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[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]

[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

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.

[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

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.

[DEV] Investigating Enemies

https://lemmy.world/post/42512846

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.