00-Evan
- 88 Posts
- 329 Comments
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•The necromancer AI needs a buff!English1·15 days agoWould you prefer for necromancers to teleport the skeletons whenever they can’t reach you, essentially forcing you to deal with the skeleton’s attacks in all cases?
00-Evan@lemmy.worldOPMto Pixel Dungeon@lemmy.world•[DEV] Shattered Pixel Dungeon v3.1.0!English1·16 days agoUnfortunately tieing the rooms together like this would require a lot more work than it might seem. The actual room contents are generated independently of one-another, and so tieing their size together would effectively require fully generating the next floor before the prior one is generated. I also don’t think that landing onto a mageroyal is going to break your fall in the way you imagine, it could just as easily apply the refreshing effect and then the damage from the fall.
I’m also not too keen on giving players more ways to mitigate fall damage, as the elixir of feather fall already exists for this purpose.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•The necromancer AI needs a buff!English5·16 days agoIt is somewhat intended that their logic is exploitable. I’d rather the player be able to consistently outsmart them than always getting forced into fighting both a necromancer and a skeleton.
00-Evan@lemmy.worldOPMto Pixel Dungeon@lemmy.world•[DEV] Shattered Pixel Dungeon v3.1.0!English2·24 days agoIt’s a relatively small change if you’re not upgrading them, but the way they upgrade is changing quite a lot.
00-Evan@lemmy.worldOPMto Pixel Dungeon@lemmy.world•[DEV] Shattered Pixel Dungeon v3.1.0!English2·27 days agoPlease read the blog post:
00-Evan@lemmy.worldOPMto Pixel Dungeon@lemmy.world•[DEV] Shattered Pixel Dungeon v3.1.0!English3·1 month agoShattered will at some point be considered ‘complete’ by me, but it’ll probably be a while after a new city quest. I do certainly think we’re getting closer though.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•Early impression of Warrior Rework: +Berserker -GladiatorEnglish2·1 month agoIt’s worth noting that the shield starts cooling down immediately after it activates, you are not losing out on cooldown duration if it ends up lasting longer.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•Early impression of Warrior Rework: +Berserker -GladiatorEnglish2·1 month agoHm, there must be something extra going on here because from a quick test the cooldown works correctly in both A and C:
A: shield is correctly reduced to -100 cooldown, can be triggered twice in a row on two successive attacks
C: shield cooldown went from 90 to -10 turns, after re-triggering the cooldown correctly started at 90 turns.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•Early impression of Warrior Rework: +Berserker -GladiatorEnglish1·1 month agoI’m not totally sure what you mean by this. The talent absolutely shouldn’t require the shield to be currently active to trigger, and it doesn’t from my testing.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•Early impression of Warrior Rework: +Berserker -GladiatorEnglish5·1 month agoReading over these comments, I generally agree that Gladiator already has a lot to deal with and the extra juggling of shield uptime is a bit much. Some of this is intended, but I’m considering softening it a bit by allowing the shield to stay active as long as enemies are near OR the gladiator has combo. This won’t affect balance much but should make it feel like the various mechanics are clashing a lot less.
00-Evan@lemmy.worldOPMto Pixel Dungeon@lemmy.world•[DEV] One More Change Coming to v3.1!English7·1 month agoI appreciate change can be difficult but I agree with Alek’s opinion there are issues with the previous splash designs, and his desire for Shattered to showcase his work at its best. This one is the largest change, mainly because the existing proportions were very off (man was skinny under that armor!) and the armor design didn’t make any sense for a character coming from a nordic-inspired area.
The shadows aren’t ever going to match exactly but I do agree the barrel shadow doesn’t look right atm. This is something I’m tweaking next beta.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•I can't tell the difference between the new background coloursEnglish2·1 month agoWhat I meant is that shape differences would be an option I would take before something like a colorblind toggle. Before shape differences, I want to see if I can just tweak the colors to work reasonably well for everyone. The inventory UI is already really cluttered and I’d like to try and avoid pushing that further if I can. The latest beta has some more color tweaks that I’m quite a bit more confident will work for people.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•I can't tell the difference between the new background coloursEnglish2·1 month agoI would much rather adjust the colors further, or introduce shape differences, than add a toggle for this one exact case.
‘blocked’ and ‘dodged’ mean the exact same things (and so does ‘dooked’), they’re just different forms of flavor text on top of “the attack missed”.
Assuming there are no coding errors, the ribbon appears in any case where the defense roll is beating the accuracy roll by a small enough proportion that if the tuft buff were reversed the attack would be a hit instead. i.e. the ribbon appears when the tuft is the reason the attack is dodged. Atm the tuft is balanced to, on average, reduce DPS by about 33% at +3, although this can vary a lot.
At the moment the only thing planned is accuracy/evasion. more Icons in general is possible where appropriate though, the ones for damage types worked very well.
00-Evan@lemmy.worldMto Pixel Dungeon@lemmy.world•I can't tell the difference between the new background coloursEnglish9·1 month agoThanks for letting me know. I’m still open to tweaking these colors if needed. Just for the sake of comparison, these are the old and new colors with a Deuteranopia filter (old on left, new on right):
I was mainly focused on making the cursed color stick out a bit more from the inventory BG, but I can see that unknown and curse-IDed aren’t much better than before.
Glad to hear you like the new indicator! It’s a bit more complex from a coding standpoint, but I would like to extend this functionality to more accuracy/evasion effects in the next update.
Also glad you got the ‘dook’ reference, hehe. For those who don’t know, it’s a cute happy noise they can make: https://www.youtube.com/watch?v=8hXvZD6IY8A
It will be able to run v3.1 and immediate patches to v3.2, I’m planning to end support to 4.4- after that.
00-Evan@lemmy.worldOPMto Pixel Dungeon@lemmy.world•[DEV] Coming Soon to Shattered: Warrior Mini Rework and More!English2·2 months agoIt’s entirely possible that something isn’t functioning correctly atm, but the intended functionality is that if the ability is already ready to go (0%) cooldown, you can continue to stack the cooldown reduction up to -100%, which means that when the shield triggers, it will immediately be ready to trigger again.
Sorry but I’m removing this post.
If you want to interpret random level generation as a hate symbol, then your post contains hate symbols and breaks our first rule.