Pixel Dungeon

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can sitll stack 2 RoW ?

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Taken about 2 years but finally got all badges. Grandmaster score chaser was the hardest one for me. Had to complete with 7 challenges to get it. Doom slayer was tough too but when I got the right build I absolutely smashed yog for it.

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Curious if anyone else is experiencing random effects happening to their character in combat during this beta. My character has been rooted, set on fire twice, frozen and and blinded while I'm fighting. It's pretty random when it happens. It has happened while fighting toe-to-toe with Monk, Golem and Warlock and maybe others but those are so far the ones I've seen since I started paying attention. I have cursed armor of overgrowth but nothing else is cursed. I don't know why I would spontaneously burst into flames while fighting a monk or becoming frozen when punching a golem in it's face.

I do have a Sundial +3 in my possession but that shouldn't make any difference but since it's new to the game I thought it worth mentioning.

Anyone else seeing this?

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submitted 6 months ago* (last edited 6 months ago) by sethoscope@lemmy.world to c/pixeldungeon@lemmy.world
 
 

https://github.com/sethoscope/clover-pixel-dungeon/releases/

Hello! I have a modest little fork of ShatteredPD with some additions my kid and I thought up. No great vision here, just a lot of "hey, would be fun" and then we work on the art and design together and I do the coding. Snail posted about it a while back, but I just added something new, so I thought I'd make an account and say hi.

Here's what it's got:

  • a wand of anti-magic, which temporarily suppresses a target's magical abilities;
  • a flying carpet artifact, for flying over terrain at high speed;
  • a Forgetful challenge, which makes identification of potions and scrolls temporary;
  • a Stone of Double Enchantment, which imbues a weapon with two enchantments simultaneously; and
  • a rare Four-Leaf Clover plant, which gives loot-related luck when trampled.

The stone of double enchantment is the latest. Probably our least creative addition, but some of the enchantment combos lead to a lot of wackiness.

I'm good about integrating Evan's releases quickly because this is the version we play and we want all the great upstream stuff ASAP. :)

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I was just wondering, is it possible for me (or someone else nice enough to help me) to combine two different Pixel Dungeon mods (ARranged and Experienced) so that I can have the best of both worlds? These two are hands down my favorite games out of the different variations of PD, the grind sandbox of Experienced, with the complex items added from ARranged.

I have exactly 0 experience in coding, but if someone had a step by step I'd gladly learn to fish rather just being given the fish if you've heard that saying before.

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submitted 6 months ago* (last edited 6 months ago) by cats_hurricane@lemmy.world to c/pixeldungeon@lemmy.world
 
 

I spent roughly 5 hours on this one. Am I the only one who thinks that plain green mushrooms on mine floors are a little boring? Like if you have underground fungi why can't it be blue or purple or glowing or just don't look like a grass? And this is based on my last terrible run, this guy has no rings, no wands, no good armor and it's 8 challenges.

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I love the variety and strategy trinkets are bringing to the game in 2.4! They do add to early game inventory pressure, which for me is the most frustrating part of the game (juggling a full inventory, throwing stuff down pits, running back and forth).

If trinkets were stored in the velvet pouch instead of the main inventory it would at least keep inventory pressure the same as it is now, without adding to it.

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I'm accepting seed requests for the latest beta version of ShPD. These seeds will ONLY work in v2.4.0 BETA, and most likely in the upcoming release version.

Mainly so you can try out various combinations of items for the new version. Drops will be on the first few floors, the rest is up to you to discover, not to spoil the run too much.

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So cool smart little edition to the game defo my favourite trinket

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I want eat real bad (lemmy.world)
submitted 7 months ago* (last edited 7 months ago) by TheGunslinger@lemmy.world to c/pixeldungeon@lemmy.world
 
 
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A side note: ting of elements and ring of tenacity level up well until +4 then it's fractions of a percent more. Both is good though for taking a lot of hits with little damage

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If you use a random potion, hoping it's the potion of purity, sometimes it's the potion of paralytic gas. Results may vary.

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The 100+ days of waiting and development hell are finally over...

This release introduces:

  • Shattered PD 2.3.2 port
  • minions port/overhaul, with 8 staffs to find in the dungeon with reworked abilities and stats
  • ports of few features from original Summoning, like healing gas, hordes, scimitar rework, clean water, frostburn...
  • rank manager spell, the new way to manage ranks
  • attunement rework to be like strength, but for magic
  • hunger adjustments, staffs in journal and other QoL
  • bugfixes for things from original Summoning
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Hey Dungeoneers!

After some disruptions back in February and March, Shattered Pixel Dungeon v2.4.0 is finally ready for beta! Read on for more details about what’s coming in this update.

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submitted 7 months ago* (last edited 7 months ago) by GWLexx@lemmy.world to c/pixeldungeon@lemmy.world
 
 

Old seeds in the beta no longer works. But here's one of the very first RoW seeds to get you started.

This seed only works in v2.4.0 !

YOG-JGA-UUM

  • Ring of Wealth+2
  • Dried Rose (Crystal Chest)
  • Sickle+1
  • Grim Hand Axe +3 from Ghost.
  • Garden at 4th.

