I made a mistake trying to use a wand of blast wave to trigger a plant effect (not sure if that works anyway) and knocked myself off a ledge, and then got resurrected with a non-blessed ankh. Looked around the level and eventually died, and when it then shows the full map I could see the backpack anywhere.
Is it possible it was hidden under another object, or does it appears on the level you fell from?
Hey folks, with Roguelike Celebration wrapped up I've been focusing back on Shattered work, specifically on the next patch for v4.0.
I'm aiming to make a few technical improvements to the game in this patch, and a big one is a better brightness slider. Due to technical affordances for very old Android devices, the current brightness slider doesn't really do much, it just affects the opacity of the fog of war.
Those affordances don't really make sense anymore, as those devices are no longer compatible with Shattered anyway, and so with some feedback about people wanting a bit more brightness accessibility in general, I'm changing the slider to actually do something! It will now amp up(or down) brightness/contrast across the entire game screen, making the image overall brighter and easier to see.
Here's how that looks in action, swapping through -2/-1/0/+1/+2 brightness:
Hey folks, something a little different today. Over the last few months I've been helping out with organizing this year's Roguelike Celebration, which is happening this weekend!
Roguelike Celebration is a yearly community-generated weekend of talks, games, and conversations about roguelikes and related topics, including procedural generation and game design. It's for fans, players, developers, scholars, and everyone else!
There are a bunch of great talks lined up this year, but a few highlights are:
Brian Bucklew and Corey Frang are sharing the in-progress text templating framework that has been taking on the huge task of localizing Caves of Qud, with its complicated grammar structures.
Dan Stormont and Michael Howk are presenting a 45 minute special feature on how the source code of Hack (one of the oldest Roguelikes) was recovered and what it took to make a game written for the PDP-11 playable on modern hardware.
Andrew Plotkin is going to explore the commonalities of mazes across many genres to try and discover what it is about mazes that leaves you feeling lost.
Matt Carney is going to explore how to balance procedural generation and authorial intent, using Terry Riley’s minimalist musical composition tool In C (1964), as a template
I've mostly been doing behind-the-scenes work this year, so you won't see me in the actual conference, but if you see the little gameboy chiptune segments during break periods (this time brought to you by my 3DS!), that is streaming from my desk this year.
Just a quick followup bugfix patch this time. In particular v4.0.2 fixes a nasty bug added in v4.0.1 that caused crystal weapons to degrade MUCH faster than intended.
Here's a full list of changes:
Bugfixes:
Fixed the following bugs:
Caused by v4.0.1:
Crystal enchantment having lower durability than intended at melee weapon levels above +6
(it got VERY low around +10 and higher, it should now correctly cap at 30 avg uses at +6, sorry!)
Caused by v4.0.0:
Traps appearing over carpet in rare cases
Further crashes when loading during vault boss fight
Existed Prior to v4.0:
Metamorphed weapon recharging talent not applying its bonus damage correctly
Kunai and Knives not benefitting from projectile momentum when surprise attacking
Cursed wands of warding being limited by ward spawning rules, despite not spawning wards
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
Added new visuals for the doors in the final vault room
Vault boss now plays sfx when swapping forms
Darkened new 'investigating' thought bubble to make it more distinct from 'hunting'
Slightly darkened the highlights on new runestone visuals
Improved visuals on crystal spire when it becomes damaged
Traps which cannot spawn in hallways now also can't spawn adjacent to each other
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
::: spoiler Spoiler ahead: Crystal degradation and repair values
Crystal gives an extra 25% magic damage
It also degrade your weapon by 2..4% per hit (for a normal speed weapon).
On average it would then take 18 hits to reach 50% durability (for a normal speed weapon), and around 250 turns to fully recover.
:::
Crystal Enchantment, giving you extra damage in exchange for degradation.
The Problem
The degradation is quite steep, meaning that in ## hits, you need ### turns to recover (see spoiler above for real numbers). Discussing Crystal with other players, it seems majority see it something more of a curse than an actual enchantment. There's even an existing curse that can outdamage it, applying an Arcana+4 in either case.
Suggestions
Either reduce the base damage slightly and increase the durability. Remove the shattering completely, making a completely drained crystal weapon unusable until it can be infused with crystal energy bought from the shop.
Question
If a weapon take less damage the faster it is (as it is now), how about when using the talent Lethal Momentum? It can give you a zero turn attack if you killed an enemy, but your weapon would still take full damage. Is this by design or an oversight?
Hello,
a bug experienced a week ago or so.
I was playing freerunner, no challenge (learnign freerunner was challenge enough).
I wanted to use seeds to get XP potion (I was in floor 23 or 24, level 29)
I used black/black/green, wishing to get XP, or at worse, health. -> I got a Fire potion.
peeved, I tried 3 green --> got poison.
I tried, 1 grey, 1 pink, 1 yellow, I got Ice potion
I tried a few other combination of 3, and almost always for a potion unrelated to the seeds.
Hey Dungeoneers, Shattered v4.0.0 has been released!
v4.0.0 is arguably Shattered's biggest update yet! There's a massive new quest, a bunch of new in-game art, 6 new enchantments, and plenty smaller changes and adjustments.
To celebrate the upcoming release of Shattered Pixel Dungeon v4.0.0, here's a seed to get you a Grim Assassin's Blade +4 in 50 seconds. Fully ID'd and meeting the strength requirements.
Just for fun, I tried dumping it on a charging Evil Eye. The stored damage had decayed to around 200, and it did 63 damage to the eye. Not bad, but not enough to kill it.
Killing a slug with the Runic Slash stored a lot of extra damage!