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submitted 1 day ago by [email protected] to c/[email protected]

Hello dungeon crawlers. Update 1.1.0 is out for Renewed Pixel Dungeon! This update changes several of the subclasses, adds some QoL and UI changes, adds and changes some items, changed some enemies, and more!

The full details are on

Itch.io: https://retrodevxp.itch.io/renewed-pixel-dungeon/devlog/955303/renewed-pixel-dungeon-110-is-out

as well as Github: https://github.com/RetroDevXP/renewed-pixel-dungeon/blob/main/Features.md

The android version is a work in progress. Please stay tuned!

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submitted 2 days ago by [email protected] to c/[email protected]

Hey Dungeoneers,

There's going to be one more new thing in the next Shattered Pixel Dungeon update: new splash art for the Warrior! As usual the art for this is by Aleksandar Komitov, here's a little sneak peek.

This (plus other hiccups) has delayed v3.1's release a little past the '1-1.5 weeks' estimate I gave earlier though, expect another beta patch soon and hopefully a release in very early June.

(Image Description: A pixel-blurred image teasing the Warrior's new splash art)

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submitted 2 days ago by [email protected] to c/[email protected]

It's been a very busy time for me and I haven't played as much as I wanted to, but my runs with Warrior have left me with these early impressions:

  • Berserker has a lot to gain from regular shielding at low health. Pairs well with Ring of Tenacity, enough that it didn't feel like a meme to run it. I don't think it represents a huge power spike but a setup that allows you to reap the benefits of lower HP actually exists now, which is cool

  • Gladiator on the other hand feels somewhat worse to me. Typically I played Gladiator as an HP tank, so that passive shielding was more like active HP protection and the lack of cooldown on shield regeneration + permanent uptime meant that after any given fight I'd already gain the benefit of the shield, if I even needed it - if not, I'd just try to maintain combo between encounters. That's been turned on its head now and the shield can actually trigger frequently but disappear after combat, which makes the need to combo kill at the end of every fight is pretty crucial now, so building combo for a good kill feels far more pressing than it used to. You also gain nothing for doing so until you drop to half health, so you're not leveraging a big HP pool anymore.

Low health still feels like a risky way to play and while there's far more reward in it for a Berserker now, the Gladiator doesn't feel like it gains anything from this rework and maybe loses a little something - at least, in the way I always used to play Gladiator, it just doesn't exist anymore.

I'd be interested to hear what some other players have thought about the Warrior changes. My TLDR is I'm a lot more inclined to pick Zerk, a lot less inclined to assume Gladiator, and Ring of Tenacity feels way less like a meme now with regular shielding popping up once you're low enough health to make the shield effectively worth more than it says on the box.

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submitted 4 days ago* (last edited 4 days ago) by [email protected] to c/[email protected]

I had two failed mage runs where I used a wand of warding and had an upgraded wondrous resin. I noticed that the additional zap from the wondrous resin kept destroying my ward. Am I missing something here or is it accepted that the wand of warding is incompatible with the wondrous resin? If it's the latter then that's disappointing. Instead, maybe the ward could be immune to zaps procced by the wondrous resin or maybe the zaps could fire at an enemy or a random direction not targeting the ward (if there's no enemy around) as a special case.

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submitted 6 days ago by [email protected] to c/[email protected]
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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

The old man REFUSES to let me back upstairs until I get him a rotberry seed. This is extortion!

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5
submitted 1 week ago by [email protected] to c/[email protected]

The ties / sleeper beams might look more like tracks with wooden sleepers.

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Barrel shadow (jlai.lu)
submitted 1 week ago by [email protected] to c/[email protected]

Player shadow has light "coming from" user / display. Barrel shadow has light coming from "top".

Kinda bothers me.

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

Maybe hermit crabs could be spawned intentionally? Say, a sewer crab has a 10%(or maybe 25) chance of fleeing when at 50% HP or lower. When the crab finds its way next to a barrel, it takes a turn before turning into a full health hermit crab.

This change would let the player decide whether to permit the transformation, provided they have the means to take down the fleeing crab, and gain a risk-reward scenario. With the abundance of barrels, if you're taking on a crab next to some, the fight could escalate quickly.

Each spawn rate in this way probably needs to reduce the flee rate by half to limit farming.

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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

I know that the new background colours help some kind of colour blinds differentiate the colours easier, but I am also a colour blind (Deutan) and I can hardly tell the difference only if I look hard enough, even though I had no problem before.

I feel like it would be a lot better if there was a colour blind option that you could turn on and off.

