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submitted 5 days ago by [email protected] to c/[email protected]

Hey Dungeoneers,

In v3.1, which added the Ferret Tuft, I included a little green bow icon that appeared when the tuft was the reason an attack missed its target.

This addition was really popular, and a lot of people have asked if I plan to extend that system, I do and I am! In fact, in v3.2 I’m expanded it to apply to pretty much every effect in the game that alters hit chance!

This means that little icons will appear next to miss text, or next to the sword icon when hitting, that showcase when a specific effect is the reason an attack hit or missed! This should hopefully make the impact of these effects much more visible, as you’ll get direct feedback when they make the difference.

(Image Description: A gif showcasing the new hit and miss icons. The Cleric surprise attacks a rat, then the rat misses the Cleric due to the bless buff, then the Cleric hits the rat again due to the bonus accuracy on their weapon. Each of these interactions use a new icon in the floating status text about the characters.)

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[-] [email protected] 3 points 4 days ago

Would be cool to see the Shard Of Oblivion do a void like animation (dark RoW flash) when it takes a part in getting an item drop.

[-] [email protected] 2 points 4 days ago

That's a decent idea, currently those sources of extra drops don't have any direct visibility.

At the same time though, something like +20% item drops does exactly what it sounds like, wheras +20% accuracy does not mean you hit 20% more often usually.

[-] [email protected] 4 points 5 days ago

I surely hope this has unified interface to be easily expanded and not hardcoded for every kind of acc/eva modification!

[-] [email protected] 1 points 5 days ago
[-] [email protected] 2 points 4 days ago

I love these types of QoL changes! I hope someday we can get more quantitative turn counter information in addition to the spinning wheel.

this post was submitted on 19 Jul 2025
32 points (100.0% liked)

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