[DEV] Shattered Pixel Dungeon v4.0.1!
Hey Dungeoneers!
After a bit too long of a wait, the first patch for v4.0 has now released! This one is mainly aimed at smaller changes to improve content added in v4.0, although there are pretty big changes to the new crystal enchantment, and unseen enemy visibility in the vault quest:
Enemies now visually appear when you 'hear' them out of your vision, and fade over a second or so. You can even see them in areas you haven't discovered yet. I'm hoping this change helps make some of the new stealth mechanics a bit more intuitive:
I plan to keep an eye on feedback as more time goes on and will keep making adjustments to the new quest as needed. Overall I'm thrilled that people are having fun with it, but it's definitely showing as a larger increase to overall game difficulty than I intended right now.
Here's a full list of changes:
Enchantment Balance Changes
Crystal weapons are weak overall currently, so I'm giving them some major buffs, especially at lower levels:
- Crystal damage bonus up to +33% from +25%
- Avg uses until breaking up to 50 at +0, from 33
- Uses until breaking steadily scale down with level, capping at 30 at +6
- The crystal bow specifically always has 50 avg uses
Crystal thrown weapons specifically are also getting a nerf:
- Max uses until breaking for crystal thrown weapons down to 30, from 50.
Also, three other enchantments are getting smaller boosts:
- Eldritch base proc chance up to 25% from 20%
- Blooming base avg grass created up to 1.5 from 1
- Corrupting base proc chance up to 25% from 20%
Vault Balance Tweaks
I'm making some changes aimed at improving clarity and giving players a little more space to get their bearings as the quest starts:
- Overhauled visuals for 'hearing' enemies outside of your view in the vault. These visuals are now much clearer, show the type of enemy, and reveal unseen tiles.
- Added an extra potion of healing to the vault that spawns near the entrance.
- Rooms near the entrance now cannot contain caves+ enemies that are awake.
I've also softened up three standard hazard rooms:
- Slowed down the scanning speed of the sentry in the circular scan room.
- Reduced the frequency of zaps in the room with many semi-random laser sentries.
- Room of alternating fire traps now has a 1-tile safe border.
Misc Changes
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Added new visuals for the doors in the final vault room
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Vault boss now plays sfx when swapping forms
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Darkened new 'investigating' thought bubble to make it more distinct from 'hunting'
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Slightly darkened the highlights on new runestone visuals
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Improved visuals on crystal spire when it becomes damaged
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Traps which cannot spawn in hallways now also can't spawn adjacent to each other
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Removed (hopefully) unnecessary permissions from the Android version
Bugfixes
Fixed the following bugs:
Caused by v4.0:
- Incoming DOT display not showing correctly in specific cases
- Vault boss being able to spawn on top of characters
- Vault boss shocking form using direct attack more often than intended, and environment attack less often than intended
- Beacon of Returning being usable to return to the vault in specific cases
- Various rare crash bugs
- Various minor visual & textual errors
Existed Prior to v4.0:
- Left stick controller inputs being eaten in various cases
- Chalice death chance display being slightly incorrect in some cases
- Scroll of retribution from unstable spellbook not triggering artifact-effects (such as priest illuminate trigger) on enemies
- Rat skull affecting levelgen in very specific cases
6 replies
Ooohhh boooy now I know what I'll be doing this insomnia night. I'm a little OOL do the stealth thingy works everywhere or only in vaults?
Only in the vault, it would definitely be too strong to let the player see enemies like this normally.
Not really sure why you made it so that you can literally see enemies when you shouldnt, how does that play into "stealth" lol, thats just cheats
The effect is almost the same as it was prior to the patch, in terms of gameplay power just made substantially more visually clear. Prior to this you would be able to see a 'ripple' effect when enemies moved in the vault, but I was getting a lot of feedback that this effect wasn't noticeable at all. The only outright buffs here is that the type of enemy is now shown, and if you are quite close they can be 'heard' in terrain you haven't visited yet.
It is pretty much universal in stealth games for players to have some way of perceiving enemies without being seem themselves, whether it's a 3rd person camera, generous corner peeking, vantage points, invisibility, or various 'see/hear though walls' special abilities. The player needs some way to examine enemies and learn patrol routes without risking being seen themselves.
Evan, maybe you might consider a cap on how quickly an upgraded weapon breaks. Right now, a +15 Crystal weapon breaks in average 0 turns. That's right.. a weapon someone might have pumped up with 12-13 Scrolls of Upgrades, slaps on an Enchantment Stone, and weapon shattering in one single hit. How's that not the ultimate curse?
That's definitely a bug, will look into that.