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submitted 1 week ago by [email protected] to c/[email protected]

I like how you can see these green little icons when you have ferret tufts equipped. also the word dooked, it's really cute.

I wonder if it appears every time the item gives you an extra dodge.

Regardless of that, I think feedback like this could be useful for a lot of items, but I'm not sure which items need it right now.

My first throught was the ring of tenacity to show how much damage is being blocked. Maybe timekeepers hourglass to see how many turns we have left, maybe an hourglass icon. Something like that

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So Many Colors! (lemmy.world)
submitted 1 week ago by [email protected] to c/[email protected]

It's guessing time

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submitted 1 week ago by [email protected] to c/[email protected]

I'm curious what people think of the new obstacles like barrels, cages, etc; that block ranged attacks.

I had a run with the hunter before the adjustment that reduced the spawn rate of barrels and whatnot and even then I didn't really mind the reduced range freedom.

I would surmise that the new barriers may be a net negative to ranged classes. Particularly with multiple challenges; kiting obstacles reduces resources and may result in bringing another mob to the mix, as opposed to simply pelting from afar. But there are also instances where the obstacles are a boon.

One positive that the average player may not realize is the reduced time in finding secret rooms, since those rooms can't be behind all of the new barriers.

I'm thinking the obstacles may also ever so slightly reduce the rate you're encountering mobs since the obstacles will reduce their traversal time between rooms.

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submitted 1 week ago by [email protected] to c/[email protected]

My old Android 4 tablet can run the current 3.1 release.

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submitted 2 weeks ago* (last edited 1 week ago) by [email protected] to c/[email protected]

So the v3.1 beta is adding 4 new badges and I figured I'd see if anyone is already theorycrafting strategies to unlock them as I am. In case you don't know what the badges are, I'll list each of them alongside any preliminary thoughts:

  • Safety Hazard: Defeat 10 enemies using terrain hazards (traps, plants, or chasms)

    • This one should be pretty easy. Experienced players already use seeds all the time, though making sure the plants get the kill might be a little annoying. Easily done on a chasm floor with a Wand of Blast Wave though; could probably just look for a run with those. Maybe the Reclaim Trap spell works too? Dunno.
  • So Many Colors: Have 10 or more buff/debuff icons active at once

    • This shouldn't be too hard with plants, elixirs, and scrolls. I could list a ton of items here with unique buffs/debuffs: Aquatic Healing elixir, Barkskin exotic potion, Arcane Armor elixir, Prismatic Image exotic scroll, Challenge exotic scroll, any of the elixirs that imbue you with an element (fire/ice/toxic), Blindweed applies 2 statuses. That's 10 right there already. You should be able to do this at the last alchemy pot before Yog in most runs.
  • Pacifist Ascent: Take the Amulet of Yendor to the surface without ever reducing the severity of its curse

    • This one is rough, since traditional movement to the stairs will not cut it as the higher levels of the curse cripple you and max your movespeed at 1x (plus enemies are hasted). Additionally, the amulet's damage per turn increases every floor, up to like 9 damage a turn (which doubles to 18 if you move since you're crippled). Teleportation and time freezing is key. This was my strat for my successful run:
      • Play Mage for the Warping Beacon armor ability, and max out its range and cost reduction. This is by far the best ability for ascending without fighting, as nearly every single floor can be cleared in a handful of turns by using one or two 16-range beacon teleports. You should be able to teleport 5 times per dungeon region.
      • Remember to rest in the boss floors between regions to fully recharge the armor ability.
      • Save every Teleportation scroll in the dungeon you find and turn them into Runes of Blink. They're not good enough on their own, but can save one or two beacon teleports each floor. I had 10 and used 3 or 4.
      • If you find the Chalice of Blood, max it, then turn every Scroll of Recharging into Artifact Recharging and save it for the caves & above. The buff will massively increase the health regeneration. It won't negate the curse entirely, but will heavily dampen it and give you more time.
      • Save as many healing potions for the return trip as you can. Playing Warlock, I was able to get through the entire dungeon using one healing potion, and had 23 saved for the ascent. I turned 6 of them into Shielding potions and would drink one in the caves onward whenever the shield ran out. I ended with plenty, but better safe than sorry, and Mage is already the best pick for this challenge anyways.
      • Fadeleaf seeds are a backup option. Step on one upon entering a large floor to hopefully teleport closer to the exit and save one teleport. I didn't end up needing any but I had 4 just in case.
      • Phase Shift paralyses you for 10 turns on self-cast, which will kill you in this challenge, so despite it having a much higher efficiency than Runes of Blink it's not viable.
    • Other items that would be very useful:
      • Ethereal Chains (essentially a teleport)
      • Timekeeper's Hourglass (time freeze to move without taking damage)
      • Chalice of Blood (slightly counteracts the damage taken every turn, but significantly counteracts it when combined with Scrolls of Artifact Recharging or Ring of Energy)
      • Ring of Energy (faster recharge on armor ability & artifacts, higher health regeneration from Chalice)
  • Taking the Mick: Defeat Yog-Dzewa with the blow of a +20 or higher Pickaxe

