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Hi guys!
I'd like to present my upcoming game for Android devices "Pixel Dungeon". It's rather tradional roguelike in many ways (random levels, permadeath, identifiable items etc) but utilizes uncommon stats system similar to Brogue's one. The game got pixel-art graphics and I tried to make UI as easy and intuitive as possible.
I'm going to release Pixel Dungeon within a week.
Here's the link: http://pixeldungeon.watabou.ru (http://pixeldungeon.watabou.ru)
Right now it redirects to http://pixeldungeon.launchrock.com/ - "please enter your details blah-blah-blah", don't take it too seriously, I'm just trying this service out :) I will announce the release here anyway.
Cheers!
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A couple of screenshots:
(http://pixeldungeon.watabou.ru/sc0.png)
(http://pixeldungeon.watabou.ru/sc1.png)
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Welcome, and good luck with your Android Roguelike project. :) I like the start screen, and it would appear that the visual style will work for the device. Any plans for a PC port somewhere down the line if all goes well?
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Thank you! On mobile devices these pixels shouldn't look so fat :)
Actually I thought about porting Pixel Dungeon to HTML.
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Wouldn't mind giving it a try when it's available (for android).
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If only I had an android :-[
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Thank you! On mobile devices these pixels shouldn't look so fat :)
Actually I thought about porting Pixel Dungeon to HTML.
I was going to say it seems so soft and blurry. Pixel art at the wrong resolution can look blurry, too small can look over detailed and hard to make out...I shrunk this down to 33%.
(http://i50.tinypic.com/16izd54.png)
Better?
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Actually, I really dig the art style even in the blown up resolution. Nice job!
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Actually, I really dig the art style even in the blown up resolution. Nice job!
Yeah, looking at it a second time I think it's all good. I've been studying pixel are creation a bit lately and am working on developing a more clear style, staying away from over shading, as least staying away from having too many variants of the same color. So I had my critics hat on.
I hope to one day make some pixel art half as good as that above.
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Those 2 big screenshots are taken on my Galaxy Nexus and its screen size is indeed about 3 sizes smaller than the screenshots on my pc display. But it's not correct to simply downscale them because of resampling which blurs original images (even when using "sharper" option). In the code I take some measures to keep everything (images and fonts) sharp and "pixelated" on different screens.
That was about pixels from the technical point of view, but speaking about "art" aspect of pixel-art I must admit that I'm not an artist at all :-[ Painting all those pixels was rather painful for me (let alone sprite animation) and I can't say that I'm satisfied with the result. So any piece of advice is welcome because I have many more monsters and tiles and items to draw :)
Here are some more screenshots I'd like to share. I'm was going to post them to show some game features so I scaled them down this time ;D
(http://pixeldungeon.watabou.ru/screens/in_the_beginning.png) (http://pixeldungeon.watabou.ru/screens/first_enemy_slain.png) (http://pixeldungeon.watabou.ru/screens/treasury.png) (http://pixeldungeon.watabou.ru/screens/level_up.png) (http://pixeldungeon.watabou.ru/screens/fire_trap.png) (http://pixeldungeon.watabou.ru/screens/inventory.png) (http://pixeldungeon.watabou.ru/screens/death.png)
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Finally released! 8)
Here is the link:
https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon
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Looks really awesome so far. Played it for a bit during breaks at work :)
Noticed 2 things:
- one time, somehow my character ended up in the same tile as a rat. I could move off, but the rat got a free turn cause i couldnt attack... myself?
- I picked up a longsword and leather armor, put them on, and for some reason the next rat got 2 attacks for every one of my turns. Is there some speed reduction? How does combat work?
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- one time, somehow my character ended up in the same tile as a rat. I could move off, but the rat got a free turn cause i couldnt attack... myself?
It's a bug. I noticed it too late unfortunately (after publishing) :-[
- I picked up a longsword and leather armor, put them on, and for some reason the next rat got 2 attacks for every one of my turns. Is there some speed reduction? How does combat work?
And this behaviour is correct. I have to describe it in more details somewhere, but in short, yes, there is speed reduction. There are penalties for using weapon that is too heavy for you (slowing attacks, reducing attack skill). There are also penalties for using armor that is too heavy for you (reducing motion speed and defense skill). To be able to use heavy items you have 2 options:
1) Use Potions of Strength to increase your Strength.
2) Use Scrolls of Enhancement to increase quality level of your item and decrease its Strength requirement.
The problem is that strength requirement of the item is not shown until it's identified that way or another, because I don't want to reveal it's quality level before that. Maybe I should display "typical strength requirement". In your case that will be "11" for leather armor and "16" for longsword.
Thanks for your comments!
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Oh. It sounds similar to Brogue's stat minimums. Perhaps you could take a similar approach to what they do for the stat min's & penalties.
After your explanation that there were stats at all, is when I guessed that, ok, if there are stats, how can I see them? hm.... click click click.. oh ok click on the character's portrait. Makes sense.
Could use a help screen, or one of those annotation overlay graphics.
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It is indeed very similar to Brogue's system.
Penalties work like this: "Ok, you can put on that chain mail, but it's too heavy for you. So it protects you from damage, but you can't run really fast and it's much harder to dodge enemy's attacks because of its weight".
I do understand that good explanation doesn't guarantee good gameplay but I don't want to clone Brogue ;)
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Ya i more meant, you could look at how brogue phrases the equipment descriptions to tell you about the penalties and minimums without giving away the quality level.
Also, what's the low level guy supposed to do with the equipment, just hang onto it in case he makes it to the higher levels? It seems like with the stats penalties all the longswords, axes, leather armor etc. is useless until much later. And I'm going to be using cloth armor and knuckledusters for a while.
Positive:
I really like the animations. Just cast blink and it looked awesome. Even the turn spinner's a good call.
I like the way you can change the zoom level too. Maybe pinch-to-zoom support as well?
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Maybe something like this?
(http://pixeldungeon.watabou.ru/test2.png) (http://pixeldungeon.watabou.ru/test1.png)
For example orange "*18" in the corner of the glaive icon means that strength requirement of "typical glaive" (glaive+0) is 18.
Strength requirement of Leather Armor+0 is 11, so you need just one Potion of Strength to be able to wear it without penalties. Furthermore there are +n-quality items, strength requirement of Mail Armor+3 is 10 so you don't need strength boost at all. But currently weapon is more important, it's very hard to kill boss without decent weapon.
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Finally released! 8)
Here is the link:
https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon
- one time, somehow my character ended up in the same tile as a rat. I could move off, but the rat got a free turn cause i couldnt attack... myself?
Pixel Dungeon 0.1.1 released. Nothing particularly interesting there, just some bug fixes, but now it should be playable on froyo devices. And that bug with two chars on the same tile, hopefully, is fixed too.
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Pixel Dungeon 0.1.2 released:
- Marsupial rats are nerfed
- Penalties for using too heavy weapon and armor are made less severe
- Bug causing visual artefacts on some devices is fixed
- Bug with Ring of Cleansing is fixed
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- Marsupial rats are nerfed
Thank god.
Feature request:
Can you think of a way to reduce the chance of this:
- Adjacent to monster
- Go to click on the monster to attack
- Accidentally click on the tile beside a monster
- End up taking a couple free hits from the monster as I reposition unintentionally
My ideas for this so far, not sure any are great, but:
- Dedicated attack button you can optionally press?
- Confirmation dialog (probably a bad idea)?
- Some sort of auto-zoom when in dangerous situations?
- Something else?
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Also the click-to-move doesn't abort when you get hit, so a rat can surprise you on your way and you just continue on getting beaten up by him until you reach your destination.
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Hey. I just had to register here to tell you how much I like this game! This is the first roguelike on android I can see myself playing for more than an hour or two. If you keep updating I'll probably never stop playing this :)
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Can you think of a way to reduce the chance of this:
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That is the problem indeed. I like the idea of dedicated attack button but mobile screens are so small... :-\ I'll try to squeeze it in somewhere.
Also the click-to-move doesn't abort when you get hit, so a rat can surprise you on your way and you just continue on getting beaten up by him until you reach your destination.
Click-to-move doesn't abort when you get hit but it does abort when there is a new enemy in your field of view, so it can't really surprise you.
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Hey. I just had to register here to tell you how much I like this game! This is the first roguelike on android I can see myself playing for more than an hour or two. If you keep updating I'll probably never stop playing this :)
Thank you very much! :)
I'm going to release a new version tonight or maybe tomorrow morning but there is still no new content (levels, items, monsters), just bug fixes and ui tweaks :-[
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I found a bug.
Actually happened several times: when I walk near a monster to attack him, the character moves toward him, but instead of stop in the desired spot and wait for my tapping, the character keeps in "moving" status, it is like moving, but without displacing. The "thinking" icon appears in bottom right, and the enemy keeps attacking me until I die, and tapping the screen does not responds.
Actually tested under Archos 70IT tabletpc. I don't remember the Droid version number, but it is Froyo-based custom firmware.
Please fix it cuz it's quite annoying!!!!
Without having that into account, the game is nice and kawaii (http://en.wikipedia.org/wiki/Kawaii).
Also I would dare to say that "switch to ASCII symbols" mode would make it even a greater game.
Keep up your good work mate! :D
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Thanks for your comment!
I found a bug.
Actually happened several times: when I walk near a monster to attack him, the character moves toward him, but instead of stop in the desired spot and wait for my tapping, the character keeps in "moving" status, it is like moving, but without displacing. The "thinking" icon appears in bottom right, and the enemy keeps attacking me until I die, and tapping the screen does not responds.
That is not actually a bug. Most likely you equipped some armor too heavy for you (scale or plate, the effect of leather and mail shouldn't be so dramatic). When you equip heavy armor you are slowed down, that's why enemies have enough time to hit you several times: http://roguetemple.com/forums/index.php?topic=2826.msg23455#msg23455.
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- "Typical STR requirement" is displayed for weapons and armor that are not identified yet
- Attack speed bonus for excess strength removed
- Mobs do more "centered" damage
- Monsters "from the depth" spawn slightly less often
- Mystery meat may have no negative effect now
- Info window for empty cells
- Click outside a window to close it
- Now it's easier to click the map without shifting it
- Several bugs fixed incl. "Instant death by caustic ooze" & "wand of amok + swarm of flies"
+ some graphics tweaks
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The "typical STR req" info is really great.
I'm guessing gold is totally useless right now? Unless I've missed something.
I kinda wish there was more food laying around, I find myself starving most of the time. But I guess that'll change when you incorporate shops/vendors(?).
Also I was wondering if wearing too heavy armor makes your hunger go up faster? Or am I just imagining things..
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The "typical STR req" info is really great.
Funny that I didn't thought about adding it before because I just knew those numbers :)
I'm guessing gold is totally useless right now? Unless I've missed something.
I kinda wish there was more food laying around, I find myself starving most of the time. But I guess that'll change when you incorporate shops/vendors(?).
Exactly!
Also I was wondering if wearing too heavy armor makes your hunger go up faster? Or am I just imagining things..
Not directly. But wearing armor too heavy for you makes you move slower so it indeed looks like you are getting hungry faster.
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Also the click-to-move doesn't abort when you get hit, so a rat can surprise you on your way and you just continue on getting beaten up by him until you reach your destination.
Pixel Dungeon 0.1.4 released:
- Pinch to zoom
- Current zoom level is saved every time you change it
- Map panning is less sensitive now (it should be easier to click the map)
- Tap-to-move action is interrupted when hero is hit by a monster
- The bug that could cause lighting glitches on some HTC devices is fixed (hopefully)
- A couple of minor bugs is fixed
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Can you think of a way to reduce the chance of this:
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That is the problem indeed. I like the idea of dedicated attack button but mobile screens are so small... :-\ I'll try to squeeze it in somewhere.
Also the click-to-move doesn't abort when you get hit, so a rat can surprise you on your way and you just continue on getting beaten up by him until you reach your destination.
Click-to-move doesn't abort when you get hit but it does abort when there is a new enemy in your field of view, so it can't really surprise you.
Pinch-to-zoom fixes the mis-click problem imo because it's now so fast and easy to zoom in to attack accurately. Pinch to zoom is great, split second to zoom in for accuracy, split-second to zoom out to see the whole map. Good stuff.
Also glad to see the click-to-move interruption on hit.
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- The bug that could cause lighting glitches on some HTC devices is fixed (hopefully)
Fixed on my HTC Desire. Much more enjoyable to play now.
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just tried this out for the first time yesterday. so far i like it a lot.
i havent encountered any bugs yet, but im starving a lot and not lasting too long. not much time to search for hidden doors with the lack of food in the dungeon.
actually, im playing a game now and i may have found a bug. sometimes when i enter a square with an item on it, i dont automatically pick it up and have to enter the square again to pick it up.
so far so good though. touch controls are really solid so far. i think it has the potential to be a really great game. the only real issue i have so far is how quick you starve versus the lack of findable food items in the dungeon. either i need to play more, or that needs some balance.
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just tried this out for the first time yesterday. so far i like it a lot.
i havent encountered any bugs yet, but im starving a lot and not lasting too long. not much time to search for hidden doors with the lack of food in the dungeon.
actually, im playing a game now and i may have found a bug. sometimes when i enter a square with an item on it, i dont automatically pick it up and have to enter the square again to pick it up.
so far so good though. touch controls are really solid so far. i think it has the potential to be a really great game. the only real issue i have so far is how quick you starve versus the lack of findable food items in the dungeon. either i need to play more, or that needs some balance.
Thank you!
With hunger I try to discourage players from staying on the same level for too long. Usually one piece of basic food ("ration of food") is enough to explore a level and collect all items.
Searching for hidden doors may indeed be time-consuming. You should do it only when there is a reason for that. Try to zoom out and look for black areas within square bounds of the level.
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thanks for the advice. just had my best game so far, DLV 4 and i was at LV3. i died in combat. my health was low because i was starving and didnt have time to rest up to heal.
after about 25-30 games i have found a lot more items and food does seem less scarce than it did at first. it took me like 10-15 games to find my first wand and to see some other armor drops.
maybe i am spending too much time on each level? usually i want to make sure i dont miss any food items!
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maybe i am spending too much time on each level? usually i want to make sure i dont miss any food items!
Yes, in my opinion it's better to move fast :) And I think it's more important not to miss Potions of Strength and Scrolls of Enhancement because you can substitute Potions of Healing for food to some extent, but it's hard to kill a boss without good weapon.
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Pixel Dungeon 0.2.1 released. This is bug-fixing release so all I can say about it is that several bugs are fixed (including major ones) :)
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This is very impressive! It's already my favorite roguelike on Android! It's the first one I've found with simple controls that make sense, and don't make me want to rip my hair out.
The pixel art is very nice too. :3
There was a bug I encountered the first time I played. I died for the first time, and immediately tapped the skull that dropped. That made my guy reappear and take a few steps. After that, he was frozen in place, while gnoll scouts zoomed around at super speed. I thought I'd broken the game at first, and it took me a minute to realize I was dead and that I had to tap the gear button to bring up the menu to start a new game. Aside from the weird coming-back-from-the-dead thing, perhaps it should automatically bring up the menu asking if you'd like to start a new game, or maybe show your score/stats from that round, like in Nethack.
Also, I leveled up a few times, but my Strength never went up. I'm not certain if that's part of the game or a bug.
