gameplay variables than giving direct power or utility. There are also a bunch of smaller additions and tweaks, most notably to the Duelist and to Alchemy. Be sure to check the changes screen for full details.

 

Hey rat punchers, Shattered Pixel Dungeon v2.4.0 is going to be releasing to everyone around the middle of this coming week!

The v2.4.0 beta now contains 11 trinkets total, with 3 recent additions: the mimic tooth, wondrous resin, and eye of newt. I think 11 is a good place to start, but there's lots of room to add more in the future as well!

 

Hey Dungeoneers!

After some disruptions back in February and March, Shattered Pixel Dungeon v2.4.0 is finally ready for beta! Read on for more details about what’s coming in this update.

 

Hey folks, the beta for Shattered Pixel Dungeon v2.4.0 should be ready to start this coming week!

The beta will have everything I've shown off so far, including a new item category, changes to alchemy, and changes to the Duelist. There are also some levelgen additions! Entrance and exit rooms in particular are going to become more visually varied.

 

Hey folks, we're getting fairly close to Shattered Pixel Dungeon v2.4.0 being ready for beta!

Here's another thing to look forward to in that update, I'm making some big changes to Duelist weapon abilities! While I am reducing recharge speed, abilities are getting buffed across the board to compensate. This includes more damage, charge cost reductions, and every ability getting a component that scales with upgrades.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

Here's an upcoming trinket in Shattered Pixel Dungeon that I expect to be pretty polarizing.

Normally when dealing or blocking damage in Shattered, the average result is the most likely one, and the min or max are pretty unlikely. The thirteen leaf clover inverts this, making extreme results more likely than the average. This makes combat much less consistent, for better or worse!

 

Here's a fourth trinket coming in the next update to Shattered Pixel Dungeon!

The exotic crystals give (almost) any potion or scroll you find a chance to be exotic. Exotic potions and scrolls are normally created though alchemy. They're generally stronger, but also have different effects, so this can change up consumable gameplay quite a bit.

Don't worry, this doesn't affect strength potions or upgrade scrolls.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

Here's another trinket coming in Shattered Pixel Dungeon's next update!

The mossy clump interacts with level generation, making level types that are filled with vegetation or water much more common. At max level you can expect to see these two level types about 4x as often each. This provides lots more opportunities for players to use grassy or watery terrain to their advantage, or even just more seeds and dew to harvest.

 

Hey Folks, here's another trinket coming in the next update to Shattered Pixel Dungeon.

The parchment scrap increases the chance of finding both enchantments/glyphs and curses on weapons and armor! This makes it much easier to get enchanted gear, but you'll have to be wary of the increased risk as well. This is slanted toward positive effects though, especially after being upgraded.

 

After almost 10 years, the rat skull will finally return in Shattered Pixel Dungeon v2.4.0 as one of the game's new trinkets! It was formerly a quest item that I removed way back in v0.2.1. Now the skull will passively boost the chance for you to encounter rare exotic enemies like albino rats or crystal mimics. This means a bit more challenge, but also more rare loot!

 

Hey Rat Punchers,

You may remember that when v2.3.0 released I gave a rough ETA of 'early to mid March' when it came to hearing back from me on v2.4.0. Well, early March is here, so where are we at?

Unfortunately, I've got some bad news when it comes to progress on Shattered: v2.4.0 has been substantially delayed. For pretty much the whole month of February I've been dealing with helping my family with a surgery recovery and recovering from getting sick myself.

Read the Full Post Here.

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submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 

Hey Folks, thank for all the well-wishes last week!

I'm back home now and slowly starting up work on Shattered Pixel Dungeon again. Here's an early look at one streamlining change I'm making to the alchemy system, meant to simplify a bunch of the higher end recipes: replacing catalysts with a simple energy cost.

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