v2.5.3
[hr][/hr] Bombs and Identification [expand type=details] I'm making a few changes as a followup to the removal of the bomb identification exploit in v2.5.0: Firstly Stones of Detect Magic are a new item that replace stones of disarming. Each stone can be used on a piece of equipment to identify whether it is cursed, and whether it is enchanted/upgraded. This should give a few more options when it comes to IDing equipment. Stones of disarming will no longer appear, but existing ones will remain in runs in progress for now. Secondly, here are a bunch of buffs aimed at making bombs themselves more useful: - Bomb max damage +50% (this increases average damage by 33%) - Bombs no longer bounce when thrown directly at characters - Bombs no longer have damage falloff when characters aren't right on top of them - Explosion-triggering effects (e.g. explosive traps, explosive curse) all benefit from the damage and falloff changes. - Alchemy Bombs all benefit from the damage and falloff changes as well, and now deal explosion damage in a minimum AOE of 5x5 if they used to be 3x3. - Flashbangs redesigned, they are now smoke bombs, and spread shrouding fog in a 5x5 AOE in addition to dealing damage. - Shocks Bombs redesigned, they are now flashbangs, and deal +25% electricity damage and stun for 10 turns within their 5x5 AOE. - Regrowth Bomb AOE size up to 7x7 from 5x5, now always generate at least 3 plants, up from 2. [/expand] Item Balance [expand type=details] The new trinkets are doing much better after v2.5.1, but there's still room to hand out a few buffs here. Most notably I want to address feedback where the Chaotic Censer seems to spawn gas too close to the hero too often: - Chaotic Censer gas spawn range up to 2-5 tiles from 1-3 - Chaotic Censer gas volume reduced - Chaotic Censer likelihood of spawning gas near enemies increased - Salt Cube health regen loss reduced to 16/27/34/40%, from 20/33/43/50% I'm handing out a couple nerfs as well: Stones of Aggression were meant to have some use during boss fights, but currently they're too strong in that case, especially with many challenges enabled. - Bosses now take 1/2 damage from their minions when affected by aggression, the final boss specifically takes 1/4 damage. - Aggression duration vs. regular enemies up to 20 turns, from 5. - Mossy Clump upgrade cost reduction reverted, now costs 20/25/30 to upgrade again, up from 15/20/25 [/expand] Misc. Changes [expand type=details] - Vampiric no longer triggers on NPCs or allies - Styli can now be used on known uncursed armor - Wells of health and awareness descriptions are now more accurate - DM-300 can no longer use an ability immediately after existing supercharge state - Wraiths spawned by spectral necromancers are now more powerful [/expand] Bugfixes [expand type=details] Fixed the Following Bugs: Caused by v2.5.0: - Various minor visual errors - Very rare cases where ooze could trigger many times in a turn - Cases where falling into chasms could affect level generation - Corpse Dust unintentionally being set to droppable - Upgrades to Sandals of Nature not counting in the new catalog - Scroll of Upgrade uses counting twice in the new catalog - Liquid Nature using the wrong position for thrown potions - Invisibility vfx persisting in rare cases when they shouldn't - Bombs not destroying terrain during the beta for v2.5.3 Existed Prior to v2.5.0: - Various rare crash bugs - Various minor visual and textual errors - One more rare levelgen freeze bug - Wards not being targetable if they were in solid terrain - Spawned mimics (e.g. via cursed wand) not scaling with ascension challenge [/expand]
[ 2024-10-02 16:56:34 CET ] [ Original post ]
Hey Dungeoneers! I've just released Shattered Pixel Dungeon v2.5.3! This patch includes a few changes in response to feedback and gameplay data from v2.5.0. There is a new way to identify items, a few items have been buffed/nerfed, and bombs have been buffed across the board!
