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  • Hey, guys; relatively new 'modded version' of PD is now available at the app store.

    I have not played much of it yet, but it looks interesting; it has a bunch of new features and is apparently run by fans.

    Just wondering if anyone here knows anything about it?  And/or if we will be planning on incorperating it into the forums?

    Have a vanilla and Shattered sections, or some such?

    Food for thought.

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    • Saw that, tried it out. Despite the Seed of Earthroot being nerfed (couldn't even get past Goo), it was still fun. I liked the new artifact system, how using it multiple times made it stronger and better, but I didn't get to see much else. I'd like to see parts of it on the wiki, as some things (like what the artifacts do; discriptions weren't clear sometimes) could be confusing.

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    • What's it called? I just don't want to voice my opinion before I play it.

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    • It depends:

      • if it’s largely different from vanilla PD, better have its own independent wikia (inter-wikia links are easily done),
      • if it differs only slightly from vanilla PD, we could integrate it here with “Shattered:XXX” article names.

      But if it’s run by fans, will they accept to move here? Better ask them the question: Maybe do they already have their dedicated wiki!

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    • Sounds cool.

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    • T@PDC: It's called "Shattered Pixel Dungeon" 

      And it's pretty similar to vanilla PD, but with more rings and artifacts, and a lot of tweaks to existing mechanics and balance. It's pretty cool, actually, but it doesn't incorporate the latest updates; for example there's no weightstone, and using a stylus doesn't add another level of upgrade to your armor.

      Wiki pages for the artifacts in particular would be welcome, since it's not immediately obvious how they work. The creator, however, was apparently being mysterious deliberately, so he might prefer that the player be left to fend for himself.

      Edit: If a wikia already exists, I couldn't find it, and I searched high and low. There's some stuff on Reddit, but it's not all that informative.

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    • I can't get it because it's on Google Play. :( Google Play doesn't work with my device.

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    • Shattered PD
      I found some bugs,and I need to start again(I am fine with this)but this version it's still fun.
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    • Ray L.H wrote:
      I found some bugs, and I need to start again (I am fine with this) but this version it's still fun.

      The dew vial got nerfed, it's not a bug.  It no longer revives you on death, only stores drops of dew.  Now you have to bless an Ankh with a full dew vial if you want to have a second chance with your items.

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    • On my first death on this mod,I had  not noticed that yet,so I trusted in the vial.Then I noticed the "used to be" in the description…

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    • Ho boy, just started, threw a fadeleaf while on fire to tele to water, landed on the only pressure plate on the floor, sewer crabs landed around me, no vial, relic, good armor, healing, etc... Yeah I was screwed...

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    • Hey everyone, I'm the guy who's making this!

      I've mainly been active in the Pixel Dungeon subreddit, and I was planning to make a post for Shattered here with the next update(~1 week off), awesome to see its found its way here already! Feedback is great so if anyone has questions/suggestions/opinions they'd like to voice here I'm all-ears.

      To answer some of your questions:

      Ethaniel:

      I'm fine with answering questions however. My intention is for Shattered to feel like an extended version of Pixel Dungeon, but the exact mechanics and balancing will be different. It is of course up to the wiki creators/community to decide if those differences mean info on Shattered belongs here or in its own wiki.

      SuperSaiyan99:

      I upload the latest APKs to my google drive account, you can install manually. https://drive.google.com/open?id=0B1jhmo3hgqJtWXdHX0loYkFmUkE&authuser=0

      Xarzd:

      My initial intention was for artifacts to be more cryptic to enhance player discovery, but this was done back when my audience was entirely the PD subreddit, which is mainly veterans. As all sorts of people are playing Shattered now i'm going to be leaning more towards clear descriptions. I have no problem with players making information resources for Shattered or asking me any questions.

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    • Thanks so much. ;)

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    • Just want to say, fantastic job with the mod. Very inventive, and clearly you've put a lot of thought into balance. 

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    • There's a serious bug with it. It had deleted my progress in my run. I was in the 4th stage, turned off my device, and turned it back on. I clicked on my run and I spawned on depth 6. :( I was doing so well, too. I was playing as a Warrior.

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    • 00-Evan
      00-Evan removed this reply because:
      forgot to login XS
      13:28, October 7, 2014
      This reply has been removed
    • SuperSaiyan99 wrote: There's a serious bug with it. It had deleted my progress in my run. I was in the 4th stage, turned off my device, and turned it back on. I clicked on my run and I spawned on depth 6. :( I was doing so well, too. I was playing as a Warrior.

      This issue has been reported to me occasionally since Shattered's release, I have made improvements to the save system's stability but clearly there are still issues. Unfortunately the save system in PD is not very good at handling and reporting errors and as such all I can know is that the save system failed at some point when it tried to save your run. If you can, please send me (private message ideally) as much detail about your run as you can remember, this will help me figure out what specifically is failing. It is also possible that turning off your device didn't allow the game to complete a save in time, but that seems unlikely to me.

      Currently the game will only save itself when the game session is ending or the device goes into deep sleep, this is not ideal as it means that if you are playing for an extended amount of time one save failure can delete an hour or more of progress. One change I am making in the next update will force the game to save itself whenever the player moves between floors. While this change won't fix any save failures or crashes, it should massively reduce their impact.

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    • I've had a similar problem as well, I think you're right about the game not saving in time sometimes, because my phone has a problem where it will sometimes shut down instantly, even if it has battery left, and that's when I lose progress.  I've gotten around it for the most part, though, by regularly backing out to the main menu and closing the game, then re-opening.  Seems to work.  The bug aside, love the mod!  I think the nerfed healing potion farming balances out the boosts from the totally awesome artifacts pretty well.  Got my first win yesterday, Level 28 Huntress with a +7 Chilling Boomerang, Scale Armor of Potential+2, Ring of Haste+ 5 or 6, and Talisman of Foresight+5.  I only survived because of the ring and my decent number of invisibility potions. :3  Only had like 2 healing potions left.

      Oh, and I have a suggestion: It would be nice to have some kind of benefit for leaving the dungeon with the Amulet.  Without some kind of bonus for doing so, there's little reason not to just suicide a successful hero for the remains.  Maybe you could put one of your equipped items (Of your choice, not random) on the first floor in the entrance room with a +3 level cap or something like that.  Just a thought.

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    • 67.210.147.66 wrote: I've had a similar problem as well, I think you're right about the game not saving in time sometimes, because my phone has a problem where it will sometimes shut down instantly, even if it has battery left, and that's when I lose progress.  I've gotten around it for the most part, though, by regularly backing out to the main menu and closing the game, then re-opening.  Seems to work.  The bug aside, love the mod!  I think the nerfed healing potion farming balances out the boosts from the totally awesome artifacts pretty well.  Got my first win yesterday, Level 28 Huntress with a +7 Chilling Boomerang, Scale Armor of Potential+2, Ring of Haste+ 5 or 6, and Talisman of Foresight+5.  I only survived because of the ring and my decent number of invisibility potions. :3  Only had like 2 healing potions left.

      Oh, and I have a suggestion: It would be nice to have some kind of benefit for leaving the dungeon with the Amulet.  Without some kind of bonus for doing so, there's little reason not to just suicide a successful hero for the remains.  Maybe you could put one of your equipped items (Of your choice, not random) on the first floor in the entrance room with a +3 level cap or something like that.  Just a thought.

      Okay shutting down instantly is a different beast, that will 100% not let the game save in time. Which means good news, after the next update you won't have to manually quit anymore! Nice item combo, the chilling boomerang and ring of haste would make you a kiting monster.

      I do plan for there to be a reason to take the amulet back to the surface, but it won't be bones related. I actually plan to nerf using bones this way, I see it as an exploit.

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    • Do you still want me to message you or are you good?

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    • Alrighty, cool!  Will the benefits of leaving the dungeon be explained when it's incorporated, or is that another thing for players to figure out?

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    • I wonder if I successed in posting on your page last time...

      When the Ring of Might is equipped and the player exit the game, the app will recognise the buff on strength and maxhp as a permanent change. Once the save loaded, there're new buff provide by the ring, affecting on the character.

      So, you can accumulating the two attributes unlimitedly, without any cost.

      To solve this, you may be able to change the type of this buff, similar to the Weakened effect.

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    • SuperSaiyan99 wrote: Do you still want me to message you or are you good?

      if you have the time, absolutely! While I'm glad to reduce the issue's impact, I do still want to fix the core problem itself.

      67.210.147.66 wrote: Alrighty, cool!  Will the benefits of leaving the dungeon be explained when it's incorporated, or is that another thing for players to figure out?

      When it's added it will be pretty obvious. Also it may take a very long time before its added, it's one of my bigger long-term ideas. One Does Not Simply Leave Pixel Dungeon.

      121.33.253.70 wrote: I wonder if I successed in posting on your page last time...