A few ideas I had:
- Triggering a poison dart trap with an item should cause it to drop poison darts that you can pick up and use
- When you drink a fire potion and catch on fire, you should be able to run into enemies and barricades to set them on fire, instead of just wasting a potion
- Enemies should drop corpses that you can eat (with a chance to poison) or throw
Keep up the excellent work!
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Still very much enjoying this game :) Always excited when my phone sais "Available update for Pixel Dungeon".
Any word on when gold will have a use, ie vendors?
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- When you drink a fire potion and catch on fire, you should be able to run into enemies and barricades to set them on fire, instead of just wasting a potion
This already happens for barricades I noticed one game.
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- When you drink a fire potion and catch on fire, you should be able to run into enemies and barricades to set them on fire, instead of just wasting a potion
This already happens for barricades I noticed one game.
Yeah, I noticed you can set doors on fire this way, and enemies who follow through the door will catch fire too, IIRC. I may remember wrong though.. ^^
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im also noticing my strentgh not going up after leveling. i just leveld up to lvl 2 and my STR is at 10. not sure if its a bug or intentional. just leveled to lvl 3 and still at STR 10.
also, a question:
2) Use Scrolls of Enhancement to increase quality level of your item and decrease its Strength requirement.
The problem is that strength requirement of the item is not shown until it's identified that way or another, because I don't want to reveal it's quality level before that. Maybe I should display "typical strength requirement". In your case that will be "11" for leather armor and "16" for longsword.
Thanks for your comments!
i just used a scroll of enhancement on a 12(?) Quaterstaff, but the description says that it still requires 12 STR to equip. is the description supposed to change when enhanced? or maybe since it is still unidentified, it cant tell me how much STR i really need to use it efectively?
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This is very impressive! It's already my favorite roguelike on Android! It's the first one I've found with simple controls that make sense, and don't make me want to rip my hair out.
The pixel art is very nice too. :3
Thank you! :)
There was a bug I encountered the first time I played. I died for the first time, and immediately tapped the skull that dropped. That made my guy reappear and take a few steps. After that, he was frozen in place, while gnoll scouts zoomed around at super speed. I thought I'd broken the game at first, and it took me a minute to realize I was dead and that I had to tap the gear button to bring up the menu to start a new game...
That's the third report about this bug, but I still can't reproduce it :( Ok, I'll keep trying...
Also, I leveled up a few times, but my Strength never went up. I'm not certain if that's part of the game or a bug.
This is correct, you can only raise your character's strength by Potions of Strength.
Triggering a poison dart trap with an item should cause it to drop poison darts that you can pick up and use
It seems logical but for that I need to add poison darts into the games... I need to consider it
Enemies should drop corpses that you can eat (with a chance to poison) or throw
Some monsters (actually only crabs in the current version) drop Mystery Meat. You can eat it but sometimes it gives debuffs - poison, burning etc.
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Still very much enjoying this game :) Always excited when my phone sais "Available update for Pixel Dungeon".
Any word on when gold will have a use, ie vendors?
The next update (0.2.2) will be dedicated to items (new items will be added, inventory window will be slightly changed etc). I'm planning to release it at the end of this week.
After that I'll start to work on shops.
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im also noticing my strentgh not going up after leveling. i just leveld up to lvl 2 and my STR is at 10. not sure if its a bug or intentional. just leveled to lvl 3 and still at STR 10.
also, a question:
2) Use Scrolls of Enhancement to increase quality level of your item and decrease its Strength requirement.
The problem is that strength requirement of the item is not shown until it's identified that way or another, because I don't want to reveal it's quality level before that. Maybe I should display "typical strength requirement". In your case that will be "11" for leather armor and "16" for longsword.
Thanks for your comments!
i just used a scroll of enhancement on a 12(?) Quaterstaff, but the description says that it still requires 12 STR to equip. is the description supposed to change when enhanced? or maybe since it is still unidentified, it cant tell me how much STR i really need to use it efectively?
This staff is labeled "12(?)" because it is not identified, 12 is the strength requirement of "+0" quarterstaff. In reality it can be +3 (with str.req.=9) or -2( with str.req.=14) for example. And after enhancing its strength requirement lowered, but it's still unindentified and its exact strength requirement remains unknown.
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Still very much enjoying this game :) Always excited when my phone sais "Available update for Pixel Dungeon".
Any word on when gold will have a use, ie vendors?
The next update (0.2.2) will be dedicated to items (new items will be added, inventory window will be slightly changed etc). I'm planning to release it at the end of this week.
After that I'll start to work on shops.
Fantastic! Can't wait :) Pixel Dungeon makes my hour-long travel to work seem like 10 minutes haha
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I've been playing this game for the past week or so, and really enjoying it. I'm someone who tends to find discussion/analysis/etc of the roguelike genre more fun than actually playing them most of the the time, so kudos for winning me over 8)
There was a bug I encountered the first time I played. I died for the first time, and immediately tapped the skull that dropped. That made my guy reappear and take a few steps. After that, he was frozen in place, while gnoll scouts zoomed around at super speed. I thought I'd broken the game at first, and it took me a minute to realize I was dead and that I had to tap the gear button to bring up the menu to start a new game...
That's the third report about this bug, but I still can't reproduce it :( Ok, I'll keep trying...
The actual reason I'm posting is because I just had this happen to me. If it's any help, I'll note that I was killed because I was poisoned, and the last action I took was tapping the clock/wait icon. I was on the second level, no enemies were in the room, and I don't think I had any other status effects on me at the time. Not sure if any of that actually matters for this bug, but more information couldn't hurt I figure.
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Thank you very much, guys, I have finally found it! Indeed tapping was involved :)
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I finally got up to the new levels but seem to have ran into a bug. Ive found several Iron keys for the locked doors, but none of them work. It just sais i dont have a matching key. Im positive the keys were for the correct levels too.
On another note. Pixel dungeon seems to disable music player volume control and notifications for text messages while running on my galaxy R GT-i9103, would it be possible to fix this?
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I finally got up to the new levels but seem to have ran into a bug. Ive found several Iron keys for the locked doors, but none of them work. It just sais i dont have a matching key. Im positive the keys were for the correct levels too.
Yes, this is a known bug, it will be fixed in the next update. There should be a key from one of the upper levels in your inventory, drop it and pick it up again.
On another note. Pixel dungeon seems to disable music player volume control and notifications for text messages while running on my galaxy R GT-i9103, would it be possible to fix this?
I will fix volume buttons, but notifications work fine for me...
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Alright. Thanks! Maybe its a setting hidden somewhere deep in the settings swamp...
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Pixel Dungeon 0.2.2 released. This update is dedicated to items. Here is the list of changes from Google Play:
- Added: Several new items including rings, wands, potions and ranged weapon
- Changed: Areas revealed with Scroll of Magic Mapping are shown in different color
- Changed: Inventory window is slightly modified
- Changed: Now there can't be 2 special rooms of the same type on the same level
- Changed: Now melee weapon do less damage without enhancement, more with enhancement
- Changed: Now enhanced armor gains DR depending on its tier
- Fixed: several bugs are fixed
and more...
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yay update! (magic sheep look cute, but sound evil!) really loving the pixel art in this game by the way.
so, i had the best game ever today, but im stuck on Dlvl 10. is there no boss or anything? i thought the sign says "dont let the Tengu out", but there are only 2 rooms and no other doors. i have a ring of -1 detection and ive searched pretty thoroughly. cant find anything. used a scroll of challenge and got nothing. i have keys for floors 8, 9 and 10 but none of them open any doors that ive been able to find.
i broke the game from the beginning by finding a battle axe and an enchatment scroll. i equipped it and in a few levels i was able to kill pretty much everything in 1 shot. i found a ton of potions of STR and scrolls of enchatment. food was scarce for a bit. but i also found a large amount of healing potions.
so right now im stuck at Dlvl 10. my character is at lvl 10, STR 17. my battle axe from the first floor is now a Battle Axe +9 [7], and my inventory is full.
i thought i read something about the endgame earlier, but i forget. is there anything left for this run? (im going to try and search for the answer if it has been posted anywhere).
still, loving this game. keep the updates coming. its a lot of fun.
edit: i read the above post about the key bug. ill try dropping my keys and exploring some more. im afraid updating the game will break my game save, so im going to wait to update until this game is finished.
edit 2: yeah had to drop all the keys and just pick up the lvl 10 key and it opened the last door.
i won! whooo! it was a little too easy with all of the stuff that i found, but it was still a lot of fun. love this game.
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i broke the game from the beginning by finding a battle axe and an enchatment scroll. i equipped it and in a few levels i was able to kill pretty much everything in 1 shot. i found a ton of potions of STR and scrolls of enchatment. food was scarce for a bit. but i also found a large amount of healing potions.
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i won! whooo! it was a little too easy with all of the stuff that i found, but it was still a lot of fun. love this game.
Well thats just the thing with roguelikes. If you get really lucky you feel sooo powerful, which is a nice contrast from all the beating you take when you are unlucky. :)
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i broke the game from the beginning by finding a battle axe and an enchatment scroll. i equipped it and in a few levels i was able to kill pretty much everything in 1 shot. i found a ton of potions of STR and scrolls of enchatment. food was scarce for a bit. but i also found a large amount of healing potions.
...
i won! whooo! it was a little too easy with all of the stuff that i found, but it was still a lot of fun. love this game.
Well thats just the thing with roguelikes. If you get really lucky you feel sooo powerful, which is a nice contrast from all the beating you take when you are unlucky. :)
absolutely.
since that game ended i got the update and ive been getting pummeled. havent made it past floor 2 or 3 in about five games. been getting my butt kicked! good stuff.
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Good stuff indeed! I noticed some of the reviews on the play store mentioned this game being too hard, and that the difficulty should be decreased... :|
Those people just don't understand what a roguelike is all about, I really hope watabou doesn't take their advice. Just keep doing what you've been doing so far man! Loving this game
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definitely. a good roguelike should be hard as nails. a small quick game like Pixel Dungeon doubly so.
i think Watabou knows this already though. seems like he has a strong grasp of good roguelike game design judging by how well designed PD is already. i doubt he would cave in and make this game easy for people who complain.
he added Magic Sheep to the dungeon! those things look evil protecting that Shaman. (havent seen them yet myself, but i can imagine they make killing the Shaman a lot harder). evil, but cute.
im going to go and try to find them now. (30 games later...)
edit: oh man! first game i played after my post, i was having a great game. found a +3 knuckle duster on the first or second floor. killer early game weapon that. had two great rings and a bunch of other stuff.
possible SPOILER below-
i died on Dlvl5 by that damn ooze. no healing items. when i died it identified that i had found a wand of flock! i bet i could have used that on the ooze to contain it. maybe... didnt even get to see the sheep that i was questing after. dumb move not to try the wand, but the duster was doing so well (i had it up to +5). silly me.
that ooze is dancing on my corpse now.
also, found out this game that you can now equip 2 rings at once, and that there is a pack limit enforced (by weight i guess). i was having problems picking up items even though all of the slots in my pack werent occupied.
so fun.
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Pixel Dungeon 0.2.3 is now available on Google Play! The main feature of this update is the shop on the 6th depth. Here is the list of changes from Google Play:
- Added: Shop on the 6th depth
- Added: New "trap" type - alarm
- Added: New special room type - healing well
- Changed: Now it's impossible to put out fire in the water while levitating
- Changed: Now alarmed monsters are less likely to notice the hero
- Fixed: The size of apk-file is reduced
- Fixed: Now it's impossible to use teleportation on Tengu's depth
- Fixed: Crashes on devices with turkish locale
...and more...
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this game has been crushing my soul for the past 5 days. dont think ive made it to Dlvl4 once. :P
edit: finally made it to Dlvl5 for the first time in almost a week and a slime pumped up and 1 shot kills me. 19 points of damage... this was a few steps after i stepped on a trap that alerted the enemies to my presence.
time for a break!
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a slime pumped up and 1 shot kills me. 19 points of damage...
You are supposed to step back when it's pumping up :)
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Pixel Dungeon 0.2.4 released. This update is dedicated to UI improvements. Here is the list of changes from Google Play:
- Added: Confirmation dialog is displayed when trying to drink an identified harmful potion
- Added: Orientation switcher on the main screen for devices with a large enough screen
- Added: Loot indicator is displayed when there is an item on the ground at the current location of player
- Added: Quickslot auto-targeting
- Changed: "Monsters from the depth" tend to be less powerful
- Changed: Well of Light removes curse from equipped items
- Fixed: Several bugs incl. severe ones
and more...
If everything will be ok, then the next update will contain a bunch of new levels with new monsters :)
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Just downloaded it this morning and played a few rounds, definitely a bit difficult, always nice. First game I lucked out with my first potion fully healing me, but never found any food. Other animals just kind of ate me. Second game I apparently drank gasoline, because I burst into flames. After that, I got chopped up by a crab :P
My only comment is that the game could use a simple guide, similar to most flash games. A page or two describing what things are, and how to deal with them, such as needing iron keys for doors, gold keys for chests, how to get rid of tall grass, etc. It's not too hard to figure out things for people used to roguelikes, but seeing how its on Google Play, might help you keep more users ;) Great little time waster when I need it though, right after downloading it I ended up getting to school before any of the teachers, and had to stand outside for about 20 minutes, giving me time to try it out.
EDIT: After playing some more, I must congratulate you on making my favourite item in any roguelike, I believe it was called the "Wand of Herding". Fear my fluffy meat shields.
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a slime pumped up and 1 shot kills me. 19 points of damage...
You are supposed to step back when it's pumping up :)
that much is obvious. i always back up as soon as it starts to pump up. didnt have time to for whatever reason. i was at least one space away at the time, but that didnt help.
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Just downloaded it this morning and played a few rounds, definitely a bit difficult, always nice. First game I lucked out with my first potion fully healing me, but never found any food. Other animals just kind of ate me. Second game I apparently drank gasoline, because I burst into flames.
Thank you!
There is at least one piece of food on each level, sometimes more.
It makes sense to try unidentified potions standing in the water, if you haven't encountered Potions of Liquid Flame before :)
My only comment is that the game could use a simple guide, similar to most flash games. A page or two describing what things are, and how to deal with them, such as needing iron keys for doors, gold keys for chests, how to get rid of tall grass, etc. It's not too hard to figure out things for people used to roguelikes, but seeing how its on Google Play, might help you keep more users ;)
I agree, but I don't know how to implement it the best way, that's why I keep postponing this task :)
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Woo! I won!
After so many attempts of never getting past like level 3, I got a character who got past that level and made it all the way to the end last night. Couldn't be stopped.
I found some leather armor at the start and a strength potion so that I could wear it, and just enchanted that and the knuckleduster.
It seems like the penalties are so severe for the higher strength weapons and armor, and you'd need so many potions of strength to wear them, that it's just not worth waiting. Essentially, if it doesn't show up in level 1/2, it's too late.
The shopkeeper was cool to see though he basically had crap, and so was the alternate tileset. I think the tiles should start to vary sooner so that you don't get bored while you grind your face against the first couple levels.
Looking forward to updates!
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Hey!
Just registerd to the forums to comment this great game in making. :)
So i have been playing Pixel Dungeons for a week now. What a great and addictive game i must say. I was stuck in levels 1-3 because i didnt find enough food to keep me full. Like 50 games, but then tried out something else. I found this better mail armor, i had no str to wear it (still, i did wear it till the end) but i tried out how it goes with a fast weapon like knuckle duster. So i got hungry all the time but i didnt let it bother me, i just keep going when was starved. Only when i needed to regen i eat and rest full. So i made the game till the end with gaming style like this.