    • An interesting challenge run. getting a +20 Pickaxe requires you to do a couple very specific things:
      • Do not use any upgrade scrolls on anything
      • Reach the caves & complete the blacksmith quest with max reward (40+ dark gold ore)
      • Get the pickaxe and use 3000 favor to upgrade it twice to +2
      • Dump all 15 upgrade scrolls into the pickaxe (+17)
      • Curse infuse the pickaxe, which will add 3 upgrades since it's over +12 (+20)
    • It should be pretty strong at that point, and hopefully you can roll a curse that isn't too problematic. The main challenge is beating the game without using upgrade scrolls on anything else. To that end I'd probably use Huntress -> Sniper since her bow can effectively be a primary weapon throughout the game, but even then, surviving will be dependent on finding some pre-upgraded armor. It'll be a fun challenge though; in the past I spent many runs going for a +20 Mage staff which required similarly specific and RNG-dependent conditions.

Anything I missed?

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submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]

Hey Dungeoneers, v3.1 is ready for beta, just in time to meet the estimate I gave (for once)!

In this blog post I'm going to go over what's coming in v3.1! This update has a a mini Warrior rework, some new rooms in the dungeon, a new trinket, and an assortment of other changes and additions.

Read the Full Post Here

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submitted 2 weeks ago by [email protected] to c/[email protected]

Hey folks,

Shattered Pixel Dungeon v3.1 is getting very close to being ready for beta hopefully you'll hear more about it in this coming week. One other new thing in it that I haven't mentioned yet are two new rare enemies! Both are encountered in the Sewers, here one of them: Gnoll Exiles!

Gnoll Exiles are super powerful gnoll scouts, but they aren't as aggressive. Years of solitude has made them pretty shrewd, and they won't pick a fight with you of your allies. Of course they will retaliate, but the extra loot in their backpack might be worth the very tough fight.

(Image Description: A screenshot showing the Cleric hero approaching a gnoll exile. The exile looks similar to a regular gnoll scout, but wields a spear and has grey fur.)

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submitted 3 weeks ago by [email protected] to c/[email protected]

There used to be a release for version 2.5.2 of SPD on github. However, if I go to https://github.com/00-Evan/shattered-pixel-dungeon/releases, I do not see it there anymore. Why is this?

I do see a tag for 2.5.2 at https://github.com/00-Evan/shattered-pixel-dungeon/releases/tag/v2.5.2, but while this provides the source code, it does not provide any compiled executables. Why is this?

Also, I am thinking about keeping 2 versions of SPD on my GNU/Linux computer at the same time. One would be version 2.5.2, since that version is the last version with the stone of disarming. The other would be the latest version, 3.0.2. Does anyone have any ideas on the best way to separate those two so that the progress and save files are separate? In theory, I suppose I can run one of them in a virtual machine. Is that the best approach, or are there better options?

Thank you for your help.

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submitted 3 weeks ago by [email protected] to c/[email protected]

Picture a huntress, boldly clearing the 23rd floor, upgraded Plate Armor and rings of Sharpshooting and Arcana glowing in the darkness, twelve healing potions and the precursors to several meat pies in her pack. Steps before the exit, she steps on a Summoning Trap, teleporting two irate Evil Eyes and a nasty Stinger to her side.

"No problem," she thinks, as she reads her scroll of teleportation.

With a flash, she is transported across the floor to another room. Two Evil Eyes and a Stinger greet her.

"That's unlucky," she thinks, readying another scroll of teleportation.

Reading it, she finds herself a single step from where she started, with two Evil Eyes charging. She'll never reach the exit in time.

"What the hell?" she thinks, popping another scroll out of her holster.

A glimmer, and the scenery shifts. But only slightly. The final scroll of teleportation took her barely two steps from where she was standing.

Beams of light flash, and the huntress disintegrates in the Evil Eye's crossfire. An Ankh glows in the darkness.