      When the Ring of Might is equipped and the player exit the game, the app will recognise the buff on strength and maxhp as a permanent change. Once the save loaded, there're new buff provide by the ring, affecting on the character.

      So, you can accumulating the two attributes unlimitedly, without any cost.

      To solve this, you may be able to change the type of this buff, similar to the Weakened effect.

      This bug is actually already fixed in the latest patch(v0.2.0c), are you still experiencing it even after this?

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    • Hey 00-Evan, I have a few suggestions for the mod, can i post them on your wall, or should I submit them a different way?

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    • J-Ninja wrote: Hey 00-Evan, I have a few suggestions for the mod, can i post them on your wall, or should I submit them a different way?

      You can send suggestions to me any way you like. I make no guarantees of course but I do consider everything that's sent to me, and oftentimes suggestions help me come up with great ideas, so they really are useful.

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    • What if there was a mirror-like artifact that counted your armor into the DMG calculation, and sacrificing a wand, ring, artifact, potion, or scroll would help upgrade it.

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    • Warden Sharp
      Warden Sharp removed this reply because:
      cancelled the page
      20:40, October 13, 2014
      This reply has been removed
    • Is it just me, or do the sprites in shattered p dungeon seem to have a delay per tile as they move, instead of running smoothly, like in normal p dungeon?

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    • 70.92.181.121 wrote: Is it just me, or do the sprites in shattered p dungeon seem to have a delay per tile as they move, instead of running smoothly, like in normal p dungeon?

      This is because Shattered is running on PD source v1.7.1c, which does not have smooth movement. Watabou released the source of v1.7.2a last week and I'm in the process of updating with the new source code plus adding a few tweaks of my own.

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    • Refreshing update to PD while still keeping the balance I've learned to love from the original! Keep up the great work, and I look forward to seeing where both games head (and of course, any future mods!). Happy dungeoning!

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    • I know that the sad ghost tells you how to kill the Gnoll Trickster, but I can't get him to stop moving long enough to kill him! On floor 2, I don't have much that can deal damage in the 1 turn I can corner him before he runs away again. The crab and the new fetid rat (love his new sprite) are easy enough when you know what to do, but I can't kill him! Anyone know how?

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    • Well, this is just a suggestion I had for the shattered mod:

      A weapon and armor that gradually upgrade themselves via other means, to go along with the 'artifact' theme, which implements items similar to other items that are upgraded without upgrade scrolls. For the weapon and armor it would be able to be upgraded via scrolls too. The weapon could be enchanted with putting it in a alchemy pot plus 2 seeds of the same type..... Or, you could have 'empty gem' items that can be bought from the store and fused with 2 seeds of the same type in an alchemy pot and make a jem of coresponding ability. Such as, mixing an empty gem with 2 fire seeds will result in a fire gem that can be put into a weapon. Maybe it is a way to enchant and upgrade still after without losing the effect. Of course the empty gem would be expensive, 300 gold on level 6? I think that sounds good..... Anyway.... Just a thought....... maybe you could make where a chance when upgrading a weapon it could become 'slotted' and you can only put a gem in a slotted weapon... for the artifact weapon and armor or could, for the weapon: gradually become more powerful every few kills. And for the armor: gradually get better per hit..... food for thought, seems like a good idea to me but then again it is my idea. Love the mod and hope to see more in the future! 

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    • 98.92.6.207 wrote:
      I know that the sad ghost tells you how to kill the Gnoll Trickster, but I can't get him to stop moving long enough to kill him! On floor 2, I don't have much that can deal damage in the 1 turn I can corner him before he runs away again. The crab and the new fetid rat (love his new sprite) are easy enough when you know what to do, but I can't kill him! Anyone know how?

      Yeah, I really think that the Knoll Trickster, while a very cool idea, is overpowered for the sewer levels. There's a reason that nothing else on those levels has a ranged attack - your hero is unlikely to be equipped to survive them. Add to that the teleportation, improved AI (meaning it can't be lured to melee range), and multiple debuffs? Overpowered to the point of being unfair.

      While we're on the subject, the Giant Crab (if I may make a suggestion) would be improved by either lowering his HP or increasing his move speed a little. I get that he was made slow so that we could outmaneuver him, but leading him from door to door takes forever. Seriously. For. Ever. I am starving to death trying to kill this freaking crustacean. 

      My strategy for dealing with these guys is to hope that I get the Fetid Rat. Oh, and never talk to the ghost until after I've cleared the level.

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    • Xarxd wrote:
      Yeah, I really think that the Knoll Trickster, while a very cool idea, is overpowered for the sewer levels. There's a reason that nothing else on those levels has a ranged attack - your hero is unlikely to be equipped to survive them. Add to that the teleportation, improved AI (meaning it can't be lured to melee range), and multiple debuffs? Overpowered to the point of being unfair.

      While we're on the subject, the Giant Crab (if I may make a suggestion) would be improved by either lowering his HP or increasing his move speed a little. I get that he was made slow so that we could outmaneuver him, but leading him from door to door takes forever. Seriously. For. Ever. I am starving to death trying to kill this freaking crustacean. 

      My strategy for dealing with these guys is to hope that I get the Fetid Rat. Oh, and never talk to the ghost until after I've cleared the level.

      Both of these are complaints I'm hearing fairly frequently actually, and I'm considering ways to improve. I hope you can understand that tuning these bosses has proven very difficult as I have no reference point for a newer player perspective. I'm looking into toning the trickster down, perhaps by reducing his movespeed, making him easier to catch. It's worth noting that I have actually already removed the trickster's blink ability, make sure you have the latest patch. The crab on the other hand, I may increase the speed of for the exact reason you lay out.

      EDIT: so I just looked over the code for the trickster and I realize I have made him much harder to bait through doors and corners than I meant to. oops.

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    • Ah. Good to know. 

      And the fact that I've been playing Shattered more than the original in spite of my gripes should tell you how much I appreciate the work you've put into this mod. Terrific, creative ideas, well-implemented. There's still a bunch of things I haven't even found yet. 

      Thanks for doing this!

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    • One bug that I have encountered on more than one occasion is, after purchasing the seed bag in Pixel Mart on level 6, continuing playing and then exiting the game, sometimes when I load my save to continue at a later time the seed bag and all of its contents are gone.


      I have also had a wand in the equipped ranged weapon slot disappear on more than one occasion.

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      17:41, March 6, 2015
      This reply has been removed
    • Can you be sure that a Crazy Thief didn't take them at some point?

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    • Finally beat the game on SPD! Chalice of Blood +10 op. Many Earthroot seeds gave their lives to make it. 

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    • Been replaying the game after my first win (love goofing off with the artifacts) and I got a +3 Cursed Ring of Furor from the Ambitious Imp. Now, I know this isn't a very big error, but in the description, it says, "A cursed ring will instead slow the wearer's speed of attack." While this is a small error, if a new player uses a Scroll of Remove Curse or Upgrade on a -2 Ring, the description can be misleading. While most people have common sense, it's still something you might want to "fix". Amazing job, love the mod. All I really want now is a end-game cheat for more artifact slots XD, I like them too much.

      Oh, and whatever you did for the Trickster? Worked. He wasn't a pushover but wasn't incredibly overpowered anymore.

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    • Could you give the artifact spawn probability for each depth?

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    • 98.92.6.244 wrote:
      Been replaying the game after my first win (love goofing off with the artifacts) and I got a +3 Cursed Ring of Furor from the Ambitious Imp. Now, I know this isn't a very big error, but in the description, it says, "A cursed ring will instead slow the wearer's speed of attack." While this is a small error, if a new player uses a Scroll of Remove Curse or Upgrade on a -2 Ring, the description can be misleading. While most people have common sense, it's still something you might want to "fix". Amazing job, love the mod. All I really want now is a end-game cheat for more artifact slots XD, I like them too much.

      Oh, and whatever you did for the Trickster? Worked. He wasn't a pushover but wasn't incredibly overpowered anymore.

      It probably should have said "A degraded ring will slow..."

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    • By the way, Earthroot seeds/resistance and high upgraded armor are pretty much required for the final upgrades for Chalice (6-10) as they will deal up to 230 damage, even with +4 Plate Armor.

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    • o goodo things happened haha  :P

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    • Hey, thanks for your comments.

      I've received a lot of reports about doors and keys, I'm investigating this now but it seems very odd, I haven't touched regular level generation.

      Some good points made about cursed vs. degraded for ring descriptions, I'll look into that.

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    • 70.92.181.121 wrote: Could you give the artifact spawn probability for each depth?

      Artifacts have the same chance to spawn on any given floor, they are very slightly more common than rings.

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    • Hey, 00-Evan, since you're following this topic I'll post my comment here. It's about the Talisman of Foresight. Kind of a nitpick, apologies in advance.