Watch your step as you enter second floor.. :)

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Let me start this by saying I think the ring of wealth is a really fun item. When I find one in any of my runs, I immediately get excited. That is, for all of 5 minutes before I realise I feel obligated to play a RoW run, sinking at least a dozen hours of mindless grinding into becoming God. In short, RoW is far too powerful, and so ruins both the fun and challenge of the game. Now I know what you're thinking :

If you don't like the item then simply don't use it, why ruin everyone else's fun?

And that makes sense initially until you realise that finding a RoW in say a crystal chest is just a complete let down if you don't want to use it. Not to mention the fact that I KNOW that I'm not the only one who feels dread when faced with an early RoW. This is why the solution of disabling it in runs where challenges are active makes the most sense to me. The overwhelming odds are that people who play the game to simply make fun powerful builds play without challenges, and people who play the game for the expertly crafted challenge it poses play with challenges enabled. This has the added bonus of making the super hard badges like 1mill score actualy hard rather than the majority of people feeling the need to cheese it with the RoW. As for the problem of this being an unituitive change, a simple pop-up the first time players select challenges explaining their general idea and this change should suffice. A rework of its mechanics could also be a viable solution, shifting it to focus more on rare loot drops over the boring and grind inducing drop rate multiplier.

Another reason that RoW is a problem, though I'll admit perhaps one only 00-evan will have to consider, is that it's very limiting of design space. As an example for this, I recently tried designing some new sub-classes for the game, just for fun. One such sub-class revolved around their powers magnitude being tied to either alchemical energy or unique alchemical crafts. Clearly, gaining even a slightly upgraded RoW with this sub-class would be fundamentally overpowered. It's not just this example either, it's very easy to imagine a world where a cool new feature being considered added to the game would be unbalanceable around the RoW.

At the end of the day, this is all just my opinion and a suggestion, please contribute with your own opinions on the matter, or just shout at me about why I'm wrong :p. As the Civ IV devs famously said: "Given the opportunity, players will optimise the fun out of a game."

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Set up a simple farm

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Hi, minor suggestion on the use of anhks - I was wondering if, for the next patch, we could get whatever weapons or items we select when dying to auto-equip.

I've died a few times like this; the last of which I was using a crossbow but opted for the glaive in my inventory BC I was swapping between them. Ended up bare handed fighting people BC I forgot to re-equip the glaive. I get it's a rougelike but a minor patch to this wouldn't affect game balance I don't think.

Thanks

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Hey folks, the beta for Shattered Pixel Dungeon v2.4.0 should be ready to start this coming week!

The beta will have everything I've shown off so far, including a new item category, changes to alchemy, and changes to the Duelist. There are also some levelgen additions! Entrance and exit rooms in particular are going to become more visually varied.

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It was definitely not easy since I used every single SoU on the staff for the mage. Died at Yog, but it's doable, especially if you have a grim staff of disintegration.

It was an achievement hunter run, but I still wanted to win .

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I feel like hidden rooms aren't very transparently shown in the game. Currently there are usually 2-3 hidden rooms in each area, with an additional hidden room for every floor that has "many secrets". This is all totally fine, except that its sort of hard to identify them, even as someone that's rather familiar with what they are. By identify, I don't mean to search for them, but to actually identify whether a room is a hidden room or not.

My suggestion would be that all hidden rooms share some kind of identifier. some suggestions would be:

  • uniquely colored door that, even if burned, has a different color so you'll always know that was an entrance to a hidden room

  • Uniquely colored flooring

  • Uniquely colored walls

  • Indications in the logs when you step into an area or floor ("you have found 1 of 2 or 3 hidden rooms in this area" "There is one discovered hidden room on this floor")

Hidden rooms can affect your rankings score so allows for easier ways to track that would be welcomed.

What are your opinions?

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submitted 7 months ago* (last edited 7 months ago) by GWLexx@lemmy.world to c/pixeldungeon@lemmy.world
 
 

For the wandmaker, we can decide to keep the drop (embers, rotberry, dust) which have some uses and makes for some interesting gameplay. I like this, it gives you some options if you don't like the wands he offer.

I would like to see something similar with the imp. Here's my suggestion: Instead of collecting 4-5 tokens, he just asks for 1 "ring essence". Instead this essence have a 20% chance to drop. Or possible 0/0/0/50/100% drop chance for each kill to keep it consistent with 4-5 kills.

If you keep the drop, you can use it to upgrade an existing ring +1 at an alchemy, or +2 at the blacksmith, costing some favor. Imp at floor 20 would appear once the essence have dropped, regardless of quest completion. But he could be grumpy and charge an extra +10% in his shop.

Using this essence would also curse the upgraded ring. Alternative is that the imp shows up as soon as you try wear the ring, throwing a curse on it in spite.

This would add some interesting new gameplay

  • You get the ring as normal, everything essentially as before.
  • You lose out on a potential +4 ring, but you can't escape that the upgraded ring you get, one way or another, to be cursed.
  • For a +2 ring, it would also cost you additional time and favor.
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