New Mod: Estranged Pixel Dungeon v0.0.3

https://lemmy.myserv.one/post/26613555

[DEV] Coming Soon to Shattered: A New City Quest!

https://lemmy.world/post/43893325

[DEV] Coming Soon to Shattered: A New City Quest! - Lemmy.World

Hey folks! v3.3 released a little while ago now, and (after the holidays) I’ve been busy with expanding the tester area for the new quest in patches to v3.3. v3.3.7 is releasing today, and with that the tester area has progressed to a point where I think it’s time for me to stop releasing patches and lock in on putting everything together into a complete quest. In this blog post I’m going to go over all of the things I’ve added in v3.3 patches, and how I think they’re going to fit together into a new quest! Read The Full Post Here [https://shatteredpixel.com/blog/coming-soon-to-shattered-a-new-city-quest.html]

Of course the piranha is blasted into the tiny puddle

https://swg-empire.de/post/6337522

Crazed bandit character

https://lemmy.world/post/43647331

Crazed bandit character - Lemmy.World

It would be smart if you could morph into the crazed bandit in some super convoluted way kind of like trading the crown to the rat but more intricate

Welcome to play Xun's Pixel Dungeon!

https://lemmy.world/post/43476916

Welcome to play Xun's Pixel Dungeon! - Lemmy.World

I’ve made a mod of Shattered Pixel Dungeon, Called Xun’s Pixel Dungeon. Currently only Chinese is available, but anyone who is interested in helping me translating it can leave comment here. Sorry for poor English >_<

[DEV] Shattered Pixel Dungeon v3.3.6

https://lemmy.world/post/43094020

[DEV] Shattered Pixel Dungeon v3.3.6 - Lemmy.World

Hey folks, I’ve just released Shattered Pixel Dungeon v3.3.6! This patch has a couple bugfixes and another significant expansion to the new quest tester area. There are now a variety of implemented hazards, although they aren’t currently harmful and I still need to work on more rooms types for them to appear in. [https://lemmy.world/pictrs/image/13f642b4-ca4a-43a9-8968-45f2a761c452.gif] Here’s a full list of changes: ## Quest Tester Area Hazards I’ve added three new static hazards to the quest tester area! There are now sentries which scan in a pattern, sentries that periodically fire lasers, and floor vents that periodically vent green flames. At the moment none of these hazards actually harm you, instead they just show ‘!!!’ above your character if they hit you. I think these are enough hazards to cook with, so next I’m going to focus on more variety of room layouts and a better overall level layout (Currently room placement is mostly random). I expect there will be 1 or 2 more v3.3 patches and then I’ll move onto making the new quest properly. ## Bugfixes Fixed the following bugs: Caused by v3.3.5: - Gladiator’s combo lasting much longer than intended after defeating an enemy - Rare enemies appearing much less frequently than intended - Some items in the quest tester area spawning as cursed

200 % run speed and 300 % attack speed

https://swg-empire.de/post/6125140

Neues Telefon?
Neue #ShatteredPD Highscore-Liste!

#PixelDungeon #Android #Gaming

[DEV] Shattered Pixel Dungeon v3.3.5

https://lemmy.world/post/42716376

[DEV] Shattered Pixel Dungeon v3.3.5 - Lemmy.World

Hey folks, I’ve just patched Shattered Pixel Dungeon to v3.3.5! This is another relatively small patch, with most of the changes under the hood. One major addition has been made to the tester are for the upcoming quest though, there are now some enemies there! They mainly exist to test out new enemy AI logic that’s meant to better facilitate stealth gameplay. Here’s a full list of changes: ## Quest Area Enemies The quest tester area now has a tester hazard: Marsupial rats! The rats won’t put up much of a fight of course, even with your gear removed, but you can use them to get an idea of how enemies will work in the vault. Enemy AI in the vault has been changed to be much more exploitable for stealth gameplay, including a new ‘investigating’ AI state and wandering enemies not being able to see very far behind themselves as they move. There’s also a few new room types in the tester area, to demonstrate enemies in different situations. Expect to see more room layouts and tester hazards in future patches. ## Misc. Changes - The in-game randomize buttons now blink white as a reminder if the player is currently qualified for the randomized victory badge and outside of the very start of a run. - Slightly improved the visual for the existing ‘alerted’ and ‘target lost’ thought bubbles. - The Gnoll Geomancer is now willing to switch targets if its current target isn’t within attacking range. - Necromancers will now move their skeleton (instead of trying and failing to push) if they attempt to summon on top of an immobile enemy. ## Bugfixes Fixed the following bugs: Caused by v3.3: - Rare freeze bugs when descending to the vault tester area - Rare crash bugs Existed Prior to v3.3: - Exploit where Warrior could refund his shield cooldown by unequipping armor at the right time - Exploit where Gladiator could cancel fury partway through, refunding remaining combo - Distortion traps never spawning certain rare enemies - Grass generated from ember after a garden room burns not being burnable until after save/load (speed of grass recovery has been adjusted to prevent permanent fires) - Rare cases where liquid metal could have a quantity of 0 - Specific cases where helpful tipped darts could deal damage to allies