      I like this item, but there's one thing about it that bothers me. Correct me if I'm wrong, but it seems as if its detection range increases as it upgrades. So eventually it's detecting pretty much every trap in my hero's line-of-sight. Which means that this artifact actually becomes less useful as it grows more powerful. Knowing that there's at least one trap somewhere in a large room is just a big time waster - I need to know if there's one near me, not somewhere off in a corner that I may never even get close to. 

      I realize that this is a pretty minor complaint, it's just that the other artifacts become so much better as they level up.

      Maybe instead of increasing the range, you could give it a chance to actually reveal the traps at higher levels. Or detect secret doors as well as traps. Or just don't increase the range.

      Of course, if the range does not actually increase, then obviously disregard these as the ravings of a delusional dungeon delver.

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    • Xarxd wrote: Hey, 00-Evan, since you're following this topic I'll post my comment here. It's about the Talisman of Foresight. Kind of a nitpick, apologies in advance.

      I like this item, but there's one thing about it that bothers me. Correct me if I'm wrong, but it seems as if its detection range increases as it upgrades. So eventually it's detecting pretty much every trap in my hero's line-of-sight. Which means that this artifact actually becomes less useful as it grows more powerful. Knowing that there's at least one trap somewhere in a large room is just a big time waster - I need to know if there's one near me, not somewhere off in a corner that I may never even get close to. 

      I realize that this is a pretty minor complaint, it's just that the other artifacts become so much better as they level up.

      Maybe instead of increasing the range, you could give it a chance to actually reveal the traps at higher levels. Or detect secret doors as well as traps. Or just don't increase the range.

      Of course, if the range does not actually increase, then obviously disregard these as the ravings of a delusional dungeon delver.

      I've just double checked to be sure, leveling up the talisman does not increase the detection range.

      This is intentional for the exact reason you give here. The range has to be a specific amount, large enough to force you to look, small enough to be useful.

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    • Urg, nevermind then, must be late night spelunking playing tricks on my brain.

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    • I love Shattered PD but the game has gotten incredibly easy for me, I can reliably beat the game on most runs with any character. Please consider adding more floors, or if not more floors, more classes. A monk would be awesome.


      To expand on the above, I could just be having lucky runs, but I swear, I keep finding Tier-4 weapons, and either scale, or plate, between Depths 1-7.

      I save my Scrolls of Upgrade from Depths 1-4.  If I find scale, or plate, I get a weapon from the ghost.  If I find a glaive/longsword/axe, I get armor from ghost.  If I have a Tier-4 weapon and leather, or chainmail, I put all my upgrades into weapon, because a +4 axe will be 2-shotting most things in the lower depths.  So, who cares about armor?

      Once my weapon is at least +5, I just smash my way through the depths until I find scale, or plate, then pump the scrolls I've found along the way into armor.  So, I usually finish the game with a +6 to +8 weapon (depending on if it was already buffed, like that time I found a +3 glaive), and a +6 scalemail (because honest-to-God, you don't need more than that).

      The game has a steep learning curve, but once you actually figure it out, it becomes laughably easy.  It basically turns into a game of "will I find a Tier-4 weapon between Depths 1-7?".  And for me, and maybe I'm just incredibly lucky, the answer is usually "yes".

      So really, some new classes and floors would breath some fresh life into PD for us veterans.  And since Shattered PD is so awesome, I know you can do it Evan!

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      17:48, March 6, 2015
      This reply has been removed
    • You should add in a secret weapon that starts out weak as hell but benefits HUGELY from upgrades. Same with armor.

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    • I don't know if I've encountered the trickster lately, but i really hate it. I have never survived it. Funny thing is i betaed the game on my first runs but after you put the sub-bosses on early floors I am dying too early. Mainly because of lack of healing potions or having a plate armor +something but not enough strenght yet.

      I have noted one thing about Goo. It is sometimes making the darkened tiles around him in a 5x5 area around him instead of a 3x3. I'll take a screenshot if I ever see it again. 

      The other thing that is constantly killing me lately is when trying to scroll around the map the damned character moves. This wasn't a big issue for me before. Now its killing me whenever on most runs.

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    • Hey, to respond to a few messages:

      I haven't made item generation any better, or overall made the game significantly easier, if you're having really good runs you're either improving or having some good luck. I do absolutely intent to add more challenges/endgame content, but I want to improve on what's already in place first.

      Investment items are something I have already added actually, though nothing in the form of a weapon. Items like the ring of wealth give no immediate benefit but can make your run ridiculous if you level them up early. I'm worried about using this sort of mechanic on weapons though, lest I make another wand of firebolt, an item I already plan to nerf pretty hard.

      The new bosses are designed to be very tough if you don't use their mechanics to your advantage. You really don't want to let the trickster hit you, try to bait him around corners or through doors, he's helpless when he's next to you. You'll find that tricking him into doing this will be much easier after I resolve an AI bug in the next update. Also I understand the mage has a tougher time with the new bosses at the moment due to his weaker earlygame, I plan to look into this in a future update.

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    • Love this mod. Came across a prob though with the 0.2.2 update. I can't start a new game. Help?

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    • 184.5.123.206 wrote: Love this mod. Came across a prob though with the 0.2.2 update. I can't start a new game. Help?

      Hey, I've had a couple people report this. Does restarting your device fix the issue? If not, does this occur with all characters, or only some of them? Thanks for your help.

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    • Heeey... I've been having trouble finding a decent Java programmer recently, would you please help (or consider incorporating ideas from the mod that's been halted)? I understand if you refuse, as both our mods are very ambitious and may compete if full-fledged. Thanks.

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    • Papayaman1000 wrote: Heeey... I've been having trouble finding a decent Java programmer recently, would you please help (or consider incorporating ideas from the mod that's been halted)? I understand if you refuse, as both our mods are very ambitious and may compete if full-fledged. Thanks.

      Hey, thanks for the offer but I'm only interested in collaboration for technical stuff like porting the game to different platforms, and perhaps translation efforts in the future. I am always open to suggestions however, but understand that they would be ideas for me to consider in Shattered, not collaborative work.

      Also, as an aside, relating to the reported issue of not being able to start a new game, I have identified the cause of this issue and will be patching to fix it. In the meantime restarting the app (i.e. clear from recent apps list, then relaunch) or restarting your device will correct the issue temporarily.

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    • Latest update. I accidentally threw a Purefruit, and it shattered like a potion. Was that supposed to happen?

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    • Cool new update, I like the new seeds. The great crab is blocking hits from around corners. It appears hitting from around a corner is not counting as a 'surprise' hit. Doors still work.

      Please consider reworking the boomerang. I died to Yog's fists with a +6 venomous boomerang, +6 plate armor of bounce(upgraded to huntress cloak of bounce), +1 stunning glaive, +3 ring of sharpshooting and +1 ring of accuracy. The boomerang was doing very, very little damage to the fists, and even with 6 HP potions and a blessed ankh, they managed to out-damage me, even though I was standing on a seed of earthroot.

      I realize that the huntress needs a good melee weapon, especially since the boomerang does not return to equipped melee weapon if you throw it (something you should consider changing), but that destroys the point of the huntress IMO. By level 20ish, with +6 upgrades on the boomerang, it should probably be good as a +6 glaive.

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    • With the latest update, the boomerang does return to the equipped weapon slot.

      The boomerang should not ever do the same damage as a glaive. The fact that it does less damage is balanced by the fact that you can usually get multiple hits in before getting hit in melee.

      In fact, the Sniper is now my most reliable subclass for beating the game, but I usually have the boomerang up in the range of +9 to +11 by the end. You can do this, because you can get away with fewer upgrades on the armor if your strategy revolves around not getting hit. This requires a bit of luck in getting either a Wand of Blink or Slow, or a Ring of Haste, or best of all, a Cloak of Shadows.

      You are aware that missile attacks don't break invisibility? If you save one or two potions for the last fight (or have an upgraded CoS), you will never get hit at all.

      And no, the huntress does not need a melee weapon (well, maybe the Warden does, but that's different), unless you accidentally drop the boomerang.

      In short, the boomerang is great the way it is. Yes, it can seem a little underpowered compared to tier 5 melee weapons, but that is what makes it more fun to use; it forces you to think about your tactics and use all of your resources.

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    • Xarxd wrote: Latest update. I accidentally threw a Purefruit, and it shattered like a potion. Was that supposed to happen?

      Yep, the blandfruit mimicks the potion of the seed it was cooked with, potions of purity have an effect when thrown so Purefruit does too.

      112.198.82.88 wrote: The great crab is blocking hits from around corners. It appears hitting from around a corner is not counting as a 'surprise' hit. Doors still work.

      This is the correct functionality, currently corner attacks do not count as surprise attacks.

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    • Can you give me the latest update for Shattered Pixel Dungeon, 00-Evan?