"Damn my eyes," she thinks, still clad in her plate armor and holding a Grim Spear instead of her Unstable Quickbow.

She is hunted throughout the floor, dodging Evil Eyes and Stingers in the cavernous rooms. Far from her pack, she finds herself boxed in by a trio of Evil Eyes. Desperate, she jumps on a Teleportation Trap, praying.

A glimmer, and the room shifts into another. She's not alone.

Two Evil Eyes and a Stinger.

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submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/[email protected]

Renewed Pixel Dungeon is out for desktop! It is downloadable for free on Itch.io: https://retrodevxp.itch.io/renewed-pixel-dungeon

Its source code is available on Github: https://github.com/RetroDevXP/renewed-pixel-dungeon

This is my first published programming project. If you discover bugs or issues, please comment here, or on Itch.io or Github.

The full features list is on Github.

Trailer: https://lemmy.world/post/28484012

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submitted 3 weeks ago by [email protected] to c/[email protected]

Hey Dungeoneers,

The next Shattered Pixel Dungeon update will include a new trinket! It's a simpler one this time, with more of a cute aesthetic. It's a little reference to a favorite ferret.

The Ferret Tuft boosts evasion for all characters, including both allies and enemies! That might sound like a mixed bag, but keep in mind that there are lots of ways to counter enemy evasion: magic, most ability attacks, surprise attacks, etc. You'll need to make more use of these than usual to benefit from the trinket, but the extra defensive power can be well worth it.

(Image Description: An image showing the item info window for the new Ferret Tuft item. It reads: "Ferret Tuft +3: A tuft of silky white ferret fur, held together by a lime green ribbon tied into a bow. Ferrets are known for their agility, mischievousness, and lack of integrity. Some of that power seems to radiate from the trinket, enhancing the evasion of anything nearby. At its current level this trinket will increase the evasion of all characters by 60%.")

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Van Helsing build (slrpnk.net)
submitted 1 month ago by [email protected] to c/[email protected]

Probably not novel, but this actually worked pretty well (god I wish I had armour though). Blind with solar ray, and bathe in the bonus damage from surprise attacks. The ring of furor is a nice touch since I augmented the cross bow for damage

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submitted 1 month ago by [email protected] to c/[email protected]

Dmitry Tyurnikov is a Russian programmer who enjoys modding games. He tends toward changing game physics using many of the mathmatics in Hyperrogue.

He has created a SPD v3.0.2 mod that uses hexagonal tiles. Although not a new concept (D&D maps used hex grids), so far as I know this is the first implimentation of hex grid physics in a PD mod.

His mod does not show up on Reddit, whose members were very anti hexagonal when proposed by others in years past.

Nor does his mod appear as a fork of SPD.

If it is on Playstore, Google's 5h!tty search engine doesn't reveal it. Although the code is posted on Github it does not appear in Micro$oft's 5h!tty search engine as a new SPD mod unless searched specifically by name. It was incidental to my researching another mod that I stumbled upon this one.

https://github.com/DimsFromDergachy/hexagonal-pixel-dungeon

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PD Reports (lemmy.world)
submitted 1 month ago by [email protected] to c/[email protected]

Although nowhere near the end of the year, I thought I'd let the PD community know that I have been keeping up on the updates and new releases or old finds as best as I can.

Too, I have been improving the code used to create the reports. The icon extractor has gone from 20% accuracy to 90%. The hangups tend to be wherein no ic_launcher, no forground or background, and no mipi exist and an XML is used to point to an improperly named image. For this a simple manual correction is made. Of the more than 500 PD's less than 80 needed correcting, and, it is no longer doing the wrong APK icon.

I finally trapped the UTF-8 Asian characters to handle those APK's names and titles.

The data extraction is now 100%. I have an improved SDK list.

I found a better PDF compressor and I have broken the PDF into pages. Although a single page looks better, several people complained that it caused their viewers to crash whereas multiple page PDF seems to work fine for all.

An example of the new format - Here one can see that the DEV failed to give the mod a unique name or package name. This APK can therefor only be identified by filename or signature.

The archive totals to date -

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submitted 1 month ago by [email protected] to c/[email protected]

Does anyone know what happened to the developement of this mod, Heroes of Pixel Dungeon?

Posted on Reddit https://www.reddit.com/r/PixelDungeon/comments/1fopyoc/introducing_my_mod_heroes_of_pixel_dungeon_and/

Developement seems to have ceased. The dev doesn't respond. His Github site only has the SPD repository cloned with no mods.

It seems that a beta mod was released in a limited fashion for testing but I cannot locate the apk.

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