RavenDev1

joined 3 months ago
[–] RavenDev1@lemmy.world 1 points 3 weeks ago

I posted a lot of good seeds here including a 2xSharpshooting2 + Key. And even more good seeds here.

3
submitted 1 month ago* (last edited 1 month ago) by RavenDev1@lemmy.world to c/pixeldungeon@lemmy.world
 

In the Shattered Pixel Dungeon blog for 2026, Evan is talking about an Endless Mode.

I like this idea, but I also think it might be tricky to get it balanced. May I suggest something similar that can (possibly) scratch the same itch for players who wants to challenge themselves:

  • A large challenge room, maybe reachable through Imp, sometime during the endgame before Yog. You'll face easy waves of enemies, and every X turns, progressively harder enemies spawn. The more waves you clear, the better reward you can claim at the end.
    • This is an opportunity to see how strong you are, how well you can use the terrain and how quickly you can dispatch new waves without getting overwhelmed when next wave spawns in X turns.
    • Maybe some good visuals that also shows your progress, such as a really large sacrificial room, with sacrificial fires growing brigther. You can claim your reward after just a few waves, but expect poor quality loot if you pick an early reward.
  • Assuming you're strong enough to beat a lot of the waves, you probably have good gear already, so if the reward tier is already reaching tier 5 weapons, maybe start to slightly increase the quantity.
  • Considering this kind of challenge could carry on for a long time, maybe give a bit of satiety with each kill. It's a sacrificial game after all.
  • There are a lot of possibilities that can add more challenges, like getting a random item cursed once you reach a certain threshold, only for the very best players. Perhaps even start to enable some random challenges . A Zero-challenge player could theoretically end up playing this challenge at a full nine-challenge mode. Leaving the challenge room would reset everything back to your original challenge level.
[–] RavenDev1@lemmy.world 2 points 2 months ago* (last edited 2 months ago)

Yes, those are valid concerns. One alternative is to only reroll them once all artifacts have been generated, also increasing an "artifact reroll counter". All artifacts will also internally keep a copy of this counter.

If a chest is opened contaning an artifact where artifact.counter < current counter, then discard it and generate/drop a new artifact.

3
submitted 2 months ago* (last edited 2 months ago) by RavenDev1@lemmy.world to c/pixeldungeon@lemmy.world
 

I suggest that transmuted artifacts are added back to the loot table. It will still be technically max one artifact of a kind.

I also suggest that artifacts in crystal chests not looted also gets added back to the loot table, or not generated until chest is opened.

Players who are willing to spend 10-15 transmutation scrolls should get a chance of getting the artifact they want. It also removes the confusion from players getting a ring, thinking it's a bug. It will also create a more consistent drop in line with other transmutations without breaking the uniqueness of artifacts. If however all artifacts are available to the player, such as using Ring of Wealth, then it can become a ring.

[–] RavenDev1@lemmy.world 2 points 2 months ago

Not a bug. Artifacts only appear once in a dungeon. Transmuting the last generated artifact will produce a ring instead.

Note that even artifacts from crystal chests count, even if you didn't open it.

[–] RavenDev1@lemmy.world 2 points 2 months ago* (last edited 2 months ago) (1 children)

new stuff as in spyglass and skeleton key?


RAT-NTR-DAF

Spyglass, Skeleton key- Spyglass trinket 1 Energy+2 2 Sk.Key 4 Proj.Spear+3 or Camo.Leather+3 (Ghost)


[–] RavenDev1@lemmy.world 2 points 2 months ago (1 children)

Sure, this one got Sandals on first floor.


RAT-AWW-ALO

Sandals on 1st floor1 Sandals 2 Blooming SSword+3 or Stone Scale+3 (Ghost) 3 C. Regrowth+2

[–] RavenDev1@lemmy.world 2 points 2 months ago* (last edited 2 months ago) (1 children)

I got these two seeds, give it a try:


RAT-PDM-AMI

2x RoW+22 Rose 3 CBow+3 or Leather+3 (Ghost) 3 Wealth+2 4 Wealth+2


NDJ-IKK-TSM

RoW+2, RoW+11 C. Wealth+2 2 Rose 3 Unst.Sword+3 or Thorns Leather+3 (Ghost) 4 Wealth+1

 

Alright, I'm accepting seed requests for ShPD v3.3. Please try limit requests to 2-3 items.

I will post seeds with minimal details not to spoil things too much, other items with spoilers. If you do want more details, let me know in the request.

[–] RavenDev1@lemmy.world 1 points 2 months ago

I suppose it make some sense they have some corporeal features though, how else could you attack one with regular weapons, or equip your sad ghost with a weapon and armor?

[–] RavenDev1@lemmy.world 1 points 2 months ago* (last edited 2 months ago) (2 children)

This is derived information:

A Duelist "deals X-Y damage to enemies with rigid skin", using the pickaxe.

There is no "rigid" property in the game, and the check for rigid skin is if the foe are either inorganic, or among a small set of anthopods. ( Source ).

A Wraith has properties of being both Undead and Inorganic, and thus would practically be considered having "rigid skin" when attacked by a Duelist's Pickaxe ability. Conclusion: Wraiths have rigid skin.

A Mimic is instead considered Demonic, so even if it might appear rigid, it's not.

 

Who knew that wraiths are rigid creatures, being in same class as DM's, crabs, crystal guardians. As such, they would take extra extra damage from a Duelist's pickaxe.

On the same time, Mimics are not rigid (they're demonic). They're one of the very few demonic creatures that can appear in sewers.

[–] RavenDev1@lemmy.world 1 points 3 months ago (1 children)

I guess this can give heroes such as Huntress a bit of an edge with talents such as Heightened Senses. Possibly also cripple some heroes that rely on their class artifacts more, such as Cleric.

[–] RavenDev1@lemmy.world 1 points 3 months ago* (last edited 3 months ago) (3 children)

Thanks for the update, I can imagine it's quite a big undertaking creating an essentially new mini-game within the game like this.

On a related note, are you still going to implement the missing side quest for the Blacksmith at some point, or is that put on ice?

 

@00_Evan@lemmy.world

Some rare seeds will cause an NPC, in this case Wandmaker, to get stuck in an infinite loop trying to spawn.

I could have perhaps made a fix and do a PR on Github, but as there are several ways to address it, as well as the possibility similar issues might happen with Ghost or Imp, I'm posting here.


Issue:

Game freeze. Wandmaker is stuck in an infinite loop attempting to spawn.


File:

.../core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/npcs/Wandmaker.java


Method:

spawnWandmaker(...)


Lines:

305-321


Reproducibility:

Game seed RAT-KCA-BLR will attempt to spawn Wandmaker on floor 8 in a 7x7 room (see screenshot), within the middle 3x3 area. All tiles here are considered not valid due to traps, entrance, or non-solid ground, including the bridge.


Suggestions:

  • Limit number of spawn attempts (ie. 100). If failed, consider trapped locations to be valid, optionally erasing any trap under the Wandmaker.
  • Alternative is to spawn a new room with same width/height after x attempts, overwriting the old room and try again.