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    • SuperSaiyan99 wrote: Can you give me the latest update for Shattered Pixel Dungeon, 00-Evan?

      sure, you can always find the latest APK on my google drive page. https://drive.google.com/open?id=0B1jhmo3hgqJtZmdOVVotLWJqRW8&authuser=0

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    • Hmm, the other link you provided near the top of the thread didn't seem to give the latest update, but I checked now and it was different from when I saw it yesterday. Thanks anyway. :)

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    • Got a potion from Hero's Remains: as it said in the changelog, they work differently. But how do they work? Does it just choose a random inventory item?

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    • 72.145.255.70 wrote: Got a potion from Hero's Remains: as it said in the changelog, they work differently. But how do they work? Does it just choose a random inventory item?

      It is random, but not completely. The system has a heavy preference for high-value consumables, so you'll be more likely to get potions/scrolls/etc that are useful to you.

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    • Wow!

      I certainly must be  getting what luck is left over from WC above; because I have played

      this version about 50 times and cannot get either weapon or armor above level 2. The

      Sad Ghost never seems to use anything but cloth. I wouldnt complain if he would even

      give me a knuckleduster, but no-oo-o!


      I do not have too much trouble, even so, with getting to Goo, and in the more versitile

      arena, I often beat him with seeds and 'run and fight' techniques. But after that, I get

      worn down by exploding bones. And NO fly I have killed gives me healing potions. In

      fact THAT is my largest problem, no healing! You killed the jar, our safety valve, and

      then made other healing rare. That is very bad on 6-9, because unless you DO have

      high level armor, exploding bones are doom to you!


      So, have not gotten  chance to try some of the new items others descibe, they sound

      cool indeed. Hope my luck on level 1-5 changes, because his does look to  a fun

      variation of my favorite passtime.

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    • 184.58.63.158 wrote:

      Sad Ghost never seems to use anything but cloth. I wouldnt complain if he would even

      give me a knuckleduster, but no-oo-o!

      I know, screw that guy, right?

      And the fly drop nerf is the one thing I really don't like about Shattered, but I've still beaten the game numerous times. You're right that you need decent armor by level 6 or 7 at the latest, or you might as well suicide and start over. Luck of the draw.

      As for the dew vial, it still works as a healing potion in a pinch, and combined with an ankh, will still auto-revive you. In fact, you can have multiple blessed ankhs, for multiple safety valves. Of course, you have to live long enough to get them. :P

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    • 184.58.63.158 wrote: Wow!

      I certainly must be  getting what luck is left over from WC above; because I have played

      this version about 50 times and cannot get either weapon or armor above level 2. The

      Sad Ghost never seems to use anything but cloth. I wouldnt complain if he would even

      give me a knuckleduster, but no-oo-o!


      I do not have too much trouble, even so, with getting to Goo, and in the more versitile

      arena, I often beat him with seeds and 'run and fight' techniques. But after that, I get

      worn down by exploding bones. And NO fly I have killed gives me healing potions. In

      fact THAT is my largest problem, no healing! You killed the jar, our safety valve, and

      then made other healing rare. That is very bad on 6-9, because unless you DO have

      high level armor, exploding bones are doom to you!


      So, have not gotten  chance to try some of the new items others descibe, they sound

      cool indeed. Hope my luck on level 1-5 changes, because his does look to  a fun

      variation of my favorite passtime.

      Sorry to hear you're having troubles with RNG. I can assure you though, I honestly have not fiddled with any of the standard item generation code, and infact the restless ghost is now slightly more likely to give you higher tier gear than before.

      I do agree with you though that skeletons don't really have a lot of counterplay at the moment, and that's something I may tweak a little when I rework the sewers. I'm happy to hear you're able to deal with goo despite getting no equipment, part of my rework to his arena was to allow for more strategy, so skilled players can rely less on luck to get by in the earlygame.

      As for flies and the dew vial, my intention is to make healing less plentiful but not massively so. When I nerfed flies I specifically wanted to make them not viable to farm, however there are other ways to approach this. When I rework the sewers I may look at the numbers again, and potentially tweak things to that the more potions flies drop the less likely they are to drop more, which will reward killing flies but not encourage farming.

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    • i would have to say that the shattered version is a nice twist to the game.

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    • is it just me or does it seem like the mage is now the worst char to play in this version?

      it's almost like you can't even get pass/to the first boss before you are starving and almost dead and un-able to have a full dew vial. i've played the mage almost 40 games and can't even get to level 6. along with 90% of the weapons and armor are cursed and never a scroll of remover curse around.

      Yet all other classes seem to be mostly balanced and enjoyable to try and beat the game with.


      also i noticed that the dew vial when full doesn't revive you anymore.

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    • Sounds like you're having a run of bad luck. I find that mages in general are heavily dependent on getting a good wand. I've mentioned elsewhere that for some reason my warriors always seem to get all the good wands, but I assume that's just a statistical blip.

      I find Rogues actually a bit trickier in Shattered, mainly because they don't start with anything you'd want to use an Upgrade scroll on; I usually don't read any scrolls at all until I find something decent, so as not to waste one. Which can be a bit tricky.

      As for the dew vial, no it doesn't auto-revive you in Shattered, but you can use it to bless an ankh, which will then act like the dew vial does in Original PD. 

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    • Sinful hopes wrote: is it just me or does it seem like the mage is now the worst char to play in this version?

      it's almost like you can't even get pass/to the first boss before you are starving and almost dead and un-able to have a full dew vial. i've played the mage almost 40 games and can't even get to level 6. along with 90% of the weapons and armor are cursed and never a scroll of remover curse around.

      Yet all other classes seem to be mostly balanced and enjoyable to try and beat the game with.


      also i noticed that the dew vial when full doesn't revive you anymore.

      The mage does have a fairly weak earlygame, so did the rouge and huntress. I have already addressed some of the rouge's problems with the cape, and I intend to do something similar with the mage when I rework wands. My intention certainely isn't to make all the classes warrior-level strong in the earlygame though, as an example, the rouge now need significantly more strategy to be stronger early on.

      Also, as Xarxd stated, the vial does not auto-revive you in Shattered.

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    • Just finished a game on lvl 20 because of an insane bug of some sort.

      Thought I was doing rather well, and would finish the Drawf King easily enough, so I looked in the room, and nothing. But as soon as I stepped in EVERY single square was filled with Drawf Kings! And, of course, I could not go back through the door. Interestingly, I had abou t 5 or 6 poison gas potions, so I though maybe I could kill the lot before my healing ran out. Except apparently you cannot heave them over the heads ofDwarf Kings. Anyway, I was killed rather quickly. But wow, what a bug!

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    • Xarxd: thanks for the heads up on the dew vial

      00-Evan: thanks

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    • The sad ghost really does give you nothing but crap. I've played like 200 games and got only a spear or lower,rarely even a mace. The luckiest I've got is a plus 2 war hammer and a plus 4 sword. I rely pretty heavily on the sad ghost to get me a get up and go weapon, but I am not going no where with knuckle dusters.

      And the animated statues rarely give you a tier 4 weapon, with how uncommon they are, you'd think they would drop a better weapon.

      Just my opions anyway, but I'm back the original.

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    • 1. A knuckleduster can actually be really good for a Gladiator; don't knock it.

      2. You should be asking the Sad Ghost for his armor anyway, unless you've already found +2 plate or something. Yeah he might give you cloth, in which case find his grave and spit on it, but chances are you'll get leather at least, which is enough to get you past the Goo, if you find an Earthroot seed.

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    • 107.3.237.241 wrote: The sad ghost really does give you nothing but crap. I've played like 200 games and got only a spear or lower,rarely even a mace. The luckiest I've got is a plus 2 war hammer and a plus 4 sword. I rely pretty heavily on the sad ghost to get me a get up and go weapon, but I am not going no where with knuckle dusters.

      And the animated statues rarely give you a tier 4 weapon, with how uncommon they are, you'd think they would drop a better weapon.

      Just my opions anyway, but I'm back the original.

      I have actually improved the loot chances from the sad ghost over vanilla, to compensate for the slightly trickier quests. You must be experiencing some seriously bad variance, as the average loot is significantly better than what you are experiencing. Animated statues are unchanged, and while yes sometimes they give low tier weapons, this is offset by the fact that with a weaker weapon, they are much easier to kill.

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    • Xarxd wrote:

      2. You should be asking the Sad Ghost for his armor anyway, unless you've already found +2 plate or something. Yeah he might give you cloth, in which case find his grave and spit on it, but chances are you'll get leather at least, which is enough to get you past the Goo, if you find an Earthroot seed.

      I never ask the Sad Ghost for his armor unless I get a decent weapon.

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    • I try to get a tier 5 weapon before upgrading it. And I heard something about the level generation depends on your level, if so, if I was lv. 10 on lv. 6, I would have a higher chance to get good loot?