Tho i have a suggestion, how about making "hungry" and "starving" give you some debuff like "Hungry -> -1str -1speed" and "Starving -> -2str -2speed" etc.. And if you keep the starving state too long it stacks some more debuff... Untill you eat (or die?). Tho the food was huge problem if you want to keep fed, 1 food ratio max per level found so far.
Waiting for new patch to come out, at the last room in level 11. :)
Keep it going!
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This is by far the best dungeon crawler I played on my mobile so far, thank you so much for developing this!
My questions:
What function does the search button serve?
Are flame potions the only way to destroy barricades?
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What function does the search button serve?
Are flame potions the only way to destroy barricades?
The search button allows you to search for hidden doors. It can also reveal traps. Don't overuse it though unless you're stuck, searching makes you hungrier.
The barricades can also be destroyed with firebolt wands.
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Hmm, a few more suggestions.
The most simple, you should allow tapping your character to wait 1 turn. I know there's already a button for it, but that's a pretty standard control for mouse-based roguelikes, and I find myself trying to tap my character constantly while playing :P
Second, like many people have said, you need more ways to increase strength. Possibly make it go up by one each level. Some items are pretty much impossible to use, because you will never find so many potions to increase your strength.
Lastly, shopping... Apparently there's a shop keeper that you can find in the dungeon? Never seen them. Maybe make them more common, or add a shop at floor one, by trying to go up the first stairs(as funny as the current result can be :P )
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The most simple, you should allow tapping your character to wait 1 turn. I know there's already a button for it, but that's a pretty standard control for mouse-based roguelikes, and I find myself trying to tap my character constantly while playing :P
I do that too, but I think it's kinda risky because if it's added, for sure you'll end up dying to monsters when you were trying to click them and you accidentally clicked yourself and rested...
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I do that too, but I think it's kinda risky because if it's added, for sure you'll end up dying to monsters when you were trying to click them and you accidentally clicked yourself and rested...
In the same way, though, you can click beside the monster and have similar results :P Have done that a few times. Maybe add an options menu to enable/disable some features? (Like maybe enabling trackball or keyboard support, customizing controls to how the player wants it :P)
Also, another random idea, since you already seem to have a target system in, add a button for "Attack" that will automatically attack your target. Would help prevent the earlier problem :P
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Hi guys! Sorry for not answering your messages often enough, these are very busy days for me.
Recently I received many complains about "misclicking issue". I don't know the reason, I haven't touched this part of my code for weeks. Anyway, I'm going to fix it somehow, most likely I'll add a special button similar in its appearance to the blue "loot tag". Tapping this button will make the character attack an adjacent enemy.
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Sounds more like the game is becoming more popular, and you're getting some whiny people commenting :P With any touch screen based game, you will have misclicks. If anything, people could zoom in further to try preventing it.
And like I said before, an attack button that attacks your last living target would work well for that, maybe have holding it down attack an adjacent one so it can be used if you haven't attacked yet(actually, that would be cool for the quickslot, too :P)
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I'm playing this :D
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Watabou, this game is brilliant. Keep doing what you're doing.
I've been playing for a couple weeks and just beat it last night. Take that, Tengu!
I've got a couple of things to point out regarding door behavior, which you may already be aware of. One, that a player can (at least sometimes) see doors opening/closing even after they're left line of sight. Playing zoomed out could give a player too much info about how many monsters are wandering, and where. Two, door closing seems to be triggered by something walking out of the door's square, meaning doors can be left open if something dies in them and nobody else walks through. That's not necessarily a bug, but it might not be expected.
The feature I'd love is a list of potions/scrolls I've already identified. Coming back to a game after a break of a few hours, and not being sure if I've already found that potion of fire is a little nervewracking.
I didn't find misclicking to be much of a problem - it's quite easy to zoom in and tap the right spot. The ability to change the size of the UI buttons might be useful though - they get pretty tiny on a phone in landscape, and I miss them sometimes even in portrait mode. Maybe the ability to toggle UI button size between regular/large in the settings menu?
But again, this game is great. Top-notch work! I eagerly await your next updates :)
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Watabou, this game is brilliant. Keep doing what you're doing.
Thank you!
One, that a player can (at least sometimes) see doors opening/closing even after they're left line of sight. Playing zoomed out could give a player too much info about how many monsters are wandering, and where.
You are right, a player can see doors changing their "open/closed" state. This is a side effect of my... er... optimization processes :). I'll fix it sooner or later.
Two, door closing seems to be triggered by something walking out of the door's square, meaning doors can be left open if something dies in them and nobody else walks through. That's not necessarily a bug, but it might not be expected.
This is not a bug. When a mob dies in a doorway, this door stays open until somebody closes it. Also doors should stay open even if somebody walks through if there is an item in a doorway, I'll implement it later.
The feature I'd love is a list of potions/scrolls I've already identified. Coming back to a game after a break of a few hours, and not being sure if I've already found that potion of fire is a little nervewracking.
Yes, I need to add this feature. The main problem here is where to squeeze in a button for opening this this list :-\.
The ability to change the size of the UI buttons might be useful though - they get pretty tiny on a phone in landscape, and I miss them sometimes even in portrait mode. Maybe the ability to toggle UI button size between regular/large in the settings menu?
Actually you shouldn't be able to switch to landscape on a phone, that's why there is no "orientation switcher" for devices with a small screen.
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Just make doors always appear closed if you can't see them, no need to remember the last state you saw :P
For squeezing buttons, why not take any options that aren't necessary on the main screen and make a menu? Just open up the menu and pick inventory, stats, known items, etc from that :P
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Pixel Dungeon 0.3 released! This update brings 5 new cave levels, monsters and items. What else? Here is the list of changes from Google Play:
- Added: New attack button (for melee combat)
- Added: Ankh - a powerful artefact, that allows you to bring a fallen hero back to life
- Changed: Potions of Strength and Scrolls of Enhancement now can be spawned in Laboratory and Library respectively
- Changed: Second search at the same place always succeeds
- Changed: Regrowth sets “rooted” debuff on targets in its area of effect
- Fixed: a lot of bugs
and more…
(http://media.tumblr.com/33674bcfd4c559807cac851a220ca9fb/tumblr_inline_mijdc8OGC51qz4rgp.png)
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Heh. I just 'completed' this last night - and now you're telling me I have to go and do it again? Oh well, I'm sure I'll live... ;)
Here are some comments, although these are all based on the old version so feel free to disregard any that no longer apply.
The good:
- I think this is probably the best android roguelike (that I've played!).
- The graphics are great
- The gameplay is mostly pretty good (with the exceptions noted below) and it manages to capture that 'just one more try...' feel that all good roguelikes have.
- The water, keys and puzzle rooms work well to make the dungeons interesting to navigate.
- The bosses are nice, and I think they strike the right balance between having predictable behaviour but not being just 'puzzles' that you can solve the same way each time.
- Some of the item descriptions are pretty funny.
- Mystery Meat is a great idea.
- It's just like a pocket version of Brogue!
The bad:
- It's just like a pocket version of Brogue! To the extent that it often feels a little like just a by-the-numbers rip-off of it, and worse it seems like some things are in there just because they are in Brogue, but without much thought about how they work in this game. I'm hoping that as it develops more things will be added in that give the game its own distinct personality.
- It feels very unbalanced, mainly because it is so dependant on what equipment it gives you. The time I won it, I don't think I was really playing any better than all the other times, it was just because I managed to pick up a decent weapon and armour on the first level and the game then became trivially easy, with me able to one-shot-kill most enemies. Most games I've played I either end up with nothing other than my starting equipment or warhammers and plate mail that I can't possibly use because I'm not strong enough, and then there's pretty much nothing I can do to avoid being snipped in half as soon as crabs turn up. This is one of the things that worked in Brogue but doesn't really work here, mostly because Brogue is a lot more generous with the amount of goodies it gives you in the early levels, so you're pretty much guaranteed to find something you can use. Brogue also strictly rations things like strength potions and enchantment scrolls, wheras it doesn't seem like this game does that except for food.
- Related to the above, it would be nice if there was a shop a bit earlier, perhaps on level 3.
- Searching is bullshit. I've spent six turns searching somewhere where I was pretty sure there was a door and then had it pop into existence when I decided to move away. Searching needs to be a lot more reliable. It's also not made clear what its effective range is.
- I also found it quite difficult to avoid pressing the wrong tile and moving around an enemy rather than hitting them (and getting a whack around the head for my trouble). In the end I just got used to constantly zooming in when in combat and zooming out when exploring, which was annoying but to be fair I can't think of any easy solution to this problem.
On the whole though it's a great game and I'm looking forward to seeing where you go with it.
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Good update on 0.3, i quite like the little "button tabs" you used for melee.
You could expand that idea by using it for picking up items too, since you already have tabs for AN item you're standing on, you could make it such that you get a tab for EACH item you're standing on and clicking that tab tries to pick up that item. A situation I hit a lot is that I'm standing on an item, bag's full, need to drop an item, but then the item dropped becomes the top of the stack and to get the item I want underneath i have to re-pick up the dropped item, move to another square, drop, etc. If you could interact with the item tabs, I could just click the one I want to pick up from the stack im standing on.
Also, Bug: I got to level 15, the boss came into the stairs room to attack me. I ran out, the wall sealed behind me, trapping the boss inside the stairs.. so now I think that game is done until I starve since I can't get at the boss.
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Also, Bug: I got to level 15, the boss came into the stairs room to attack me. I ran out, the wall sealed behind me, trapping the boss inside the stairs.. so now I think that game is done until I starve since I can't get at the boss.
Yes, sorry for this bug, I didn't realize that it is possible. It will be fixed in the next update.
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Thanks for the great game. Little to random/not balanced but fun ;)
I think it goes in the right direction.
I think I found a bug?: I've just killed Tengu, got key and then trigger fire trap and got killed. Lucky for me I have Ankh - not so lucky -> after resurrection I lost Tengu's key - so I was stuck and starved to death.
BTW it looks like you made a very good engine for your game. Works like a harm. I think it has some potential to make something bigger with it (bigger dungeons, some plot etc.). Good Luck! ;)
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I've been playing this game for about a week now and I think it's got a lot of potential to be the premiere mobile roguelike!
I love the pinch / zoom, art style is great, and I like that it's quick to jump in and out of.
I agree with others that the difficulty is on target, but I would say that the randomness what you get early in the game goes way too far in predicting how long you last.
For me a simple fix would be to make food drops more regular (so you can rest more often), or add the ability to get food from more carcasses. I really like WazHack's food system (some dead bodies can be looted for food and meat based food spoils over time so you can only stockpile so much).
Right now it's either I run and gun until I find the right items or die. Or, I rest and run out of food.
Seriously though... great game! Keep up the good work!
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Just finished v0.3 - I think I stand by all my previous comments bar the last one - the new 'enemy tab' solves this. I actually think that the amount of food that you get is the only thing that's balanced just about right at the moment - you have a small amount of leeway but you can't hang about or try and grind - you always feel pushed forwards, which is good. I would drastically increase natural healing, however - even with a ring of regeneration (or whatever it's called) it still takes ages. Perhaps have it at a flat rate if it isn't already so that it's relatively more useful in the early game and then as you get deeper you have to rely more on healing potions.
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Sure, to me it's the same thing... faster healing or more food. I was only suggesting it as a potential fix. I'm sure getting the balance right is tricky and in no way trivial. I'd say that doing one of the two should help the whole "survival is completely random based on the drops of the first two levels" thing.
But FYI, I like hanging around grinding. I prefer to explore every room and look for secret rooms, etc. It's what I'd do if I were exploring a dungeon :). With all those rats around, I'd have plenty of food :P.
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The 'enemy tab' is a great idea, it make the game a lot easier to play.
An other idea for "the problem with Food and regeneration" could be to make the rats ( and only the rats ) drop perishable food ( rat jerky ?). It would make the first levels easier and less random since you could rest more often and when there is no more rat to eat, well you could always eat crab.
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I think I found a bug?: I've just killed Tengu, got key and then trigger fire trap and got killed. Lucky for me I have Ankh - not so lucky -> after resurrection I lost Tengu's key - so I was stuck and starved to death.
After resurrection an entire level is reset. In the case of Tengu level you should get a completely new level with a new Tengu, that should drop a new key after its death. At least it's supposed to work this way :).
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Hey!
Complited the new 5 levels now. Great work with the update! New attack button was a great idea too with other improvements!
Is it possible that you add 2-3 save slots in the game? Id like to start new game and try few things but my old save will be erased if i do that... :(
I dont want to loose my great character.
-Balderic
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Is it possible that you add 2-3 save slots in the game? Id like to start new game and try few things but my old save will be erased if i do that... :( I dont want to loose my great character.
At this moment I'm working on a new update (0.3.1), its main feature шы addition of music and sound fx to the game. After that I will start working on character classes, there will be 3 classes and each of them will have a dedicated "save slot". So you will be able to keep 3 characters of defferent classes at the same time, but it will be impossible to play 2 games by Warrior for example.
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I'm assuming they will be "Rogue", "Warrior", and "Mage"? Some personal ideas :P
Rogue: Basically what is in right now, can use everything, but master of none :P
Warrior: Starts with high strength and better equipment, but can fail at using wands at a high rate, and occasionally fail at using scrolls. Maybe 12 strength, leather armor and a spear?
Mage: Starts with low strength, an offensive wand, and some pre-identified scrolls. Perhaps 8 strength, new low strength mage armor, and a stick/staff for a weapon. And maybe make wands never need recharging for mages.
Just random ideas, use what you want, burn the rest ::)
Oh and, think you can make the stairs not automatically transport you, that you have to tap yourself(or a button) to go down? I've had items drop on stairs, which can be annoying :P
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The 'enemy tab' is a great idea, it make the game a lot easier to play.
An other idea for "the problem with Food and regeneration" could be to make the rats ( and only the rats ) drop perishable food ( rat jerky ?). It would make the first levels easier and less random since you could rest more often and when there is no more rat to eat, well you could always eat crab.
I really like this idea! It might be fun to have to go back up to early levels and scrounge for food every once in a while.
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I'm assuming they will be "Rogue", "Warrior", and "Mage"? Some personal ideas :P
You are reading my mind :P
Oh and, think you can make the stairs not automatically transport you, that you have to tap yourself(or a button) to go down? I've had items drop on stairs, which can be annoying :P
They don't. If there is an item on the tile with stairs, clicking this tile will make a character pick up that item.
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Pixel Dungeon 0.3.1 released! This update comes with a music theme on the main screen and basic sound effects. And some bugs are fixed as usual :)
http://pixeldungeon.tumblr.com/post/44219923824/0-3-1
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Pixel Dungeon 0.3.1 released! This update comes with a music theme on the main screen and basic sound effects. And some bugs are fixed as usual :)
http://pixeldungeon.tumblr.com/post/44219923824/0-3-1
I dig the music and sfx... 8-bit-ish which really suits the art if you ask me.
Did the drop rates change? I've played 5 or 6 games and I seem to be getting more items than usual, but it could just be random luck.