Changes
[hr][/hr] Bombs and Identification [expand type=details] I'm making a few changes as a followup to the removal of the bomb identification exploit in v2.5.0: Firstly Stones of Detect Magic are a new item that replace stones of disarming. Each stone can be used on a piece of equipment to identify whether it is cursed, and whether it is enchanted/upgraded. This should give a few more options when it comes to IDing equipment. Stones of disarming will no longer appear, but existing ones will remain in runs in progress for now. Secondly, here are a bunch of buffs aimed at making bombs themselves more useful: - Bomb max damage +50% (this increases average damage by 33%) - Bombs no longer bounce when thrown directly at characters - Bombs no longer have damage falloff when characters aren't right on top of them - Explosion-triggering effects (e.g. explosive traps, explosive curse) all benefit from the damage and falloff changes. - Alchemy Bombs all benefit from the damage and falloff changes as well, and now deal explosion damage in a minimum AOE of 5x5 if they used to be 3x3. - Flashbangs redesigned, they are now smoke bombs, and spread shrouding fog in a 5x5 AOE in addition to dealing damage. - Shocks Bombs redesigned, they are now flashbangs, and deal +25% electricity damage and stun for 10 turns within their 5x5 AOE. - Regrowth Bomb AOE size up to 7x7 from 5x5, now always generate at least 3 plants, up from 2. [/expand] Item Balance [expand type=details] The new trinkets are doing much better after v2.5.1, but there's still room to hand out a few buffs here. Most notably I want to address feedback where the Chaotic Censer seems to spawn gas too close to the hero too often: - Chaotic Censer gas spawn range up to 2-5 tiles from 1-3 - Chaotic Censer gas volume reduced - Chaotic Censer likelihood of spawning gas near enemies increased - Salt Cube health regen loss reduced to 16/27/34/40%, from 20/33/43/50% I'm handing out a couple nerfs as well: Stones of Aggression were meant to have some use during boss fights, but currently they're too strong in that case, especially with many challenges enabled. - Bosses now take 1/2 damage from their minions when affected by aggression, the final boss specifically takes 1/4 damage. - Aggression duration vs. regular enemies up to 20 turns, from 5. - Mossy Clump upgrade cost reduction reverted, now costs 20/25/30 to upgrade again, up from 15/20/25 [/expand] Misc. Changes [expand type=details] - Vampiric no longer triggers on NPCs or allies - Styli can now be used on known uncursed armor - Wells of health and awareness descriptions are now more accurate - DM-300 can no longer use an ability immediately after existing supercharge state - Wraiths spawned by spectral necromancers are now more powerful [/expand] Bugfixes [expand type=details] Fixed the Following Bugs: Caused by v2.5.0: - Various minor visual errors - Very rare cases where ooze could trigger many times in a turn - Cases where falling into chasms could affect level generation - Corpse Dust unintentionally being set to droppable - Upgrades to Sandals of Nature not counting in the new catalog - Scroll of Upgrade uses counting twice in the new catalog - Liquid Nature using the wrong position for thrown potions - Invisibility vfx persisting in rare cases when they shouldn't - Bombs not destroying terrain during the beta for v2.5.3 Existed Prior to v2.5.0: - Various rare crash bugs - Various minor visual and textual errors - One more rare levelgen freeze bug - Wards not being targetable if they were in solid terrain - Spawned mimics (e.g. via cursed wand) not scaling with ascension challenge [/expand]
Shattered Pixel Dungeon
Shattered Pixel
Shattered Pixel
Early 2022
Indie RPG Singleplayer
Game News Posts 55
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(1278 reviews)
https://shatteredpixel.com/shatteredpd/
https://store.steampowered.com/app/1769170 
Shattered Pixel Dungeon Linux [105.59 M]
Shattered Pixel Dungeon is a Roguelike Dungeon Crawler RPG with pixel art graphics. Every game is a unique challenge, with four different playable characters, randomized levels and enemies, and hundreds of items to collect and use. The game is simple to get into, but strategy is required if you want to win!
Choose Your Hero
Start the game by choosing a hero, which can be improved and customized as you quest through the dungeon!- 4 heroes: Warrior, Mage, Rogue, and Huntress. Each hero has a different playstyle.
- 8 subclasses which let successful heroes further specialize their abilities.
- 13 unique lategame abilities that grant special power at the end of a game.
- Over 100 talents, which let you incrementally power up your hero as you level up.
Explore the Dungeon Depths
Every run though the dungeon is different, with randomized layouts, enemy placement, and items!- 5 distinct dungeon regions over 26 floors, each with their own enemies and room layouts.
- Over 60 enemies, 30 traps, and 5 detailed bosses to test your skills.
- Over 100 equipment items, including powerful wands, rings, weapons, and armor.
- Over 150 regular items to find and craft, each with their own uses.
MINIMAL SETUP
- OS: TBDGraphics: OpenGL 2.0+ compatible GPU
- Graphics: OpenGL 2.0+ compatible GPU
- OS: TBD
- Processor: dual core processor
- Graphics: OpenGL 2.0+ compatible GPU
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