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    • 107.3.237.241 wrote: I try to get a tier 5 weapon before upgrading it. And I heard something about the level generation depends on your level, if so, if I was lv. 10 on lv. 6, I would have a higher chance to get good loot?

      Weapon/armor generation is based on your strength, not level, so all you can do is make sure to not miss any potions.

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    • I too still have problems with the Sad Ghost giving me nothing but dross. Now at about 85 tries and have only once got a lvl 5, and two or three lvl 4 armor or weapons. If this is just plain bad luck, I await the karma debt being paid most hopefully.  

      When playing a warrior class, I am always glad to get an upgraded knuckleduster from the Ghost, or a statue. Awesome weapon, especially with stone in the lvl 6 store. And if you can combine it with a wand of slowness, or [dream on] with a ring of haste, you are ON!

      I too have problems even reaching Goo with mage type. Hope you can upgrade thatclass somehow.

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    • maybe in some form or fation you could start the mage with leather armor +1. this would atleast give him a fighting chance and last longer.

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    • Hi there, after playing Shattered Pixel Dungeon for a while I came up with some suggestion.

      Implement wand auto identify like in Pixel Dungeon.

      Add hunger management, a bar, a number or both, I'd like to see exactly how much I'm hungry and how much hunger will go away eating.

      Make the character stop walking when he's damaged, I keep dying into those ranged enemies cause I click one tile too much.

      For the huntress - Really, having to click 2 times for each ranged attack is a pain, what about a ranged attack mode? After the first ranged hit you will see the enemy's icon at the bottom right, just like melee attacks. It will prevent a lot of misclicks (which in some case can mean the end of the game) and save a lot of clicks/taps (which is always good). At the moment I have to play it zoomed so my fat fingers won't miss the target, but keep zooming in and out is far from fun.

      A thing I've noticed about artifacts: there are many of them but you can only use 2 at the time and often you won't be able to level up 3 of them to high levels, so I thought a new exciting way to solve this issue.

      Mercenary: a NPC you hire for money (prolly in a shop or he could also be the sleeping king on level 5), you equip him with any weapon, armor, rings/artifacts and choose a level for him to farm (can't choose a boss level), he gets experience and HP each level up but his strength is fixed to the strength you had when you hired him, he can identify item you gave him as if you were fighting, he will use artifacts abilities (as cloak of shadows) to make em stronger, he won't suffer from hunger but can die (in that case you will be informed and all the items you gave him will drop right where he died), so you'll have to choose wisely the level for him to farm. He can't pick up items or gold, neither enemies will drop anything when killed by the mercenary (either way it would be OP), he doesn't activate traps nor trampling vegetation, you can walk through him, enemies will always try to kill you first, if both on the screen.

      Add some more end-game content, like a Survival Mode after the last boss with enemies stronger and stronger, or a couple more hellish levels, just to see where you could have gone, going back to level 1 is a free walk after obtaining the Amulet of Yendor, not challenging at all. I often find myself into one of this situations: a game that can't go any far, a game that could go very far but the game finishes too soon.  

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    • Forgot to thank you for the good work on an awesome game ;)

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    • is it me or does the stealth cloak use a turn on use and on every step, i always end up unstealthing just as i think i should be approaching my victim still incognito. i feel like activation should be a free movement or add one to its total. at lvl 1 w/ 5 step charges, i use it and its 4, then on my 4th step i unstealth, its like i really only get 3 movements.


      Ive been playing PD since it hit the store as i adore roguelikes (been playing since the ascii days), and your additions are welcome but this freaks me out and frustrates me.

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    • Been playing this mod since recent patch of vanilla PD. While I agree with Watabou's degradation of items as vanilla PD was becoming too easy even with challenges, the problem was degradation reduced replay value(think Diablo 2 vs Diablo 3 where diablo 3 had better graphics and stuff but diablo 2 had infinitely more replay value). That being said aside from the obvious issues with the mod being 1 patch behind vanilla PD which can't really be helped, I've found this mod to be a great extension to PD. It's added enough stuff to make it feel different but still have great PD at it's core.


      Most of the things people are currently complaining about aside from bugs obviously are silly because complaining about stuff being nerfed from a previous OP state is stupid. Seed of earthroot no longer tanks bosses, that's a GOOD THING. Dew vial doesn't automatically give you an extra free life, that's a GOOD THING. As for complaints about quest rewards and bad RNG luck, you have to consider what you determine as bad luck and what actually is bad luck. If you think not getting a +3 lvl 5 weapon occasionally at level 2 is bad, there's something wrong. Lower your standards for quest rewards and you'll be happy. I for example am happy if I get cloth+2 or leather armor+1 from armor and knuckleduster+0 or anything except dagger+1 for weapon.


      As for artifacts, I'm not sure why people are complaining about them being weak, I was actually going to say that almost all of them are pretty OP right now. The thief cloak is ABSOLUTELY insane for assassins as that's at least 1 guaranteed surprise hit with no doors nearby, the horn of plenty is obvious, the chalice of blood is pretty good as long as you don't feel the need to HAVE to get +10, go to +4 early on, get to +6 later and only go farther if you have very good armor+blessed ankh. My main complaint right now but it's not that big of a deal as it's not needed is the master thieves ring. I used it properly and stole about 10 items from first shop, and the ring upgraded ONCE! (5% innate charge per level) so that means it probably will never be maxed out unless I specifically farm gnoll brutes with it. While the ring is still great for getting free stuff in shop, it just seems stupid to have a mechanic that gives a bonus with a higher level that will never truly be used.


      As for the best classes/subclasses in this mod, imo Assassin is probably the best thanks to cloak's synergy with Assassin, followed by sniper with boomerang and see'ing behind doors, then warlock due to starting wand with warrior being the worst by far which is funny because most people here probably think my order is messed up. I'm not sure if you can or you want to but 1 big suggestion I have unless you want class stuff to be done by Watabou first is to make the 'inferior subclasses' better so people don't always pick the same subclass. Like Assassin is insane while freerunner is near useless unless you have a really REALLY bad luck RNG run(like tier 1 weapon till level 15), Sniper is insane while Warden is absolutely useless unless you find a vegetated level or you get the shoes, Warlock is 'ok' while battlemage is useless unless you get good wands(no guarantee you get a good wand run) and warrior oddly enough is the only one where both subclasses are viable options.


      All together though, great mod to add a different flair to an already great game.

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    • all in all, great work on the mod. I'm tacking on another suggestion here - please consider reworking the wand upgrade algorithms so that firebolt does not accelerate as steeply, but conversely, I'd like to see all the other wands become more powerful when upgraded. Any character class - mage or not - can walkthrough pretty easily if they find a firebolt wand early on, and just drop all their upgrades into it, because of the quadratic increase. By the time a firebolt wand reaches +10 it can drop almost any enemy most of the time with a single blast. conversely, the other wands increase so slowly that it is just not worth upgrading them, since upgrades are better spent on weapons, rings, and armor rather than any of the other wands. What might make the game more interesting would be to tone down firebolt just a little, but ramp up all the other wands just a little bit... That would open up some interesting challenges for the mage class, because then there might be a strategy for other wands and wand combinations. Some ideas - what if wand of regrowth seeded progressively larger and larger areas? what if flocks of sheep started to grow really, really large? what if lightning eventually could jump a distance of more than just one tile from monster to monster, in addition to doing more serious damage to each monster along the way? what if the venerable old wand of magic missile actually started to do some interesting things at higher levels, like multiple missiles, or something to make it more cool when upgraded? just saying. anyway, thanks, your mod is awesome. 

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    • Once I've had an issue, the scroll bag was replaced by another dew vial(2 dew vials in game then) after when I come back to game.

      Cannot help with more details.

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    • Been playing SPD for a few days now and I think it's great.  I love the artifiacts.  One question - is there any chance we could get some new monsters?

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    •   Hi. I've been playing your expansion nearly every day and I must say I love it! I even became a gold donator since I really hope you can use the money to develop cooler features. Pretty much every addition you've done has been gold!

        Things I love:

      -the new sidequests are awesome! The dried rose quest was indeed boring, and the new mini-bosses are all interesting to fight and fair;

      -removing degradation was a great idea. The feature may encourage smarter play but it just feels bland and annoying. There are better ways to add difficulty;

      -the new blandfruit has some interesting interactions; 

      -new artefacts and rings have totally awesome effects.