One thing I wanted to ask for: I think it'd be cool if the item drops were a tad bit more level appropriate. It seems like on the first couple levels whenever I do get something they always require 15-18 str. It's like a cruel joke... as if I could ever get 18 str :).
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Awesome game!
I've been addicted and failing to get anywhere for about two weeks now. Finally beat it last night right after getting owned by the final boss.
My character is sitting there looking all sad about no more dungeons to explore, I can't wait for the new content!
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I dig the music and sfx... 8-bit-ish which really suits the art if you ask me.
The game needs more sounds (incl. background sounds, "event sounds" - "boss slain", "game over" etc.), I will add them later.
Did the drop rates change? I've played 5 or 6 games and I seem to be getting more items than usual, but it could just be random luck.
It can be a by-product of my playing with game balance :)
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Finally beat it last night right after getting owned by the final boss.
Gz! ;)
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Hey Watabou !!!
First post for you here. Did you know : you are the person i insult the most those time ! One day I'll be in your house screaming "WHY DID I READ A SCROLL OF CHALLENGE AND TAKE A PARALYTIC TRAP NEXT SECOND !!! " Ahaha.
This game is frustrating ! But ... It's awesome. I play it since 3 weeks, more than 100 games i think and one day i had the chance to ... be killed by Tengu.
I also had the chance to win the goo with 1 HP left and ... die due to starving.
It reminds me when i tried to finish the original Prince of Persia 15 years after (but i did it so i'm not afraid with your game ! ).
Anyway, thanks for this amazing FREE game. I don't really like phone's game but this one ... ! And it's the smallest i have ever download.
Good job, continue that way !
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Classes in pixel dungeon?I dont know hows gonna work since warrior could have leather armor and dagger at start?Then will be overpowered...Maybe rouge is balanced class,mage could have a random wand and warrior with dagger (since dagger and knuckle have same weight 10)but both of warrior and mage will not have darts...Others ways will make them overpowered I think,i leave that watabou but I shared my idea. :)
Also,its useless having plate armor or glaive at 1 level cus there is no chance u get them balanced on weights. Thats all.
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Why everytime I get stuck in level 2 within hidden doors??Its so annoying having good weapon,armor and ring and get all food eaten trying to find the door and starve to death >:( this is fifth time,can doors be spooted a bit easly? :) that would be nicer
thank you
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Considering my apparent psychic ability, I'm pretty sure watabou already thought of not giving ranged weapons to warrior/mage. I thought of that too when I wrote my predictions early :P
The hidden doors are pretty easy, watabou changed them to always be found within 2 searchs. Don't bother searching in rooms, search at dead ends of hallways, etc. If you don't find one after 2 tries, there isn't one there. Honestly though, I've never found a level where you NEEDED to find hidden doors, usually there's more than one door to a room with a hidden door.
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Lil feedback.
there's a few things in game that makes a walk to last level boss a walk in the park.
A) plate mail armor. If u pick one up early levels you faints walk to park, there is zero downside to using it.
And by that I meawhen the monster is getting close to attack u simply put on the platemail and u dont move the monster will swing away for 0-1 damage while u tear me up. Then after monsters are dead u put back on your normal armor and walk around like normal therefore removing any penaltys not having enough str would have caused.
B) if you pick up a tier 3 weapon and are able to use it / str potions or enchants you will one shot anything up to around lil 12 except the bosses but they melt just as fast also.
On food. I have never once felt like I was going to die of starvation. Lil tip just let the one damage tick away for a while then noon your food you'll regin it back. And if you need it fast throw a heavy armor on. When you have a armor on you don't have enough str for it can almost do a full heal on you with 6 steps or stepping on one paralyze trap insta full heal. (might need to change this) heavy armor means u takes damage almost.
I like the feel of traps they always catch me when I'm trying to farm the healing spots on maps, right before I die I run to get it and boom fire !
One thing I'm not sure of mechanic wise is starvation. The draw backs are simply one damage every once n a while? I fell it should remove regeneration also. Not sure if it's supposed to or not. But if you find a ring of regeneration you never need to eat food again. It also feels like I lose some hit when I'm in full starvation mode.
Other the that I love this game and I put some hours into it :)
Oh and he more thing about hidden doors I see someone mentioned that 2 searches will find it. I have had multiple times where I load in a 3x4 ISh room and empty full starvation bars plus all my food to finally accidentally stumble onto it after spamming search.
Speaking of which just loaded a game level one gave me a tier 3 sword and a plate mail !! Identified the sword it's just plain go to second floor. First room double crabs ! Normally a nightmare pop on a armor as they sit there and hit me for 3 total damage then it ids from the attacks and it's a platemail +3 31'points per damage absorbed at level 2 tempted to start another run this would just be over kill.
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no,when I put plate armor on I get 0,0,0,0 hits then 0,0,0,4 hits and there start to lose health...
also,how the ficky do I defeat goo? when goo pumps it wipes my half of HP and when I think :not yet healing potion and I get killed by goo.One time I defeated goo with 3 wands,slowness,firebolt,lighting and caustic ooze kills me...I think that goo Is overpowered cus has caustic ooze debuff,pumps itself and inflicts whooping 24 dmg on me when I have mail armor and heals upon standing on water...It would be much easer when you defeat goo few times,next time unlocks and spawns mini boss for easer fight.
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I finally finished it! Great game. Looking forward to the next update!
I agree with above, if you get plate armor early on you're set. Just put it on when fighting then take it off.
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no,when I put plate armor on I get 0,0,0,0 hits then 0,0,0,4 hits and there start to lose health...
also,how the ficky do I defeat goo? when goo pumps it wipes my half of HP and when I think :not yet healing potion and I get killed by goo.
Run when Goo pumps. You need to take some distance... :) And try out all unidentified potions when standing on water (prevents the flaming pots deadly effects..)
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Removed.Meh.
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Hello!
I've downloaded the game a month ago and it's excellent! I've only arrived to depth 8 but I'm decided to win it ;D
I have 2 questions and a suggestion:
- What is the range of the search button?
- What is the tier-n in the description of the weapons?
- Putting a list of every object with their description (if we know it) would be useful for example if we identified every potions but one we would know the last one by elimination
Thank you.
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Hi guys! I haven't visited this forum for a week, sorry for that, I was on a vacation 8)
What is the range of the search button?
The range is 1 tile by default. The Ring of Detection+N increases this range by N.
What is the tier-n in the description of the weapons?
At this moment all melee weapons are grouped into "tiers". The weapons of the second tier (spear, staves) are more powerful in average, than the weapons of the first one (knuckles, daggers), the third tier is more powerful than the second one etc. "More powerful" means that spears+0, for example, do more damage, than daggers+0, but require more strength. The most important thing about tiers is that higher tier weapons gain more from enhancing.
Putting a list of every object with their description (if we know it) would be useful for example if we identified every potions but one we would know the last one by elimination
I'm planning to implement such list (Codex) before the next content update. Currently the last unidentified type of object in its category (potions, scrolls, wands, rings) gets identified automatically.
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Thank you ;)
Can i ask you one more question?
Can i wait until i am starving to take the ration or there is some negative effects like attack-1 while i am hungry?
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Excellent game! Smooth gameplay, from the zoom to movement being touch based and patching avoiding know traps.
I've been playing it off and on for a couple weeks.
Today I finely defeated the slime, for the first time having played around 50 times. Excellent armour hallanced out my basic knuckles. By the time I got to tengu I had a stock of 7 heals, things were looking good. After a long fight I defeated it to my immense satisfaction, only to find the game continued! Delightful and a bit scary. At level 13 my potions were dwindling due partly to lacking a very strong weapon and taking heavy damage from the gnolls. Seeking to husband my potions I followed a spider while low on life, checking forbtraps as I moved, and totally caught off guard by the lightning bolt that annihilated me from afar. The loss! To crown it off in my starving despair I retreated to early levels to gather my strength on crabs and flies only to be terribly poisoned by suspicious meat. How far my character fell.
Well, that's a bit much, but I hope I conveyed my appreciation this game.
Thank you oh creator of this square world.
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Pixel Dungeon for Android 0.3.3 released! Here is the list of changes from Google Play:
- Added: Enchanted weapons
- Added: Several new items
- Added: New sounds
- Changed: Scrolls of Enhancement are renamed to Scrolls of Upgrade
- Changed: Landscape orientation is enabled on all devices
- Changed: The hero and mobs don't get slowed down in dense vegetation
- Changed: Sleeping monsters less like to notice the hero while he is levitating
- Changed: No more crabs on the second level
- Changed: Wand of Telekinesis pushes enemies back
- Fixed: A lot of bugs and typos...
...and more
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Watabou,
Thanks for this game. It's amazing. I donated.
I experienced a very slight bug the other day, and am not able to reproduce it. I was farming a healing spot (hunt more on same level for more XP, waiting until nearly dead from damage and starvation before using healing spot) and when I stepped on the healing spot, nothing happened. Then I clicked myself, because this felt similar to how if you stand on a staircase and there is an event, you must click again to use the staircase. I think I had to do this two or even three times before it registered and healed me.
Also, is it just me or are all Enchanted Weapons cursed and have at least a "-1" attribute?
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Watabou, props to you for making this amazing (free!) game see the light of the day. It's very well designed and thought-through, what results in great replayability. Finally made it to the last boss, therefore I have a bit of request. Like already mentioned, high tier gear (armor) found in first two levels is essential for survival later on. The bad thing is that this dependency of success on sheer luck results in exploits. I'd remove high tier drops from earlier levels or make equipping and using an armor (which requirements one does't meet) much more difficult.
Good luck.
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I played for I while and I was available to defeat goo easily,even with two toxic gas potions! :o :D I get to the shop on second dungeon stage few times,now I need more 2 strength points to get plate armor wearable.
I have a question:I got 12 strength and mail armor +3 of upgrade,is there a risk to make armor too much light and make it very useless?
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I did pass the Tangu boss,now I get to the machine that (farts? :D) toxic gas and heals itself.It also celling of cave fells on me stunning me.
I had mail armor and battle axe (14 str points) and I was reanimated by Arkh.I failed again...
Can someone tell me more about Tangu and Drawen Machine?
PS:Armor doesnt get too much light to be useless,I was wrong there...
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I experienced a very slight bug the other day, and am not able to reproduce it. I was farming a healing spot (hunt more on same level for more XP, waiting until nearly dead from damage and starvation before using healing spot) and when I stepped on the healing spot, nothing happened. Then I clicked myself, because this felt similar to how if you stand on a staircase and there is an event, you must click again to use the staircase. I think I had to do this two or even three times before it registered and healed me.
It may happen if you are too fast e.g. if you are wearing a Ring of Haste+n. Similarally sometimes you can enter into a cloud of toxic gas and leave it without taking any damage.
Also, is it just me or are all Enchanted Weapons cursed and have at least a "-1" attribute?
The higher level of a weapon, the lower chance to have an enchantment on this weapon, but nevertheless you can find an enchanted weapon of any level.
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------It may happen if you are too fast e.g. if you are wearing a Ring of Haste+n. Similarally sometimes you can enter into a cloud of toxic gas and leave it without taking any damage.
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Amazing!Im gonna next time waste leftover scrolls of upgrade on my haste ring!
But what about Drawen Machine?Is that a final boss?How to defeat it?I really want to know...
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But what about Drawen Machine?Is that a final boss?How to defeat it?I really want to know...
Currently DM-300 is the last boss in PD, but it's not the final one :). After beating it, on the next level you'll see the sign that says that more levels (and bosses) are coming soon.
DM-300 has a decent HP pool, it does some damage and absorbs some damage. But also it has some unique features:
- It continuously discharges a toxic gas. You should either attack it from a distance, or kite it around to avoid that toxic cloud.
- When it moves, some rocks fall down on the one of the neighbouring tiles. When these rocks hit your character, he gets paralysed for a turn or so.
- IMPORTANT! Everytime it steps onto a tile, that looks like an inactive trap, it restores some health. Don't let it do it! Watch where you kite it into.
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Pixel Dungeon for Android 0.3.4 goes live! This update introduces character classes: Warrior, Mage and Rogue. Here is the list of changes from Google Play:
- Added: Character classes
- Added: New special room type - Garden
- Added: New special room type - Crypt
- Added: New type of trap - Lightning trap
- Added: New sounds
- Changed: Now it’s impossible to upgrade a Ring og Haggler
- Changed: Unarmed hero inflicts damage based on his Strength
- Changed: Now wells really look like wells
- Changed: Ring of Rejuvenation is renamed into Ring of Mending
- Several bugs fixed
…and more
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But what about Drawen Machine?Is that a final boss?How to defeat it?I really want to know...
Currently DM-300 is the last boss in PD, but it's not the final one :). After beating it, on the next level you'll see the sign that says that more levels (and bosses) are coming soon.
DM-300 has a decent HP pool, it does some damage and absorbs some damage. But also it has some unique features:
- It continuously discharges a toxic gas. You should either attack it from a distance, or kite it around to avoid that toxic cloud.
- When it moves, some rocks fall down on the one of the neighbouring tiles. When these rocks hit your character, he gets paralysed for a turn or so.
- IMPORTANT! Everytime it steps onto a tile, that looks like an inactive trap, it restores some health. Don't let it do it! Watch where you kite it into.
Ohhh,I was wondering what those inactive traps do...Also,the classes changed my way to beat the game so I have to find new way to get it...Moar questions! :P ::)
- When I play with warrior,it seems that 1 level for him is hard start.Since I die a bit often on start cus low health...Does warrior have smaller max health?
- The shop for first time,before classes,disappeared when I killed skeleton in it.I also played a soothing melody (accident) and whole shop disappeared again!And one time a monster that I killed in shop dropped potion of healing,and shop keeper started selling it >:( jerk :P I also did teleport shop keeper with wand,I still need to buy stuff but he eventually disappeared from dungeon...What is the deal with shop?How it works by using various effects and random stuff in it or on shop keeper?(poor guy)
- Can you make unlockable stuff when you defeat bosses?Like hardcore game,maybe survival arena,or get chased by DM-300...Something like that,when you get bored a bit after dying at very good progress,it happens :)
- Ring of Mending,how much do you need to upgrade so it gonna stop you from losing health by starving?
- A soothing melody scroll doesnt work very well...It should make creatures deep sleep so they dont wake up when you move(this happens at last stage of dungeon where DM-300 is boss there,and sometimes I have to waste healing potions on annoying cave spinner and brutes...)
Also,dungeon some times generates a hallways into nazi sing...Its just very weird and I will upload a picture if I need :P It does,and also,you can squeeze through very close blocks like this (your movements are that line)
[ ] /
/ [ ]
If you,watabou,are tired of questions?If yes,create a wikia and put everything there! 8) helps you and us!
Sorry for bad english!!!
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This looks pretty cool. I just wish I could try it out.
Any chance of getting a windows version playable on XP?
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If you have a good computer, you could always try running it in the official android emulator :P That or setting up a virtual machine running an x86 port of android.
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:( *sigh* after classes update,i cant pass the goo boss...again...
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damn. this game has gone through some drastic changes since I last posted! we have stores and new classes now. big changes.
after the update, in my second game as the Warrior class I found a +2 (or 3, I forget) ring of evade. I used upgrade scrolls on it and got it up to +5. ridiculously powerful. I only found 1 equipable weapon better than my starting short sword and not one wearable armor, but I got to the Tengu without much trouble at all.
got overconfident though and wasn't watching my health while fighting the Tengu. I died while fighting him and I even had a health potion left. totally my fault, should have beat him easily. I had taken off a lot of his health and was probably really close. just got careless.
game is still great, even with some massive changes. it's great to see this game growing.
