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Shattered pixel dungeon torches
Shattered pixel dungeon torches





shattered pixel dungeon torches

"Sort of finished" because a) I am a mediocre java reader, and an almost lousy kotlin reader, and Darkest PD is written in both, so I am 99% sure that there are minor mistakes hidden in my additional notes, to be corrected in the future, and b) there are three images still remaining to get uploaded to the wiki, but I have put discord links for them here, and I hope that they work (if they don't, sorry, but tough luck, I can not upload in the wiki currently). This means that at the top of Darkest PD's page there is u/egoal's original changelog copied and pasted from his github, along with a lot of additional notes, either written after consulting the updated game's github or from my experience of 6 successful and 5 unsuccessful runs in version 0.6.0 so far. So I have just (sort of) finished updating Darkest PD's page in the wiki with the additional features of the new version 0.6.0. I hope that everybody is happily dungeoneering, or at least working on that direction. Lucky in particular has had a major mechanics change to allow it to better stack with other damage boosting effects.Hi to all, it has been a while since I have last posted here. Lucky, Entanglement, and Potential have all had major changes to make their drawbacks less punishing. Vampiric and Viscocity have been knocked down a peg or two due to their very high usage, they should still be very strong however. The Greatshield and Greataxe weren’t quite carrying enough heft to justify their strength requirements enemies should now feel their weight just as much as you do. Weapon, glyph, and enchant changes were all made based on analytics data. Overpriced rations have also been renamed to small rations, to reflect the fact that after this buff (and their cost reduction in 0.4.1) they are clearly not a terrible buy from the shop anymore. Rather than just buffing food across the board though, I felt it was more interesting to make the less common food sources more worthwhile. Item Balance Changes:įood changes are entirely due to new levelgen, which tends to make backtracking and being thorough take longer, especially after floor 10. I’m happy that darkness is harsher now, as previously visibility would need to be almost 0 before it became a serious drawback. Light changes were entirely to counterbalance the fact that rooms layouts are a bit larger now, which makes reduced visibility more punishing.

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The more freeform layouts make secrets harder to find, so it seemed unnecessary to keep adding secret doors on floor 2 for players who clearly already know how to search for them. With more detailed level layouts, traps become more punishing (and they were already quite harsh anyway), reducing their number should help with that. The changes to traps, entry doors, and light sources are reactionary to the levelgen changes. This should preserve the initial goal of letting dieing heroes chug a health potion to survive, while also cutting down on the randomness for those who fell when healthy. Chasms now will deal mostly upfront damage if the hero is healthy, and will deal mostly bleed if the player was weak when they fell. Back in 0.4.1 I added a bleed component to help with this, but it was proving too random and would occasionally quickly kill high health heroes. The falling damage changes are another attempt to make falling very damaging, without also having it instakill low HP players. I’ve already written two blog posts on this, so if you’re curious about how the system works you should look at Part One, and if you want to see some of the new content that’s been added, take a look at Part Two. Glyph of Entanglement root time reduced by 40% Now deals 2x/0x damage, instead of min/maxĭamage over time reverted from 15% to 10% Vampiric enchant lifesteal reduced by 20% Greatshield base damage increased by ~17% Pasties and blandfruit are 12.5% more filling Meat and small rations are 50% more filling

shattered pixel dungeon torches

Floor 21 shop now sells 3 torches, up from 2 Slightly increased visibility on floor 22+ Light from torches now lasts 20% longer Light sources now grant significantly more vision No longer prevents his shop from spawning Visiting floor 21 before completing the imp quest Floor 2 entry doors only hidden for new players

shattered pixel dungeon torches

Reduced number of traps in later chapters Falling damage tweaked to be less random Some rooms can now be much larger than before Sewers are now smaller, caves+ are now larger Level creation algorithm completely overhauled!







Shattered pixel dungeon torches