        Things I would love to see:

      -more mutated enemy types;

      -more mutated enemies...right now I have only encountered the rat a couple of times and the crazy thief ONCE. And I've been sinking a lot of hours into the game;

      -bring back the second quickslot. Especially with the new artefacts it feels needed, interacting with the inventory every time you gotta do something feels clunky. I'd even recommend adding more and an option to how many you want to have;

      -make renaming characters do more than change the battle text. Make it so I can see the name every time I click on hero stats (instead of "level 1 warrior") and make it show up in the wall of fame. DoomRL did it that way and it's the pinnacle of roguelites (at least in my opinion). Besides, I feel kind of cheated paying for something that does almost nothing ( I mean sure, I did donate mostly to help you, but not getting slapped in the face with a crappy reward would feel better). Also you should add a "name your character" screen whenever you click "start new game" from the quick menu, since that's the whole point! Having different character names every playthrough;

      -add a minimap with 3 modes:a small barebones opaque minimap showing only doors (with locked ones colored differently), explored and unexplored areas, a translucent minimap also showing wells, special rooms (animated statue rooms, plant regen rooms, flooded vaults etc.) and, of course, third mode would be "off";

      -more weapon types;it would be nice to have a quick, normal, accurate and slow+damaging weapon for every tier; accurate would be top priority since you can't even change that with the weightstone (great item by the way);

      -separate armor into 2 classes:light armor which gives low protection but greatly improves evasion and heavy armor which reduces evasion but gives greater protection (nerf ring of dodge accordingly);

      -make unarmed combat be more interesting:right now it's just giving up one of your ring slots to have an unfilled weapon slot...totally not worth it. Aside from monks, I don't see any use. Maybe make it never miss? Would be a good tradeoff for the lower damage and occupied ring slot;

      -make "viscosity" not pause you every damn time you move. Yes, I know I am taking damage game, there's nothing I can do. Can we move on now? In fact, make it only stop you from moving when taking 1 damage if you're really low on life. It's annoying when you're starving or have viscosity to make so many clicks for no reason;

      -make the number of upgrade scrolls be more random (and appear less, I guess) so that you can buff the maximum upgrade (and downgrade, don't get me wrong) on weapons. That would make lategame more interesting. Right now it's "oh, a new weapon, too bad I have this +5 axe already...not even gonna bother identifying it); maybe add a cap to the times you can upgrade a weapon so it doesn't get absolutely stupid if you save all your scrolls? I dunno, just throwing ideas;

      -make shops have more interesting items or weapons. Add arcane styluses, seeds and enchanted or upgraded weapons (which would be very expensive). Would make shops force you to make a choice instead of the current: heal, ankh, identify (if you need it), bag, goodbye. Right now the only thing reminiscent of a choice is the weightstone, and sometimes you have money for even that without it being a problem; also make the good equipment chance get better with level (with the ambitious imp being a guaranteed "gg" weapon/armor at a stupid price;

      -rework day/night. It shouldn't be the choice of the player (and if you want it to be, at least make it less clunky; make the player choose it from the ingame menu instead of having to reset your device's time), but a random "level feel" you get, just like flooded, "many secrets" etc. Also, add more level feels if you can think of any cool ones ;P  ;

      -add a difficulty option for veterans while they wait for your upcoming endgame content. Something as simple as worse drops/more damage/more enemies but less xp/increased strength requirements would do, it doesn't need to be anything fancy code-wise.

      That's it for now. I will post more suggestions as I think of them. For now, I'd like to congratulate you on the great expansion and say good luck with development! :D

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    • I have a nice run going at the moment; I picked up an eldritch knuck from a statue quite early with a huntress and got it up to +3, then the next statue gave me a +3 vampiric battleaxe!! (I was pretty chuffed)… Topping it off with +6 plate with metabolism and a +3 vanilla boomerang.

      Lots of fun but I've noticed there seem to be more enemies not affected by the frightened buff... Gnoll brutes were the first I noticed - they do seem to get the buff but still attack me. Dwarf monks however, like golems, are completely oblivious to the enchantment at all.

      One other bug I've found with the update, the "attack nearest" button often doesn't work on either the first try, after switching to close combat from ranged or to the next enemy after one dies... I haven't quite isolated the pattern yet. Anyone else experienced this yet?

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    • 1337 PH4N70M wrote:   Hi. I've been playing your expansion nearly every day and I must say I love it! I even became a gold donator since I really hope you can use the money to develop cooler features. Pretty much every addition you've done has been gold!

      ...

      -bring back the second quickslot. Especially with the new artefacts it feels needed, interacting with the inventory every time you gotta do something feels clunky. I'd even recommend adding more and an option to how many you want to have;

      -make renaming characters do more than change the battle text. Make it so I can see the name every time I click on hero stats (instead of "level 1 warrior") and make it show up in the wall of fame. DoomRL did it that way and it's the pinnacle of roguelites (at least in my opinion). Besides, I feel kind of cheated paying for something that does almost nothing ( I mean sure, I did donate mostly to help you, but not getting slapped in the face with a crappy reward would feel better). Also you should add a "name your character" screen whenever you click "start new game" from the quick menu, since that's the whole point! Having different character names every playthrough;

      ...

      -make "viscosity" not pause you every damn time you move. Yes, I know I am taking damage game, there's nothing I can do. Can we move on now? In fact, make it only stop you from moving when taking 1 damage if you're really low on life. It's annoying when you're starving or have viscosity to make so many clicks for no reason;

      ...

      -rework day/night. It shouldn't be the choice of the player (and if you want it to be, at least make it less clunky; make the player choose it from the ingame menu instead of having to reset your device's time), but a random "level feel" you get, just like flooded, "many secrets" etc. Also, add more level feels if you can think of any cool ones ;P  ;

      Hey, just wanted to comment on a couple of these.

      Firstly I love your suggestion for reworking day and night mode into a level feel. Changing the day/night system was always something I wanted to do, but I hadn't given it much thought, I think your suggestion fits perfectly. I plan to make more feels at a later point, but look for a rework to night mode in the next patch.

      Viscosity pausing you is an oversight, it has been patched.

      2nd quickslot was never removed per-se, I simply don't have access to the source code that added it. However I'm currently working on my own quickslot implementation that will allow for 1x, 2x, and 4x quickslot modes. 2x will be added in the next patch, 4x will be added later, but the backend now supports it. My thoughts for 4x is to handle them through a popup window of some sort, not enough room for them in the standard UI.

      Regarding hero naming, not including the name in the rankings page was an oversight, and this will be patched in soon. Games you have finished before the patch that adds this will also work with their custom names. As far as the UI goes, I didn't want to make hero renaming obtrusive. Adding in an extra window to the UI that pops up for naming your hero makes the donation feature strictly an annoyance for those who don't want it, and for those who just want to set a name and forget it. I have made sure to include the 'rename scroll' in the game menu if you have died though, so you can quickly make a new name before starting a new run.

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    • 00-Evan wrote:
      Hey, just wanted to comment on a couple of these.

      Firstly I love your suggestion for reworking day and night mode into a level feel. Changing the day/night system was always something I wanted to do, but I hadn't given it much thought, I think your suggestion fits perfectly. I plan to make more feels at a later point, but look for a rework to night mode in the next patch.

      Viscosity pausing you is an oversight, it has been patched.

      2nd quickslot was never removed per-se, I simply don't have access to the source code that added it. However I'm currently working on my own quickslot implementation that will allow for 1x, 2x, and 4x quickslot modes. 2x will be added in the next patch, 4x will be added later, but the backend now supports it. My thoughts for 4x is to handle them through a popup window of some sort, not enough room for them in the standard UI.

      Regarding hero naming, not including the name in the rankings page was an oversight, and this will be patched in soon. Games you have finished before the patch that adds this will also work with their custom names. As far as the UI goes, I didn't want to make hero renaming obtrusive. Adding in an extra window to the UI that pops up for naming your hero makes the donation feature strictly an annoyance for those who don't want it, and for those who just want to set a name and forget it. I have made sure to include the 'rename scroll' in the game menu if you have died though, so you can quickly make a new name before starting a new run.

      Thanks a lot for the reply!

      You're a great developer, always coming with fun, new things, and listening to player feedback.  It's great to see that one of my suggestions has been helpful, and that you've already thought of the others.  It was the right choice to support you, you always deliver great content.  :D

      Might I ask when you think the next patch will be?

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    • 78.96.193.56 wrote:
      Thanks a lot for the reply!

      You're a great developer, always coming with fun, new things, and listening to player feedback.  It's great to see that one of my suggestions has been helpful, and that you've already thought of the others.  It was the right choice to support you; you always deliver great content.  :D

      Might I ask when you think the next patch will be?

      About 16 hours ago, actually.

      Patch 0.2.3e, which features 2nd quickslot & reworked night mode, is already out! Normally I don't add content in patches, but this was an exception.

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    • Welp...forgot to log in :/ Just wanted to confirm the above comment is indeed mine.

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    • I've been playing the SPD for a long time now, and it's awesome, really the most attractive and interesting of all the games I've ever played, honestly.

      So today, I've got a desktop version, and now I have some questions about it:

      1) Do you support the desktop version?  I mean - do you work on it apart from the mobile version?