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got overconfident though and wasn't watching my health while fighting the Tengu. I died while fighting him and I even had a health potion left. totally my fault, should have beat him easily. I had taken off a lot of his health and was probably really close. just got careless.
Same problem here :P
I always been so good to get to final boss everytime but with these classes,its became hard again.
Every boss expect final one is easy to beat with..toxic gas potion!Yeah,i use it to defeat goo and Tengu very easly!(if u now how to use it very good)
I'm still good enough to wear scale armor at the 3-4 depth,but it isnt good enough to beat goo...
Im still learning with these classes to get to the 6 depth.
But toxic gas potion is so awesome!Identify it soon as possible,and then you can throw it on goo(requers 2,with 1 need the "finish it",throw one in room where goos sleeps,run,throw one in hallway when goo appears,win) and Tengu(throw gas potion in corner and Tengu will chill there,dying...)
Another tip for Tengu:use curare darts(those who can has paralysis) and potion of levitation(helps to get pass traps)
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I finally finished the game with good old rouge class!Woo! ;D
I did what watabou said about kiting the boss around the field and I did it!
Can't wait until next big update....And I'm gonna finish the game off with mage and warrior. :D
Cheers!
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Sorry, guys, for not answering quickly enough here. I'm trying to release updates as soon as possible and I'm spending all my spare time on it.
If you,watabou,are tired of questions?If yes,create a wikia and put everything there! 8) helps you and us!
Here you are: http://pixeldungeon.wikia.com/ (http://pixeldungeon.wikia.com/) ;). It's not an "official" wiki, I'm not related to it and some pages are not completely correct there, but it's a good resource all the same.
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God dammit...Then I wont ask so many question if working on update... ;)
Here you are: http://pixeldungeon.wikia.com/ . It's not an "official" wiki, I'm not related to it and some pages are not completely correct there, but it's a good resource all the same.
I saw that wikia actually,and its very poor...I would modify wiki if author accepts to do so. :)
Ill keep trying to finish the game with mage and warrior,cus I don't have anything better to do :D Can I even remember last time I played such a great game on my phone?
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Game finished with warrior
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Isn't this forum for discussing the game itself, as opposed to some specific games where people lived/died/found good loot/etc? I'm not really interested in hearing how someone came "so close" to beating Tengu etc...
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Isn't this forum for discussing the game itself, as opposed to some specific games where people lived/died/found good loot/etc? I'm not really interested in hearing how someone came "so close" to beating Tengu etc...
Its the progress into the game,and its experimenting for slight bugs and stuff.Results:
-Paralysis gas+Toxic gas in one room makes a weird black line of 1 sprites.And you die instantly.
-Some wells are just empty...And there slightly different colored.
-Tengu is very easy boss fight,you just throw paralysis gas or toxic gas in corner and few hits to for the end.Goo isn't easy,because you need better tactics and also good items to use,but there aren't very good loot at start.
-Shop keeper was offering 320g for war hammer,when you identify it and its cursed,then keeper will offer 32g
Get it?
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Daxmarko I'm sure we all appreciate your input in debugging process, but info about your progress updated threetimes a day is not a necessity, quite contrary.
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Daxmarko I'm sure we all appreciate your input in debugging process, but info about your progress updated threetimes a day is not a necessity, quite contrary.
Understood,I'm going to spend boring hours somewhere else,but I will still report suspicious things.I'm not gonna the chosen one to improve the game but I'm just love playing it.And yeah,I'm annoying sometimes,please don't react furiously if I write something stupid :)
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Hmmm...Attack button seems that doesn't work every time.Even that shows the creature to hit,I have to tap on attack target and then I'm available to use attack button.This can be a little annoying.Does anyone have this problem?Because my phone's touchscreen sometimes gets messes up like,detects the touch even my finger isn't touching that place at all,or doesn't respond when I actually touch.This mess can be fixed by restarting the screen,but seems that doesn't fix for attack button...
I'm using Xperia Tipo
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Pixel Dungeon 0.3.5 released! Here is the list of changes:
- Added: In-game music by Cube_Code
- Added: Rankings (high scores)
- Added: New enchantment - Wild weapon
- Added: New sounds
- Changed: All classes were tweaked a little
- Changed: All bosses now resist to toxic gas and grim enchantment
- Changed: Some special rooms were tweked a little
- Fixed: Several major and minor bugs were fixed
...and more.
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I just completed whole game with all characters.
Anyways,the in game music is very wacky,kinda liked it :-P
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hey,how to backup saves? i just wanna keep it,where all classes finished the whole game for now.
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hey,how to backup saves? i just wanna keep it,where all classes finished the whole game for now.
If your phone (or tablet) is rooted, then check this game folder, there are files with names like warrior.dat, warrior1.dat etc.
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If your phone (or tablet) is rooted, then check this game folder, there are files with names like warrior.dat, warrior1.dat etc.
Damn,I don't have it rooted...Where is that folder anyways?On my sd card or in phones memory?
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Phones memory, which is why it needs to be rooted. You may be able to get at it using the android SDK though, using a computer
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Phones memory, which is why it needs to be rooted. You may be able to get at it using the android SDK though, using a computer
Thanks.I will root my phone when its time to do so.
I also found a new wild enchantment and I don't know what it does,help?
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Enchantment list, including Wild, is here:
http://pixeldungeon.tumblr.com/post/46657013659/enchants (http://pixeldungeon.tumblr.com/post/46657013659/enchants)
Bug reports/Suggestions:
(1) when you click to throw a valuable potion, it warns you about it, then if you click "No, I changed my mind" then click on the map, it throws it anyway!
(2) lightning traps seem overpowered, I have seen them do 44 damage.
(3) When you click a remote region to auto-run there, if your guy encounters a cloud of poison gas etc, he will run through it. It would be nice if he stopped, like when you see a new monster.
(4) The upgrade scrolls and strength potions are obviously a controlled resource (you stop getting them if you play the same levels over & over using ankhs) but shouldn't it be possible to use the best items (18 strength) by the time you're at depth 15, even if you accidentally wasted 1 or 2? Perhaps only control their drops if the character is too high strength per X depth/level?
(5) On that note, Potions of Experience do NOT seem to be controlled, merely rare. So if you keep playing, you'll keep getting them.
(6) you should be able to EQUIP one Wands/Ranged-weapon so that it stays with you when you resurrect with an ankh
(7) it should be easier to swap which Wand/Ranged-weapon is in use. Maybe a radial select system, or at least shorten the long-tap length for it.
Thanks again for this awesome game. I've beat it with Warrior, nearly done with Wizard, then I'll try Rogue a zillion times until I actually beat the blob again :)
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I think the Wild enchantment makes the monster berserk or enraged or whatever it's called - when they attack anything near them including other monsters. Doesn't sound like a very useful enchantment to me, but I've never used a Wild weapon for very long.
I never saw wild weapon do something.Well ok,it might be.
The upgrade scrolls and strength potions are obviously a controlled resource (you stop getting them if you play the same levels over & over using ankhs) but shouldn't it be possible to use the best items (18 strength) by the time you're at depth 15, even if you accidentally wasted 1 or 2? Perhaps only control their drops if the character is too high strength per X depth/level?
With warrior,I got 17 str points.Perfectly fitting the plate armor(and I have war hammer that needed upgrading)
It would be better if every boss drops potion of strength(drops skeleton key and potion)
This will make much easer to get heavy weapons(example:expect warrior,other classes should get enough points to make plate armor fit them)
My guess that war hammer and glaive have to be upgraded to make it fit the str points.Or not...dunno what is watabou's logic about it,but I'm sure he has a lot improvements. :D We need people for debugging process.
Also,when I read hint signs in caves,it says strategy that I already known when Pixel Dungeon was just released :o
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(large update to my previous post with all the suggestions)
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Arkh method is illegal,there must be any other way to get more str points (or scrolls of upgrade,they actually don't just lower requested str point,it gives potential of items,making it better)
Also,lighting traps does deal some damage that makes it quite annoying,same to shaman,because you can't get protected by lighting...
Another suggestion:you have 50%(100% is "overpowered") to cure active poison debuff by eating any piece of food.
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I also found a new wild enchantment and I don't know what it does,help?
Wild weapon - damages all adjacent enemies.
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(1) when you click to throw a valuable potion, it warns you about it, then if you click "No, I changed my mind" then click on the map, it throws it anyway!
Thanks for the report, it will be fixed in the next update.
(2) lightning traps seem overpowered, I have seen them do 44 damage.
Lightning traps inflict random damage, proportional to your current HP, but they never kill you. Also they recharge your wands.
(3) When you click a remote region to auto-run there, if your guy encounters a cloud of poison gas etc, he will run through it. It would be nice if he stopped, like when you see a new monster.
It's easy to implement, but working with "clouds" is expensive, it can affect performance... I'll try to fix it somehow.
(4) The upgrade scrolls and strength potions are obviously a controlled resource (you stop getting them if you play the same levels over & over using ankhs) but shouldn't it be possible to use the best items (18 strength) by the time you're at depth 15, even if you accidentally wasted 1 or 2? Perhaps only control their drops if the character is too high strength per X depth/level?
You can access the best items by upgrading them. Also the game is not finished yet, there will be more levels with scrolls and potions.
(5) On that note, Potions of Experience do NOT seem to be controlled, merely rare. So if you keep playing, you'll keep getting them.
That's true, but their drop rate is low. If someone wants to grind for them, I don't mind :)
(6) you should be able to EQUIP one Wands/Ranged-weapon so that it stays with you when you resurrect with an ankh
It's... complicated. I understand that there is a problem with resurrecting the mage, but I don't know how to resolve it yet.
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Also,lighting traps does deal some damage that makes it quite annoying,same to shaman,because you can't get protected by lighting...
In some future update (maybe in the next one) I'm planning to add Rings of Resistance for protecting against fire, lightnings, toxic gas etc.
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Awesome, thanks for the responses, and keep up the great work Watabou! Looking forward to the next update! Any idea when that will be?
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I believe I have found 2 small bugs.
When you read the scroll of terror it says: "plays a soothing melody" -- just like lullaby. The graphic animation flashes red instead of cyan musical notes.
If you are a rouge, and come with a Ring of Shadows, and find another ring of shadows and wear it -- you can wear it forever and it will never be identified for you.
And a question -- if I just managed to burn 4 scrolls of upgrade in a terrible accident with a fire trap, is there any chance that I will enconter more of them? Or should I just start over?
I also have a couple of ideas:
New character -- doctor. Has increased healing rate. Special object: stethoscope. The stethoscope is implemented as a wand -- just the graphics are different. If you zap a stethoscope at a monster it tells you how many HP it has, and whether it is resistant to poison, fire, etc. Also whether it is currently burning, poisoned, etc.
If you burn all the vegetation in a garden room, I think it should lose its ability to heal you. But if you use a wand of regrowth to recreate the vegetation in a room that is all embers now, whether or not it was a garden room, I think there should be a small chance that what you create is a garden room. This means that people with both a wand of regrowth and a wand of fire could make a garden room in any of the first 10 levels, which I think would be fun.
Thank you for many hours of fun.
----- reached the bottom as fighter, mage working on rogue now. Wow would my rouge like a ring of increase damage!
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As a Mage, having a way to "equip" my favorite upgraded wand instead of the starting one would be really Nice.
( And Yeah keeping it after resurrection would be nice too )
Thanks for your game. It's definitely the best mobile roguelike.
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gravling - question mark button does almost exactly what a stethoscope would do ^_^ .
Septa - long press an item in inventory or long press the weapon button.
Losing a wand is a pain in the ass, and if you take a mage seriously it's a reason enough to start over. Hint: wand of firebolt is your best friend.
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If you are a rouge, and come with a Ring of Shadows, and find another ring of shadows and wear it -- you can wear it forever and it will never be identified for you.
Not saying you're wrong, but it takes rings a LONG time to get ID'd by wearing/use.
if I just managed to burn 4 scrolls of upgrade in a terrible accident with a fire trap, is there any chance that I will enconter more of them? Or should I just start over?
You might as well try to survive, but there are limited upgrade scrolls and strength potions. Once they're gone, they're gone for good.
doctor. Has increased healing rate. Special object: stethoscope. The stethoscope is implemented as a wand -- just the graphics are different. If you zap a stethoscope at a monster it tells you how many HP it has, and whether it is resistant to poison, fire, etc. Also whether it is currently burning, poisoned, etc.
I would say it should replace/upgrade the question mark button, not be a wand. I think you can already see a monster's status effects by using the question mark button.
If you burn all the vegetation in a garden room, I think it should lose its ability to heal you. But if you use a wand of regrowth to recreate the vegetation in a room that is all embers now, whether or not it was a garden room, I think there should be a small chance that what you create is a garden room. This means that people with both a wand of regrowth and a wand of fire could make a garden room in any of the first 10 levels, which I think would be fun.
That's a cool idea, but managing to find both of those wands is extremely rare; might be too uncommon a scenario to bother with special coding for. Wand of regrowth could definitely stand to be more useful though!
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gravling - question mark button does almost exactly what a stethoscope would do ^_^ .
Septa - long press an item in inventory or long press the weapon button.
Losing a wand is a pain in the ass, and if you take a mage seriously it's a reason enough to start over. Hint: wand of firebolt is your best friend.
Wow ! It works.
Thanks.
Now I juste need to pass the goo with a mage. Each Time I've got two or three Nice Wand before the level 5, he crush me.
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I never tried the question mark on a monster! Ha! More fool me. Thank you.
I don't think you would need special code for the wand of fire + wand of regrowth, once you have the code that the wand of regrowth occassionally makes a garden room. You could burn up the vegetation tiles any way you like -- with a wand of flame, or my most common case, having a blazing weapon set a monster on fire ...
It would be interesting to me if the blazing gear came with a downside as well, and burning up your garden room would definitely count ;)
about the 2nd ring of shadows -- I know it takes a long time to identify rings, but I think this is a 'never happens'. It may be about 2 rings of the same sort, but I haven't had 2 of any other sort to test.
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If u identify the ring effect,you will identify it permanently,but, if u find another ring with same effect you won't know is cursed or how much is upgraded.
My suggestion is:you can't find two rings with same effect(makes you find more ring effects)
In my head:a lots and lots of uncommon potion effects,enchantments and scroll effects make game a lot random,a lot of possibilities,endless fun. :D
Just don't judge me on this I just spread a possible ideas...
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Right now the cogwheel button duplicates the functionality of the home button. Is this because some android tablets or phones do not have a home button?
At any rate, I would like to add a new UI button. It's functionality is 'resume travelling to the last place I tapped as my destination'. It's nice that the game stops and lets you know that 'you noticed something' or 'you are starving'. And fights, of course, interrupt your travel in wherever you tapped to go. But on a small phone like mine it is a
real pain to have to find the destination again and then tap it again, especially since the optimal zoom size for seeing the whole floor is not the same as the optimal size for killing things.
This 'resume travelling' button is not original with me. CyberKnights uses it. You can test out how it works at https://play.google.com/store/apps/details?id=com.tresebrothers.games.cyberknights&hl=en if you are interested. It's one of the things I like best about that game.
