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
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Bombs and Identification
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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.
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Item Balance
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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
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Misc. Changes
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- 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
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Bugfixes
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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
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[ 2024-10-02 16:56:34 CET ] [ Original post ]