      2) If the answer is yes, then would you please add selection of menu elements and inventory slots using the keyboard, but not only mouse clicking?

      And also about throwing and shooting:  e.g. when I try to throw a dart in a rat, I push the throw button and there the message appears and I choose the direction, but the dart just falls down near me, instead of flying towards the rat - can you make it fly after pressing the direction key?

      These features can make my life a lot easier because I am using the xpadder program and playing the SPD with my gamepad on PC, and it is a bit annoying to reach for my mouse so often when I could just press a single button on my gamepad. Русскоязычным игрокам превед ) 

      ---

      Windson


      Err.. and also I'd be very glad if there was a 'run' option on double-pressing or (better) long-pressing of a direction key. I keep tapping to keep moving, and it sucks.

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      17:56, March 6, 2015
      This reply has been removed
    • 145.255.178.11 wrote:
      Err.. and also I'd be very glad if there was a 'run' option on double-pressing or (better) long-pressing of a direction key. I keep tapping to keep moving, and it sucks.

      That's what the arrow is for - to let the Hero/ine move to a single destination, with no stops, except by enemies, or starvation.

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    • Sinful hopes wrote:
      that's what the arrow is for to let the hero move to a single destination with no stops except by enemies or starvation.

      Okay, but I need to press the button again and again to keep moving; it isn't very comfortable, even if the moving action is assigned to a gamepad's stick.  That's why I'm asking for a 'run' option which could be activated by long-pressing.


      It's easier to move when you have a touch screen, but unfortunately I don't.

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      17:57, March 6, 2015
      This reply has been removed
    • 145.255.177.19 wrote: Okay, but I need to press the button again and again to keep moving, it isn't much comfortable, even if the moving action is assigned to a gamepad's stick, that's why I'm asking for a 'run' option which could be activated by long-pressing

      CBS logging in but I'm CJTC, I see how it might be a bit frustrating at times but I can assure you that the alternative is death.. Lots and lots of death. Even with the current 'run' button it is all to easy to screw up. The run button will continue an action as long as you 1. don't see another enemy or 2. are hurt by a new enemy. Even with this function you will sometimes die almost instantly if something like poison gas is around...

      Besides, pro tip. Don't run past things, kill them all ;)

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    • 203.122.237.42 wrote:
      CBS logging in but I'm CJTC, I see how it might be a bit frustrating at times but I can assure you that the alternative is death.. Lots and lots of death. Even with the current 'run' button it is all to easy to screw up. The run button will continue an action as long as you 1. don't see another enemy or 2. are hurt by a new enemy. Even with this function you will sometimes die almost instantly if something like poison gas is around... Besides, pro tip. Don't run past things, kill them all ;)

      Firstly, I don't care if I run into a pressure trap in a narrow corridor because there's a chance that, even if I don't run, I won't notice the trap and step on it anyway.  So, what's the difference?

      Secondly, I am talking about an action that goes while I'm pressing the direction button and ends when I release the button, so I can control my movement.  And I believe that a monster can't kill me with one hit if I have half, or full, HP (because what's the point of walking with low health); otherwise, if I have low health, I won't mind being killed because I am guilty myself, aren't I?


      You know, it's really easier to play when you don't need to press a button to make every single step.  Every - God****ed - single - step.  Maybe it's me; maybe I am too annoyable, but -- still, it sucks.  :D

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      18:02, March 6, 2015
      This reply has been removed
    • 145.255.177.19 wrote: You know, it's really easier to play when you don't need to press a button to make every single step. Every - goddamned - single - step. Maybe it's me, maybe I am too annoyable, but -- still it sucks :D

      Hey, I do maintain the desktop version, but I did not do the original libGDX porting so I haven't done any desktop-specific work yet. I will need to get into the GDX code some in order to add hotkey support for multiple quickslots, I'll look into improving a couple other things while I'm there.

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    • 00-Evan wrote:
      Hey, I do maintain the desktop version, but I did not do the original libGDX porting so I haven't done any desktop-specific work yet. I will need to get into the GDX code some in order to add hotkey support for multiple quickslots, I'll look into improving a couple other things while I'm there.

      Thanks for your answer! :) I'll be waiting for any upgrades in the desktop version, hope it won't be worse than the Android version.

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    • Love Shattered PD and it's my go-to now after vanilla degraded. I play on my phone and Kindle but the Kindle is an older version. Are there plans to keep updating the Kindle version?

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    • Fun with Goo!

      One of the very best parts of SPD is the new treatment of Goo. In this particular run I got to Goo with a nice +2 scale armor, but only my +1 short sword [Warrior] and an extra upgrade, which I wanted to save for a weapon. I had one Flame Potion and no useful seeds, so I needed to use that potion to be effect to have a chance. Turned out the area was a large circle with mostly flooded area except in the entry room, and Goo was exactly opposite it. So I attracted Goo, but he kept giving up and going back.

      So I hit him a couple times taking damage while waiting for him to quiver, the only time to put distance between us. He finally followed my now 1/2 damaged self to entry room and I threw my potion on him. He took 1(!) step and went out! I figure I was likely doomed but met him at the next door, one hit to get him quivering, through the door, one more hit, an I am down to only a few hps, so I had to run.

      As I was running I saw an new door appear, ran in and there was the at King and his hoard. I began searching fast. After many small gold chests a Longsword with a rare blink came to light. It was Vampiric! I knew it was likely cursed but I was doomed otherwise so I equipped it. No curse! So Upgraded it, and used my Short Sword to upgrade again, still vampiric. Likely the sword was now only one level too high. Well, but then I had 3 hps ad no food or healing so I just ran to find Goo.

      He was right outside the door. I hit and hoped he missed. He didn't, he hit for 11 hps. But my hit had absorbed 22hp! Two more its and Goo was dead while I was fully healed!

      Believe it o not, my next move wasn't to go to the store, but to return to lvl 4, which had a 'Fire Trap Room'. I killed and killed crabs till I had 8 pieces of meat to roast, and knew starvation would not be a problem, and also picked up more cash! My Longsword now revealed as +4! Yes, I had found a +2 Vampiric Longsword in Rat King's Lair. Never before found anything so good there.

      I am saved there, and I don't know how things will play out. But thank you so much for the lvl 5 redo. Makes all kinds of strategy possible.

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    • Dang, that's awesome!  Super-lucky find!  And I thought the +0 Plate Armor of Bounce I found was good. XD Not so much, it seems.  Anyway, you probably already know this, but DO NOT upgrade your Longsword again unless using a Transmuted Scroll of Upgrade (I forget what they're called now.)  You got pretty lucky not losing your enchantment going from +2 to +3, it would SUCK to lose it now.


      I'm glad your lucky find didn't turn into one of the hated Found-something-amazing-and-died-2-seconds-later-from-crappy-luck moments. XD

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    • Just a handy hint for you two ^

      The short sword reforge acts like a scroll of weapon upgrade. You shouldn't lose your enchantment when reforging. Coincidentally if you;re struggling a bit it's perfectly legit to do a couple of slave runs  and try getting spare shord swords off the hero remains. Upgrade them with your scrolls then reforge to your nice weapon to avoid losing that juicy vampiric!

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    • 173.71.146.94 wrote: Love Shattered PD and it's my go-to now after vanilla degraded. I play on my phone and Kindle but the Kindle is an older version. Are there plans to keep updating the Kindle version?

      Hey, yeah, adding donation features in 0.2.3 made it trickier to release on amazon, as I would need a separate version. I'm currently restructuring my internal code management to address this, amazon version should finally get an update by the end of the weekend.

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    • 00-Evan wrote:
      Hey, yeah, adding donation features in 0.2.3 made it trickier to release on amazon, as I would need a separate version. I'm currently restructuring my internal code management to address this, amazon version should finally get an update by the end of the weekend.

      Great - thanks! :)

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    • Played again, after bein' out of touch a while.  Found some new things.  Loved the potion holder.  But what is 'bomb'?  And what is 'honeypot'?  Also found ring and other things in 1st shop that I did not have near enough money to try.  After pretty normal Sewer levels, a really fun surpise.  I hardly ever play PD anymore, since SPD.

      P.S.:  Not that I don't have SOME complaints.  Got Ring of Evasion 1st time since started SPD, and was so excited since I had a bunch of unused upgrade scrolls.  Soon had +7 Evasion.  Then Warlock and later damned Eyes shot at me and NEVER missed.  You coulda warned me, before I spent 6 upgrades on it.  Like meeting a firing squad!  I will certainly throw it away next time I see one.  Whew!


      BTW, you know what kills me most?  Perhaps 'getting the crabs', but if so, the second is impatience!  How many times have I died by simply forgetting to keep track of my health and getting hit for a few HP's and killed.  Once my character gets going well, I tend to lose focus and just plan ahead without looking out for now.