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Finally beat the game with all 3 classes. Great fun! Crabs on 3, and getting past the goo are the most difficult parts.
about the 2nd ring of shadows -- I know it takes a long time to identify rings, but I think this is a 'never happens'. It may be about 2 rings of the same sort, but I haven't had 2 of any other sort to test.
I was playing as a rogue, so I had the ring of Shadows pre-identified. I found a 2nd one and put it on. It was cursed, so I used a remove curse scroll, but then for the purposes of testing, I wore it for quite some time - the upgraded/degraded status never became revealed.Right now the cogwheel button duplicates the functionality of the home button. Is this because some android tablets or phones do not have a home button?
Isn't that called the Back button? Anyway, it's not necessary on my phone either.
At any rate, I would like to add a new UI button. It's functionality is 'resume travelling to the last place I tapped as my destination'. It's nice that the game stops and lets you know that 'you noticed something' or 'you are starving'. And fights, of course, interrupt your travel in wherever you tapped to go. But on a small phone like mine it is a real pain to have to find the destination again
I like this idea, but it should only be shown if there is a "previous destination" to resume travelling to, and normally be invisible.
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I do not know how you get to quote things on this board.
At any rate, on CK the 'resume travelling ' button defaults to 'where you are right now' if there is no destination. This makes it (in CyberKnights at any rate) easy to tell that you do not have a destination set. Here it might be
better differently.
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I started a new warrior, kicked butt all the way through, here are more discoveries/questions/opportunities!
-He did identify a ring of shadows from wearing, so it is possible, there's just a bug in it somewhere.
-I tried a Wild weapon. The enchantment needs to proc WAY more often, or it's just useless, you're better off attacking stuff 1 at a time in a doorway.
-Right now the highest level "fast" weapon is the Mace, tier 3, 14 Str requirement. Is there going to be a better Fast weapon added?
-The wiki ( http://pixeldungeon.wikia.com/wiki/Weapons (http://pixeldungeon.wikia.com/wiki/Weapons) ) suggests that none of the weapons are actually fast, but knuckledusters and maces DO seem to be, to me. What's up with that? Also, it says daggers are, but it doesn't say that in-game.
-Can an enchanted weapon ever go above +3 without losing the enchantment? I have a Venomous Mace + 3 and I don't want to lose the venom :)
-I have FIVE upgrade scrolls saved up, and a bunch of weapons /armor I could use them on. What needs testing?
-I am at 15 Strength (4 potions drank), do you guys think I'll be able to find another Potion of Str? I've finished depth 14 once or twice. Character level 17 presently.
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I started a new warrior, kicked butt all the way through, here are more discoveries/questions/opportunities!
-He did identify a ring of shadows from wearing, so it is possible, there's just a bug in it somewhere.
Did he find 2 rings of shadows? The bug isn't 'the ring of shadows isn't identified' but rather 'your second ring
isn't identified if it is the same type as one that you are already wearing. I've tested this now with 2 rings of
evasion. It may be 'with a second ring of the same type identified in your inventory', but I didn't think to test that
until after I died.
-The wiki ( http://pixeldungeon.wikia.com/wiki/Weapons (http://pixeldungeon.wikia.com/wiki/Weapons) ) suggests that none of the weapons are actually fast, but knuckledusters and maces DO seem to be, to me. What's up with that? Also, it says daggers are, but it doesn't say that in-game.
In your inventory it says that a dagger is rather fast. But I think the knuckleduster is faster.
Interesting thing I learned today -- the fountain of healing also removes the curse from cursed rings you have equipped.
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-The wiki ( http://pixeldungeon.wikia.com/wiki/Weapons (http://pixeldungeon.wikia.com/wiki/Weapons) ) suggests that none of the weapons are actually fast, but knuckledusters and maces DO seem to be, to me. What's up with that? Also, it says daggers are, but it doesn't say that in-game.
In your inventory it says that a dagger is rather fast. But I think the knuckleduster is faster.
I just checked again. In-game, daggers read as Accurate, not Fast.
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I hate to ruin this but you shouldn't write much about your playing,and your stats and that.On this topic is talking about the game,not someones gameplay....
But anyways:
-Can an enchanted weapon ever go above +3 without losing the enchantment? I have a Venomous Mace + 3 and I don't want to lose the venom
You won't lose Venom...Your Venom enchantment will be more common,I think?
Also,I'm trying to somehow get glaive fit my str points and than.Its possible by my guessing,but I want to prove it correctly.
And I found a rat on the trap.Traps are sometimes under the chests and items,this makes very annoying when collecting scroll and burning it at same moment... :(
My skills are better but my luck not,and this thing is moving,very very a lot
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If you are a rouge, and come with a Ring of Shadows, and find another ring of shadows and wear it -- you can wear it forever and it will never be identified for you.
I've just checked it, there is a bug indeed. If some ring is identified, another ring of the same type won't get identified automatically. It will be fixed in the next update.
If you burn all the vegetation in a garden room, I think it should lose its ability to heal you. But if you use a wand of regrowth to recreate the vegetation in a room that is all embers now, whether or not it was a garden room, I think there should be a small chance that what you create is a garden room. This means that people with both a wand of regrowth and a wand of fire could make a garden room in any of the first 10 levels, which I think would be fun.
That's an interesting idea, but I've changed the Garden room already, in case of fire it restores itself and it will never turn into Embers. Also it doesn't heal you, instead it hides you from enemies' eyes.
...And Yeah keeping it after resurrection would be nice too
I will implement it a little later, because leaving a mage without his wand after resurrection is unfair.
Right now the cogwheel button duplicates the functionality of the home button. Is this because some android tablets or phones do not have a home button?
Isn't that called the Back button? Anyway, it's not necessary on my phone either.
I don't remember why I thought that duplicating Back button by "cogwheel" button was necessary :) I will remove it.
At any rate, I would like to add a new UI button. It's functionality is 'resume travelling to the last place I tapped as my destination'. It's nice that the game stops and lets you know that 'you noticed something' or 'you are starving'. And fights, of course, interrupt your travel in wherever you tapped to go. But on a small phone like mine it is a real pain to have to find the destination again
I like this idea, but it should only be shown if there is a "previous destination" to resume travelling to, and normally be invisible.
I like it too. I'll try to implement it, but probably not in the next update.
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I've changed the Garden room already, in case of fire it restores itself and it will never turn into Embers. Also it doesn't heal you, instead it hides you from enemies' eyes.
Doesn't heal you? Oh no! What is hiding you supposed to accomplish? Just give you time to regenerate on your own without being attacked? If so, I think you should implement a "wait X turns" or "wait until full health" function, rather than clicking wait/search so many times in a row.I'll try to implement it, but probably not in the next update.
When do you expect the next update to be, and what else have you changed? Looking forward to it, thanks!
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Doesn't heal you? Oh no! What is hiding you supposed to accomplish? Just give you time to regenerate on your own without being attacked? If so, I think you should implement a "wait X turns" or "wait until full health" function, rather than clicking wait/search so many times in a row.
To wait until healed (or interrupted) simply long-press the wait button.
But yes, hiding seems much less useful at first blush than a restorative room... but perhaps Watabou has thought this through more fully than we have :-)
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That's an interesting idea, but I've changed the Garden room already, in case of fire it restores itself and it will never turn into Embers. Also it doesn't heal you, instead it hides you from enemies' eyes.
I think the game just got harder. :D At any rate I am going to need more food to accomplish things.
Another small bug -- if you are starving, and eat mystery meat, and get the 'you are stuffed' result, you only go from starving to hungry. If you are stuffed, shouldn't you go all the way back down to 'not hungry at all?'.
Thank you very much for so many hours of fun.
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"Can you add a forum where people will suggest what you should add in the game? or is there already something like that? I would love to somehow play this multiplayer, would maybe be fun to be able to mine, cook or something. Maybe create a clock, and on a specific time, the dungeons monster spawn rate increases really high. Maybe have an own room where you store stuff, and also if you add multiplayer, so you could visit others room and have a friend-list for joining. You could perhaps add a storyline, to choose wether you want to play freeroom, or go with a story line. Would be great. <--- these are just suggestions. Willing to pay if the game adds multiplayer features. Anyways, good game, love it!"
Taken from the pixel dungeon fan page at http://www.facebook.com/pages/Pixel-Dungeon/440156436054062.
I too support this idéa even though it might be difficult to actully play multiplayer, but maybe a friendslist?
Also i would suggest that you add more info in the higescore such as charater aspects (hp,str,gold and such) and what items were in the inventory. And even maybe statics like mobs killed or potions drank :)
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Willing to pay if the game adds multiplayer features. Anyways, good game, love it!"
Dude,I was also thinking about that and I'm not sure how the time in the game will work?You know,Its really complicated... ???
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The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.
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The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.
Dude,type slowly and steady,your grammar is very bad! ;D
But I didn't understand you.If you think that you have a brilliant idea,then ok,tell me the details.
I have a idea that a players can move by their choice,ofc.But,if they are in same room,one player can cause to other creatures move and that.If they aren't in same room,they have OWN time,and events will continue after they move in that room.Example:First player moves in one room and causes to event continue.Meanwhile in other room event won't continue because second player isn't moving.If first player enters the room where second player is,first player can cause event to move(creature will move,buff time will continue and that).Rooms can share time when doors are open.
Can't understand?Here,lemme make it simple:
-First and second player aren't in same room.
Player is moving? Events in room?
First player Yes Continues
Second player No Stays still
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-Now first player enters the second player room.
Player is moving? Events in room?
First player Yes Continues
Second player No Continues
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So,as you can see,first player is causing that in second player room events continue,even second player isn't moving.So this can cause problems with strategy,means when first player enters the second players room,and he/she fight the monster(in my mind is sewer crab),it can cause to crab attack second player,but it can be scripted that crab turns and attacks the first player. But,I won't go futher in multiplayer.I'm already giving ideas for another game where everyone wants a multiplayer "mod" Why not singleplayer for now? :) |
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The best multiplayer implementation in a roguelike was in shiren on ds.
When you dire you can ne rescue bu another player who must find you the same dungeon.
It was a simple system using key tout exchange on text. But it was a brillant idea.
Dude,type slowly and steady,your grammar is very bad! ;D
But I didn't understand you.If you think that you have a brilliant idea,then ok,tell me the details.
Basically, games in the Mystery Dungeon series allow you to go on rescue missions if a player has died. They give you a code which gives the mission, and you have to get to the player and revive them. Not actual multiplayer, but fun if playing with friends and you need some help.
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Oh.....Okay...
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Sorry for my post.
It was a bad idea to post in english with my phone's autocorrect setting set to french.
But yeah. I juste wanted to say that the rescue system seen in Shiren and Co is probably the best way to add a form of multiplayer to a roguelike.
I'm curious to see the new Garden. I've got a coworker who use the current one to grind his way into the dungeon. It's quite boring to do, but he don't want to play another way. He is going to be disappointed.
;D
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new Garden?Dude,we're are going in draft town!We defeated the DM-300,which is the town defense machine.There will be a lot of cool stuff like burning souls and powerful monks! :D
Hell yeah!
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On Apr 29, Watabou posted on the blog that "Hopefully [the update] will be released at the end of this week."! So excited :)
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Damn my skills are worsen and its gonna be the big update!
On Apr 29, Watabou posted on the blog that "Hopefully [the update] will be released at the end of this week."! So excited :)
Me too,I do...I can't wait,for the big updaaate!End of this week,its a good treat...Because we can't waaait,for the big up-daaate!
Man I'm bad at songs..... ???
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Got killed by a Gnoll Shaman Lightning Bolt.
On the ranking screen it says:
Killed by a com.watabou.pixeldungeon.actors. (something else that doesn't fit)
Also the rankings are not the top rankings, but rather 'my 5 most recent deaths' or something like that.
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We need a way to cancel 'wand zap'. Unless you choose another wand to zap, or do another action, you can`t.
I nearly always get backfired by choosing the direction of a wall.
Would be appreciated if the game warns the player when the player tries to do something dangerous-zapping the wand at wall close to them, firing a lightning bolt to close enemy, etc.
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We need a way to cancel 'wand zap'.
The back button does that.
Would be appreciated if the game warns the player when the player tries to do something dangerous-zapping the wand at wall close to them, firing a lightning bolt to close enemy, etc.
I agree, also shooting a fire wand while you're standing in something that will ignite, but wand-zapping warning should only happen after you've hit yourself once, or identified the wand.
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I was killed by the explosion of bones you get when you kill a skeleton.
The rankings say: Killed by a com.watabou.pixeldungeon.sctors.(something that does not fit.)
Incidentally, that rogue character made it past Goo equipped with the starting cloth armor and the starting knuckleduster. A +5 ring of evasion is a very nice thing to make. But I should have bought an ankh, gone back upstairs and committed suicide. Instead I thought to kill skeletons for weapons. Cloth Armor + skeleton attacking you is a very bad combination.
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Either I am completely missing something or this is the hardest dungeon crawl of all time...
I have played nearly 100 times, and only 3 times have I made it to the Goo. My main cause of death is starving (or being so low on health because of starving that mobs one-shot me). 4 times out of 5 there is *no* food anywhere at all.
*Equipment is far too rare, maybe 1 out of 5 runs will have a weapon/armor, and of those about 1/5 is usable do to strength, and those are ALWAYS without fail cursed.
*Potions are basically useless since you have to drink them to find out what they do and I almost never see a second one of the same color.
*Scrolls are a little better since they are generally useful when you try them out.
*Classes: Wizard is useless as there are no wands anywhere. Warrior is mildly useless because the rogue does just as much damage (due to attack speed) while also using a lot less food. Warrior generally starves to death by the end of floor 3.
I want to like this game, and it has great potential, but the difficulty needs some *serious* reworking.
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You are, indeed, missing an important fact. You need to position yourself so that the monster is in the doorway
before you whack them. Then they cannot dodge as well, and you kill them faster. You will then notice that
a warrior is a lot better at killing things than a rogue is. If you are running out of food all the time and not finding any on most floors , then you are probably missing some secret doors that lead to rooms with food in them. Because while food is rare enough that there is a challenge, it's not as rare as you state in my games.
For a limited time only, you can heal up in garden rooms. You cannot starve to death there, either, so you can just
forget about food for a while and head back to the garden room and heal back up and do more exploring. But the guarden rooms are going to change next release, so this is a time-sensitive tip ...
Best of luck, and it does get easier with practice.
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Enemies almost never dodge my attacks as it is. And looking at the average damage, the warriors sword does 6, and the rogues knuckles does 3, but with the rogue attacking twice a round that is the same dps as the warrior. I will try the door thing though.
I search anywhere that makes sense, but I dont have the time (because of the food bar) to search every single wall I come across. Something as basic and required as food should not be hidden behind doors, especially since the warrior takes so long to find them. Fighting rats? Okay there should be at least little piles of mystery meat. Gnolls? Should have some just sitting where I interrupted their meal. Food should not be this hard to find.
I had to use the wiki to look up what a garden room was. And I have to say that I have never seen one.
And what about the fact that ALL gear (if there is any at all) you find is cursed? And that there are no wands or thrown weapons anywhere?
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If you have never seen a garden room, after 100 tries, then you are missing lots of secret doors.
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I have played nearly 100 times, and only 3 times have I made it to the Goo.
This is a ROGUELIKE game, which are inherently supposed to be difficult, though it sounds like you're having worse luck than anyone else here, or indeed doing something wrong.My main cause of death is starving (or being so low on health because of starving that mobs one-shot me).
I've played tons of times myself, and food is NOT that rare. You must be wasting tons of time and playing inefficiently, to be going through that much food. Don't stand around waiting for your HP to regenerate unless you absolutely have to.*Equipment is far too rare, maybe 1 out of 5 runs will have a weapon/armor, and of those about 1/5 is usable due to strength, and those are ALWAYS without fail cursed.
Useable equipment IS rare. On levels 1-3, I just try to put things on without identifying. If they're cursed, I die/restart. If they're not, I try to use them until they're identified, and hopefully I have enough strength. The game IS hard, and if you get to level 3 and don't have any gear upgrades, you're pretty screwed.*Potions are basically useless since you have to drink them to find out what they do and I almost never see a second one of the same color.
There are 2 types of potions essential to your survival - Healing and Strength. There are also Experience potions but those are very rare. Since they're so essential, you have no choice but to try to drink potions. I usually do it on level 2 or 3 when I'm down to ~half health. Stand in water (in case it's a fire potion), be ready to go through a door (to avoid poison/paralysis gas), and risk it. You have no choice but to do this. Welcome to a roguelike game!*Scrolls are a little better since they are generally useful
IIRC, there's only ONE bad type of Scroll, and that's Challenge (calls all the enemies to you). I wouldn't read them unless you have a piece of equipment you want to upgrade/identify, because you don't want to waste those scrolls.*Classes: Wizard is useless as there are no wands anywhere.
Chalk that one up to luck. If you DO get a wand (especially fireball) the Wizard can kick some serious butt, so good luck!Warrior is mildly useless because the rogue does just as much damage (due to attack speed) while also using a lot less food. Warrior generally starves to death by the end of floor 3.
What makes you think the Rogue has a faster attack speed? I don't think that's the case, unless you're talking about Shuriken/knuckleduster, which are faster WEAPONS (they work the same for a Wizard), but do much less damage than the Warrior's sword. Warrior is far easier since you start with 11 Str and a better weapon that you can use 1 upgrade scroll on risk-free, AND when you eat any food, it heals you. If you're at full HP, wait until you've starved a bit until you eat, don't waste those potential HP. Plus, you get pre-identified Strength potions. Personally, I haven't found the rogue's 'eat-less' ability to be very useful. Again, you must be wasting TONS of time if you're having that much trouble with starving. Wait until you're actually Starving (not just hungry) before eating, and remember that healing wells 'feed' you, and rooms of regrowth heal you faster than starving will kill you.
You need to position yourself so that the monster is in the doorway before you whack them. Then they cannot dodge as well, and you kill them faster.
That's not true. The only difference a doorway makes is that you can funnel monsters and ensure you're only fighting 1 at a time, and if you manage to surprise a monster, the FIRST attack will have a bonus to it. Once the monster knows you're there, there's no combat advantage to a doorway.you are probably missing some secret doors that lead to rooms with food in them. Because while food is rare enough that there is a challenge, it's not as rare as you state in my games.
On the first couple of levels, I don't see many hidden doors/rooms, but gravling's right that food is not that rare. If you've "completed" a level, but there is a large uncovered part of the map (which is always the same dimensions), it might be worthwhile to look for a hidden entrance.
Enemies almost never dodge my attacks as it is. And looking at the average damage, the warriors sword does 6, and the rogues knuckles does 3, but with the rogue attacking twice a round that is the same dps as the warrior. I will try the door thing though.
If you rarely miss enemies, consider yourself lucky. Warrior's weapon does more damage AND he starts with more Strength. It makes a big difference. As stated above - Rogue doesn't attack any faster, the knuckleduster is just a faster weapon. It says so right in the description.
I search anywhere that makes sense, but I dont have the time (because of the food bar) to search every single wall I come across. Something as basic and required as food should not be hidden behind doors, especially since the warrior takes so long to find them. Fighting rats? Okay there should be at least little piles of mystery meat. Gnolls? Should have some just sitting where I interrupted their meal. Food should not be this hard to find.
The game is very hard, and very rewarding when you manage to survive. Don't be so butthurt about it. what about the fact that ALL gear (if there is any at all) you find is cursed? And that there are no wands or thrown weapons anywhere?
See above. It's rare enough, but not as bad as you're crying about.
I suggest you keep trying as Warrior until you manage to beat the Goo, since it's by far the easiest class. I've beat the game with all 3 classes. Good luck with your drops and your combat!
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It may only be the first attack that works out better than all of them if done to an enemy in the doorway, but then if
you are a warrior and it only takes 2 attacks to kill pretty much anything but sewer crabs on levels 1-5, then that is
a big advantage. I think that flamewolf has got to be longpressing heal-me a fair bit to be always dying of starvation -- I generally have to be wearing a cursed ring of satiety for that to occur. So if he gets hurt less, this will help him
not starve.
But I actually think that all attacks go better when your opponent is in a doorway. But then, I figured this out myself before having ever made it to level 9 or whereever that message is shown -- and when getting past Goo was my beginners 'haven't done it yet' I am not sure I was in a position to notice if all my attacks were going better, or just my first one.
I think enemies fight best in an open area, next best in corridors, and least best in doorways.
Watabou?
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Either I am completely missing something or this is the hardest dungeon crawl of all time...
I agree. I've been playing roguelike games for 20 years, and whilst I'm addicted to Pixel Dungeons, Im getting really weary by just how mercilessly brutal the difficulty is. Im very grateful to the author for making it free though, my comment is more about improving the game balance rather than a criticism.
I have played nearly 100 times, and only 3 times have I made it to the Goo.
Mine wasn't quite that bad. I'd estimate I've played around 100 games too, got to the goo 5 times, and only today did I get past the goo.
My gripe is that getting past the goo requires an enormous amount of luck, with very little skill element coming into play. You need a wand of fire, or buffed armor and a decent weapon, and in 90% of runs the game simply doesn't give them to you, so goo death is inevitable.
All I can say is, run away from the goo when it looks like its going to explode. Also stand in water if you can, since if the goo does explode over you, I've heard it washes it off so you take smaller damage.
Once in a while you will find a room with a single use medicine chest in the center.
You should save this until you are starving and low on health, as it fixes appetite too (even if it means going down a level or two and coming back to visit it), although food is rarely the reason I die, its usually because the monsters have become too tough and I dont have good enough equipment
*Potions are basically useless since you have to drink them to find out what they do and I almost never see a second one of the same color.
*Scrolls are a little better since they are generally useful when you try them out.
They're worth drinking simply to identify them, and if you get a potion of strength or even a level up potion, then woopy doo.
Another tip for identifying potions is to always remember which potions you've picked up on the current level.
If you see a wooden blockade on that level, then you know one of the potions on this level is a fire potion (you need to throw the potion at it in order to progress).
For scrolls, make sure you are near water, so at least if its a scroll of fire you can douse it all before it burns the rest of your scrolls.
Dont read a scroll until you have at least one item which is unidentified. That way if its a scroll of identify you haven't wasted it.
I agree the first 4 levels are way too difficult though. The author seriously needs to give the player a break once in a while, even if it was once in 20 games you got a kickass weapon (and enough strength potions to actually use it), or an amulet of resurrection, it would keep things more interesting.
My advice is to stick with it. When you eventually get past the goo, you'll like the game a bit more as it starts to involve at least a bit of skill instead of 90% luck.
My one and only time I got past the goo tonight, I managed to get to level 10.
I went back to see the shopkeeper to get some food, and there was a thief running around the level.
He stole my heavily improved weapon, so I chased him into the shop and killed him, at which point he dropped my weapon in the shop.
When I tried to pick it up, it was considered a shopkeeper item, and the shopkeeper wanted 3200 gold for it :~(
After that it was all downhill
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*ahem* unrelated to all the crybabies, I wanted to start a new Warrior, so I did some testing with all the stuff I'd saved up on my current one. Screenshots are available if anyone doesn't believe me, LOL
In the past, every other time I upgraded an Enchanted weapon, going from +3 to +4, it reads:
"Interaction of different types of magic has negated the enchantment on this weapon!"
and loses the enchantment, to be a plain +4 weapon.
The same thing happened when I upgraded Venomous mace +3 (to plain mace +4)
But I used my 4 remaining upgrade scrolls (yep, I saved up FIVE haha) on a Decelerating war hammer and it got up to +4 and retained Decelerating.
Watabou is it based on the weapon tier, type, or just luck, whether it strips the enchantment? Do you plan on making a tier 4, 5, or higher weapon that is Fast like the Mace?
Looking forward to the update, it should be any minute now, right? </wishful_thinking>
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After starting a new warrior, I died once (expected) and on my 2nd try beat the ooze:
I threw shurikens and darts at him, didn't let him stand in water, and when I got cornered and was about to be smacked by a pumped up ooze, I read an unidentified scroll, which luckily was a fear scroll, giving me time to eat some food and regain a bit of health while he ran away. Directly after beating the ooze, here's my status:
I have the plain starting sword, not upgraded, but I was lucky enough to find leather +3 and upgraded it to +4. I found 2 str potions putting me at 13 strength, and for later, I have a longsword +1 and platemail +1, plus some other junk I will be selling.
I have 2 pairs of unidentified potions. One type is probably healing, since the shop is selling each of these colors, and the shop always has healing potions, I believe.
I have 1 ration of food, 5 shurikens and 4 darts left. Before going shopping.
I had 1071 gold (before selling anything) which allowed me to get an ankh (the most important part).
Point is: yes the game's hard, but sometimes you get lucky.
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Wishlist:
I think it would be neat if, when you get all the way to the bottom with one class of character and you have already accomplished this feat with another class, or both other classes the game would make an animated version of your previously successful character -- just walking around. I suppose some magical force would have to keep you from being able to attack your other selves ....
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problem with the thief/store interaction
If you hit the thief so that more than one piece of gold ends up on the floor of the shop, that gold becomes something that you have to buy rather than something you can just pick up. What's worse is, so does anything else the thief dropped on that same square when he died.
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I think that flamewolf has got to be longpressing heal-me a fair bit to be always dying of starvation -- I generally have to be wearing a cursed ring of satiety for that to occur. So if he gets hurt less, this will help him
not starve.
I had actually not even noticed that you could replenish health by waiting until a couple tries ago, so I have never done the wait-to-heal. I am just starving that fast. I explore every room on a level, then search the couple places that look like they should have secret doors, then go down to the next level. No wasted time that I can tell.
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problem with the thief/store interaction
If you hit the thief so that more than one piece of gold ends up on the floor of the shop, that gold becomes something that you have to buy rather than something you can just pick up. What's worse is, so does anything else the thief dropped on that same square when he died.
I quite like the fact that everything that drop in a store is sold by the owner. It can be frustrating, but it's funny.
But the current interaction with the merchant are a bit too simple for my taste. If you try to attack him he just disapear, you can't stole item like in a lot of roguelike. In game stealing ( with a lot of risks and consequences ) is fun.
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Bug: You can magically feel the door(which you have seen before) opening even if you can`t see them now. May alert player the location of a mob.
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Bug: You can magically feel the door(which you have seen before) opening even if you can`t see them now. May alert player the location of a mob.
I think of this as a feature. It's the visual equivalent of 'hearing a door open and shut' which is useful for those of us who are playing with the sound off.
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Wishlist:
drinking a potion of Levitation 'unroots' you.
drinking a potion of Purity -- which I think should really be called a potion of Purificaiton -- will purify your mystery meat so that it won't poison you when you eat it.
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http://pixeldungeon.tumblr.com/post/49766303060/update-is-delayed-a-little
In short: the update is delayed, sorry about that :(, the new date is the 9th of May.
Btw, it's partially your fault, guys, I tried to squeeze in the update some things, we discussed here ;)
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A nice tip:
When you had discovered nearly whole dungeon,you can take a look of doors around the map.
Open doors will tell you that someone there...Its bit creepy if you releaze that something is there,its not friendly,and its moving closer to you. :-\
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Killing Wraiths give you no experience, even if you are a level 1 character? Is this intentional, or a bug?
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wishlist:
After fully exploring a level, I'm sure most people are like me, and zoom out to see where the stairs down are.
But since they are not within the characters vision, they are always shown in dark.
It would be helpful if the stairs down were always shown as a 'lit' tile, even when out of view, so its much easier to locate.
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If you have found the stairs down, you have a compass in the top left pointing to it :P
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Are scrolls of remove curse supposed to remove _all_ the curses from all the cursed items you are carrying and weilding? If so, I have found a bug. On 2 separate occasions, when weilding a cursed weapon and wearing a cursed ring, I read a scroll of remove curse, and malevolent energy cleared from my pack, but I still could not remove the ring or unweild the weapon. Reading a second scroll of remove curse cleared the curse from both of them.
If the scroll of remove curse just removes the curses from some items -- is there a way to prioritise the ones that you are wearing/weilding?
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Are scrolls of remove curse supposed to remove _all_ the curses from all the cursed items you are carrying and weilding? If so, I have found a bug. On 2 separate occasions, when weilding a cursed weapon and wearing a cursed ring, I read a scroll of remove curse, and malevolent energy cleared from my pack, but I still could not remove the ring or unweild the weapon. Reading a second scroll of remove curse cleared the curse from both of them.
If the scroll of remove curse just removes the curses from some items -- is there a way to prioritise the ones that you are wearing/weilding?
Yes, there is a bug with these scrolls. In the current version they don't uncurse equipped items, if there are cursed items in your backpack. It will be fixed in the next update.
Killing Wraiths give you no experience, even if you are a level 1 character? Is this intentional, or a bug?
This is not a bug 8)
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Yes, there is a bug with these scrolls. In the current version they don't uncurse equipped items, if there are cursed items in your backpack. It will be fixed in the next update.
For me,it does lift the curse for equipped items.Maybe is just a uncommon bug dat needs to be fixed,I hope.
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But does it lift the curse when you have additional cursed items in your backpack? That is the question.
So looking forward to the next release, watabou. :D Thank you so much for Pixel Dungeon.
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This bug has been in the game for a long time, I just forgot to mention until now:
When you use the volume rocker buttons, it changes ringtone volume, not media (PD) volume.
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Maaaaaan... I Found 5 fireball wands(+3*1, +2*2, +1*1, 0*1. Sold except the highest 3), a poison+2 and a telekinesys IN ONE DUNGEON.(I was playing with the warrior. never have beaten the game before) Tengu is just a shooting practice target. I`m on the floor 19 and lv 14, waiting for the update.
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I just saw that the update is out !
- Added: 5 new levels (city of dwarves) with new enemies and items
- Added: Well of Transmutation
- Added: In-game sound controls
- Added: Restistances and immunities for monsters
- Added: Tiles are highlighted when searched
- Added: "Resume motion" button
- Added: New sounds
- Changed: Rankings screen is slightly redesigned
- Changed: Rogues starts with 12 darts
- Changed: Mystery Meat can be cooked
- Changed: Garden room is redesigned
- Fixed: Several bugs fixed
...and more
Thanks Watabou.
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I just saw that the update is out !