      Just a bit of a warning.  This game will kill you with mobs and traps and such, but suicide is very easy here too.

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    • Shadow Automaton
      Shadow Automaton removed this reply because:
      Multi-posting; merged content of post with author's most previous post
      18:07, March 6, 2015
      This reply has been removed
    • 104.231.177.12 wrote:
      But what is 'bomb'? And what is 'honeypot'?

      These are both vanilla items. Here and here.

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    • Good, thanks! Shows how long since I played Vanilla. Didn't even know about obviously many changes. So went over there in Wiki to read.

      Since then have just found some Time Keeping thingy and Potion Making Kit of some sort. Seems no explanation of those yet, but the Kit ate 3 or my potions so far with no result I can understand yet. When will we see something on those.

      BTW, just downloaded the new version this morning, so it must have just hit. Exciting!

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    • OK, now I can finish my 'Tale of Goo and the +4 Vampiric Longsword'.

      After that I never found a well to upgrade my longsword, so it was +4 all along. What I did find was a +3 Plate. So I decided to just keep piling on the upgrades there. Go to lvl 16 with +8 plate of metabolism [found several styli and tried till I got it].

      So I went into the store with I think about 2500 gold, began selling of extraneous eq when I looked and noticed I was around 6000 gold! Immeadiatly began laughing and crying. Of course I have LOST CONCENTRATION again! Sold my beautiful +8 Plate.

      Luckily, a Fire Pit room was near,

      2nd warning! Suicide is EASY!

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    • ShatteredPD Retexture pack 1.0

       I have created a texture. Please see if you are interested.
      Items
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    • Snof33 wrote:
      ShatteredPD Retexture pack 1.0I have created a texture. Please see if you are interested.
      Items

      That looks really good, man

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    • Just had a Grim BattleAxe +7. I don't think I have had a Grim weapon since Shattered began. Seemed like few instant kills, which I thought was it's point, by many HUGE damage non-kill hits. Mine was topped with a truly shocking result against the Dwarf King.

      Went in and ran to right side pedestal, as I knew he would beat me to the left one. As he summoned his 1st, single undead dwarf, I hit him with a flame potion. He took a few points each step till he got next to me. I was playing a Gladiator, and hit him with a 3-hit combo. AND HE DIED! I never noticed till he died how much damage, but saw the last hit.

      It said 80 32 4! What? Wow! This is a rare enchantment and it should be. I love the very occasional Vampiric Knuckleduster, as I virtually never need to eat again, and once ended with more than 20 food. But the Grim weapon is stunning to watch.

      So, will someone please tell me how to use the Potion Making Kit? I have literally wasted countless potions trying to see what might happen. So far, nothing good.

      Another small complaint. When fulfilling the Imp quest [usually not too easy], shouldn't the Imp give you a class-related ring? Warrior getting a +3 Ring of Magic or Sharpshooting? They should get to the appropriate classes too.

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    • I've been playing Shattered for a while now, and I must say, wow. Classic PD was fun but once you've conquered it a few times (once I beat Yog with 7 honeypots) you may start to get frustrated.

      Playing Shattered really messes with your knowledge of the game. Not knowing what the artifacts or any other tweaked items do before using them, it's part of the appeal of the original game for me.

      Anyways, I've been compiling as much information as possible and I would love to contribute to a Shattered wiki. Would have been nicer to get all the stats from data mining but we can get some general info out there.

      Later! I'll be back.

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    • 96.48.151.128 wrote:

      Playing Shattered really messes with your knowledge of the game. Not knowing what the artifacts or any other tweaked items do before using them, it's part of the appeal of the original game for me.

      Anyways, I've been compiling as much information as possible and I would love to contribute to a Shattered wiki. Would have been nicer to get all the stats from data mining but we can get some general info out there.

      You're in luck, there has been info added to this wiki about the mods... and Shattered is pretty well represented so far. Check out the SPD Mod page to find out some info on your favorite SPD gear.

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    • Snof33 wrote:
      ShatteredPD Retexture pack 1.0I have created a texture. Please see if you are interested.
      Items

      O_O! WOW! Being an avid pixel artist I HAVE to say: Holy CRAP! You did great there!

      Just makes me wish people started spriting Classic again...

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    • Papayaman1000 wrote:
      O_O! WOW! Being an avid pixel artist I HAVE to say: Holy CRAP! You did great there!

      Just makes me wish people started spriting Classic again...

      I have to agree with Papaya, even though I didn't comment when first I saw it... those are some beautiful sprites, especially the Talisman of Foresight, Unstable Spellbook, and Cloak of Shadows.

      I'm quite curious about those extra weapons in the first row... looks like we have the addtion of a katana, rapier, and bow. Is this for extension to another mod as well, or just trying to encourage an expansion on the current weapon system?

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    • Oraticus wrote:

      I'm quite curious about those extra weapons in the first row... looks like we have the addtion of a katana, rapier, and bow. Is this for extension to another mod as well, or just trying to encourage an expansion on the current weapon system?

      I'm also curious about those extra weapons.

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    • @ Oraticus & SS99:

      Oraticus wrote:
      I'm quite curious about those extra weapons in the first row... looks like we have the addtion of a katana, rapier, and bow.
      SuperSaiyan99 wrote:
      I'm also curious about those extra weapons.

      : j

      He got them from that old thread (which I intend to revive soon):  What Items would you like to see in future updates?

      GGDungeons suggested the Katana, I suggested the Rapier, & MrPixel15 suggested the Bow.

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    • I have actually seen and remembered those posts. However, it's in a texture pack for Shattered PD.

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    • Ah, makes sense where they came from, though I'm still interested in their inclusion in a SPD sprite sheet like SS99 said. Is there a secret collaboration and future expansion that we're not privvy to?

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    • @ SS99 & Oraticus:

      SuperSaiyan99 wrote:
      I'm also curious about those extra weapons.
      Oraticus wrote:
      ...I'm still interested in their inclusion in a SPD sprite sheet like SS99 said.

      You guessed it, Oraticus ↓:

      ...just trying to encourage an expansion on the current weapon system?

      (On the off-chance that Evan chooses to incorporate the ideas from the Item Suggestions thread.)

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    • I can't promise any exacts, but there will be a weapon rework and it will have new weapons.

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    • 00-Evan wrote:
      I can't promise any exacts, but there will be a weapon rework and it will have new weapons.

      Sounds great! :)

      Btw, could you add the versions and what they changed to the Updates section of the SPD Mod page?

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    • Umm... This mod is awesome ... But the game length is kinda short . Add more levels , bosses and awesomeness , will you ?

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    • I don't really like this mod. I find it kind of unbalanced. Some things are good though. I can NEVER get past the go. Did you make him stronger? Also the quests are much harder. Now I love a challenge but this is a little to challenging. I know you have a good intent but please make it more like original PD. 

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    • 50.111.108.171 wrote:
      I don't really like this mod. I find it kind of unbalanced. Some things are good though. I can NEVER get past the go. Did you make him stronger? Also the quests are much harder. Now I love a challenge but this is a little to challenging. I know you have a good intent but please make it more like original PD. 

      Have you played the origional!???

      Shattered is much MUCH easier than the origional. There are different mechanics and such but it is definitely easier.

      Origional is stupid hard with some OP aspects to make up for it. Shattered nerfs both the OP bits and the Stupid hard bits :)

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    • Yes I've played the origanal. Maybe hard is the wrong word, but the harder bits in this mod aren't exactly made up for by the easy bits. (Also some stuff [such as the inventory] look better in original PD)

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    • I somehow managed to upgrade a Moght ring to +7 and get a +3 Force ring with it... Combined with 15~16 strength I could do about ~10~60 BARE HANDED... I managed to finish DM in about 10 hits... I was an assassin, so with his bonus damage from suprise attacks I pretty much went along pretty well. It's a pity I died only because I couldn't find food/potions (I wasted an anch and died in about 7 turns!!)...

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    • I was just thinking, the shattered version has already made many great changes to the game. So what if it was setup in the game to get not 1 but maybe 2 uses out of the troll blacksmith which can be used for on everything he already does but 2 times in 1 run. Even set it up where there is more than one quest for each. Even adding in different quests for it. a couple ideas of examples could be:

      1. that you have to bring him an ancient relic that was stolen by the Wicked Bandit. the Bandit (purple, and half health) will randomly show up, you must kill him and collect the relic. the theif is always on same level as blacksmith. note: the relic is cursed and unequipable. as the hero carries it, a single wraith will appear attacking the hero.

      2. bring 10 meaty carcasses of an Cave Spinners. for he wishes to make a stew from it.

      Just something to help out the hero on the journey.

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    • Hey, Evan, You should add a badge for trying to escape the sewers and you should make some sort of book system or something

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    • A FANDOM user
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