- Added: 5 new levels (city of dwarves) with new enemies and items
- Added: Well of Transmutation
- Added: In-game sound controls
- Added: Restistances and immunities for monsters
- Added: Tiles are highlighted when searched
- Added: "Resume motion" button
- Added: New sounds
- Changed: Rankings screen is slightly redesigned
- Changed: Rogues starts with 12 darts
- Changed: Mystery Meat can be cooked
- Changed: Garden room is redesigned
- Fixed: Several bugs fixed
...and more
Thanks Watabou.
I knew it there will be city of dwarves :D
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OMG so many typos :o
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I didn't have a lot of time to play and see the change on a whole game. But the new "Resume motion" button is really great idea.
And the new levels are welcome too.
I'm not a fan of the new environnement's tileset, but the monk's and the golem's animation are really good.
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Thanks for the new release watabou.
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I threw my starter cloth armour into the well of transformation. Nothing happened. Bug or Working as Intended?
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Suggestion:
Right now what happens is that the game subtracts 1HP from you and then turns your hunger indicator red, and
announces that you are starving. This means that if you are hungry, get into a fight, survive it with 1HP you can
immediately die of hunger. This happened to me twice this morning. :'( It would be nice if the first time it just printed 'you are starving' giving you an immediate chance to eat something/drink a healing potion, and only started
damaging your health the second time it printed the message.
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The way the Ankh works has changed. It will give you a new floor level for the level you die on, but there is no point in going back to level 2 to die, because you will see the same old level 3 4 5 -- up to as deep as you got. I am not
happy with this change, nor with the loss of the garden rooms. I think that the sort of grinding you can do using these lost resources is the best way to compensate for not being extremely lucky in equipment finds, and was one reason why more skilled -- and patient -- players to would do better than less skilled ones.
I haven't had an opportunity to cook a large amount of mystery meat yet -- just wait until I get a wand of firebolt --
but aside from that opportunity I don't see any reason now not to quit the game if you don't like the equipment you
have by the time you are done level 2. And before the challenge was to get by Goo when you still were equipped with cloth armour and a knuckleduster. That was a tremendously fun challenge then, now I think it is nigh-impossible.
Sorry to be so negative, but I don't think that these are changes for the better.
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Suggestion for improving the wand of telekenesis:
Have it disarm the traps without setting them off (as there is no weight upon them). Right now you might as well had toss darts on them to get the same effect and it would be nice if the wand did it better. Also it would be nice to be able to retrieve those scrolls you see which are sitting on top of firetraps .... :)
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The new searching graphic is very nice. So is the 'resume journey' button.
I am wondering if we could improve the resume functionality, though. Right now it works great if what has interrupted you is noticing a trap, but when what has interrupted you is a fight you lose the destination, as it gets
reset to things like 'just behind the door you intend to slam on this opponent' and the like. I think the 'resume journey' button would work better if it only reset when you selected a destination that was X squares away. Anything less that that would not clear the existing journey. This would also be good for those -- travel to the stairs down, ooops, there is a pile of gold in that room, must have killed a Gnoll scout and was too busy to pick it up, let us pick it up now and then continue to the exit -- experiences.
I am not sure what number would be good for X -- it is the sort of thing you playtest for. My gut says '8 squares' but it's been wrong before about such things. My gut is now saying '6 squares', for what it's worth. ;)
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re: well of transmutation again
If you throw a dart in the well, it sits on top and nothing happens. The well keeps its charge. You can then try throwing something else in.
If you throw your Warrior starter shortsword in the well, it sits on top, is not transmuted, and the well's charge is used up.
Is the second a bug?
Also, I think it would be fun if all the wells all had a random (small) number of charges -- say 1-3 , instead of the just one charge they have now.
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Is there any way to play this on a PC? I don't have an Android.
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Is there any way to play this on a PC? I don't have an Android.
You can install an Android emulator on your PC and then you ought to be able to play the game in the emulator. There are many android emulators to choose from, and since I don't have a windows machine -- I assume you want to run this on a Windows PC, and not a MAC or a linux box -- I don't know which one is the best at this time. I hear good things about YouWave.
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Wishlist:
That the new monster resistances were shown in the description you get when you use the '?' button on a monster.
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Don't make suggestions that will automate game too much so makes things very easy and not challenging at all.Just sayin' ;)
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Throwing potions into the well of transmutation is working. Didn`t tried about scrolls though. Maybe it is intended.
For the downward stair compass-You already have one. look at the character pictures next to the HP indicator. If you found staircase, a '>' will appear around the picture and will point the direction of the stair from the center of the screen.
You may throw the meat to the fire trap, or drop the whole stack and throw a potion of liquid flame on them. For the potion splashes 2 block radius, You can set a barricade on fire and cook the meat at the same time.
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Suggestions:
*Since the Dwarf Monk forces the player to fight with their bare hand, Shouldn`t they deal just fist damage? Or 3~4 points stronger than fists. Now they deal 10 or more damage to a person with scale armor +6. I know that the armor protection is random, but it happens commonly.
*Warn me before I get my wand backfired, drink flame/poison gas/paralytic gas potion and read the scroll of challenge.
Questions: I have NEVER seen the scroll of weapon upgrade, even though I visited the city of dwarves and played more than 20 times. Am I just unlucky?
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Suggestions:
*Since the Dwarf Monk forces the player to fight with their bare hand, Shouldn`t they deal just fist damage? Or 3~4 points stronger than fists. Now they deal 10 or more damage to a person with scale armor +6. I know that the armor protection is random, but it happens commonly.
*Warn me before I get my wand backfired, drink flame/poison gas/paralytic gas potion and read the scroll of challenge.
Questions: I have NEVER seen the scroll of weapon upgrade, even though I visited the city of dwarves and played more than 20 times. Am I just unlucky?
I haven't seen one either, though I have been there about 12 times. I also wonder if now that we have a new potion colour, indigo, does that mean that we also have 1 more sort of potion you can find? If so I haven't found one.
I have died 4 times and been ressurected without my main weapon, as some monk had disarmed me before. Very annoying. I wonder if the ressurect code needs to stop ressurecting you with 'what you were wearing' but instead 'what you chose to protect in these 5 slots' or something like that. Especially when dying on the lower levels, you often would prefer to save a wand, a third ring, or that +3 battle axe you found and are too weak to wield right now rather than your cloth armour.
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Idea:
Creatures you have zapped with your wand of Amok, or sufficiently damaged Gnoll Brutes should run straight for you, heedless of any traps that are in the way. I want to watch a sewer crab cook itself to death this way on a firetrap. ;D
Swarms of flies, vampire bats and wraiths should be able to fly/float right over the traps even when enraged, and not trigger them.
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I just had a dwarf monk knock my knuckleduster from my hands. (Which strikes me as a pretty amazing feat; just how did you manage to do that? ;) ) Bug or working as intended?
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2 Questions about rings:
If I wear a +3 ring of evasion on one hand and a +2 ring of evasion on the other, do I get a cumulative +5 evasion? Or the higheset? Or the last one equipped?
Is there any point in enchanting your rings above +3 in the first place? Right now I cannot tell if my +5 ring of haste makes me any faster than I was with a +3 ring of haste.
Thank you.
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A feature I would really love to see in this (excellent) game is a list of what I'd achieved.
Currently, you get the ranking screen, which is OK - but a bit of a let-down after a decent game. Something with a bit more detail could be a great way to end each game.
You died on Level 5 to The Ooze.
You quaffed six potions, read eight scrolls and ate three meals.
You killed twelve rats, four gnolls and two crabs.
You transformed two items and lost three scrolls to fire.
You found four weapons, and two armour pieces.
You were not agile. You were very strong. You were starving.
Average Damage: 14. Average Armour: 16.
You hit your target 85% of the time.
You dodged 12% incoming attacks.
You had 1058 gold when you died.
A very rough example of what I mean. I'm sure it can be improved on. Sure, it's not a game-maker, and some people might not see the point - but I really like this sort of thing, and think it could help soften the blow of a longer game which ends badly, without making the game easier.
Rob
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Idea:
Creatures you have zapped with your wand of Amok, or sufficiently damaged Gnoll Brutes should run straight for you, heedless of any traps that are in the way. I want to watch a sewer crab cook itself to death this way on a firetrap. ;D
It would be really nice to have a way to use traps against the monsters.
Especially for the rogue class.
Perhaps stupids monsters ( rat/crab/golem) and berzek should not "see" traps.
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What is the point of disenchanting your wand of magic missiles?
I did so and upgraded one of my wands of lightning to be a +1 wand of lightning. I already had a +1 wand of lightning which I had found. To my eyes, they were identical -- recharged at the same rate, zapped the same amount of damage, and 3 zaps. Which means I would have been better off just using the scroll of upgrade on my wand of lightning directly, and keeping my wand of magic missile in reserve. Am I missing something?
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What is the point of disenchanting your wand of magic missiles?
I did so and upgraded one of my wands of lightning to be a +1 wand of lightning. I already had a +1 wand of lightning which I had found. To my eyes, they were identical -- recharged at the same rate, zapped the same amount of damage, and 3 zaps. Which means I would have been better off just using the scroll of upgrade on my wand of lightning directly, and keeping my wand of magic missile in reserve. Am I missing something?
Maybe you encountered a bug, but it's supposed to add an additional +1 to the target wand. If the lightning started at +1, it should have become +2.
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What is the point of disenchanting your wand of magic missiles?
I did so and upgraded one of my wands of lightning to be a +1 wand of lightning. I already had a +1 wand of lightning which I had found. To my eyes, they were identical -- recharged at the same rate, zapped the same amount of damage, and 3 zaps. Which means I would have been better off just using the scroll of upgrade on my wand of lightning directly, and keeping my wand of magic missile in reserve. Am I missing something?
Maybe you encountered a bug, but it's supposed to add an additional +1 to the target wand. If the lightning started at +1, it should have become +2.
No, that is exactly what it did. I.E. exactly what would have happened if instead of upgrading my wand of magic missiles and then disenchanting it, I had just upgraded my wand of lightning. By my reckoning, I just destroyed a perfectly good wand of magic missiles for no benefit.
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Small bug with scroll of upgrade.
I decided to upgrade my stack of 12 potions of healing. I was hoping that all of them would upgrade to 12 poitions of gain strength. Instead, I got one potion of experience. (ok, so much for that experiment. ;) )But I still have 12 poptions of healing as well -- when one of them became a potion of experience I should have had my stack reduced to 11.
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Small bug with scroll of upgrade.
I decided to upgrade my stack of 12 potions of healing. I was hoping that all of them would upgrade to 12 poitions of gain strength. Instead, I got one potion of experience. (ok, so much for that experiement. ;) )But I still have 12 poptions of healing as well -- when one of them became a potion of experience I should have had my stack reduced to 11.
12 potions? How did you find so many? Do you actually farm flies/vampire bats while starving and drink when near death, thus managing to keep farming beyond the regular time frame that food would give you?
Also, how does upgrading potion works - is there a ranking of "power" among potions?
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I'm not a fan of the new environnement's tileset...
That's the second comment of this kind on the tileset. Could you explain what's wrong with it? I want to know for the future ;)
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I threw my starter cloth armour into the well of transformation. Nothing happened. Bug or Working as Intended?
Explanation of the Well of Transmutation is coming soon...
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Right now what happens is that the game subtracts 1HP from you and then turns your hunger indicator red, and
announces that you are starving. This means that if you are hungry, get into a fight, survive it with 1HP you can
immediately die of hunger. This happened to me twice this morning. :'( It would be nice if the first time it just printed 'you are starving' giving you an immediate chance to eat something/drink a healing potion, and only started
damaging your health the second time it printed the message.
Now it works exactly this way, when your state changes from "hungry" to "starving", 1hp is not subtracted. But in a fight it can look differently, for example, you can start starving while fighting and the starvation can finish you right after the combat.
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Idea:
Creatures you have zapped with your wand of Amok, or sufficiently damaged Gnoll Brutes should run straight for you, heedless of any traps that are in the way. I want to watch a sewer crab cook itself to death this way on a firetrap. ;D
It would be really nice to have a way to use traps against the monsters.
Especially for the rogue class.
Perhaps stupids monsters ( rat/crab/golem) and berzek should not "see" traps.
Actually you can push a monster to a trap with a Wand of Telekinesis. But your idea makes sense, I'll try to implement it :)
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Since the Dwarf Monk forces the player to fight with their bare hand, Shouldn`t they deal just fist damage? Or 3~4 points stronger than fists. Now they deal 10 or more damage to a person with scale armor +6. I know that the armor protection is random, but it happens commonly.
If you think, that they should deal "fist damage", then you know nothing about dwarven kung-fu! 8)
Monk's average damage is 14 points per hit, it's less, than elemental's damage (and much less, than golem's of course).
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Small bug with scroll of upgrade.
I decided to upgrade my stack of 12 potions of healing. I was hoping that all of them would upgrade to 12 poitions of gain strength. Instead, I got one potion of experience. (ok, so much for that experiement. ;) )But I still have 12 poptions of healing as well -- when one of them became a potion of experience I should have had my stack reduced to 11.
12 potions? How did you find so many? Do you actually farm flies/vampire bats while starving and drink when near death, thus managing to keep farming beyond the regular time frame that food would give you?
Also, how does upgrading potion works - is there a ranking of "power" among potions?
As far as I can tell your potion just randomly changes to a different one. But with 6 unused scrolls of update, I thought the change of me hitting strength or experience potions would be worth a shot. But since the whole stack is not changed, it's not a good idea.
I can farm flies on occasion, but I have never got this to work with vampire bats. The other secret to lots of potions of healing is to die with an ankh on level 6, resetting the store, and then purchasing the healing potions
out of it. Also, that character was a wand-heavy wizard, who didn't get hit all that often, so rarely needed potions of healing.
p.s. -- weak weapons such as your knuckleduster work better for farming flies than that +4 blazing battleaxe. You want the flies to survive long enough so that they can reproduce some. My record for 'number of potions obtained from the start of a single fly' is now 5, but I have only managed to do that 3 times.
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...Something with a bit more detail could be a great way to end each game.
You died on Level 5 to The Ooze.
You quaffed six potions, read eight scrolls and ate three meals.
You killed twelve rats, four gnolls and two crabs.
You transformed two items and lost three scrolls to fire.
You found four weapons, and two armour pieces.
You were not agile. You were very strong. You were starving.
Average Damage: 14. Average Armour: 16.
You hit your target 85% of the time.
You dodged 12% incoming attacks.
You had 1058 gold when you died.
...
I'm planning to improve rankings and I'll try to implement something like this.
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I'm not a fan of the new environnement's tileset...
That's the second comment of this kind on the tileset. Could you explain what's wrong with it? I want to know for the future ;)
My only real problem with the tileset is that it is hard for me to tell the difference between a visited room and an unvisited one when you have used a scroll of magic mapping on the level. I would like it if the shopkeepers weren't trying to blind me with their carpets, but then I am pretty much always a fan of pastel rather than strong colours.
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Right now what happens is that the game subtracts 1HP from you and then turns your hunger indicator red, and
announces that you are starving. This means that if you are hungry, get into a fight, survive it with 1HP you can
immediately die of hunger. This happened to me twice this morning. :'( It would be nice if the first time it just printed 'you are starving' giving you an immediate chance to eat something/drink a healing potion, and only started
damaging your health the second time it printed the message.
Now it works exactly this way, when your state changes from "hungry" to "starving", 1hp is not subtracted. But in a fight it can look differently, for example, you can start starving while fighting and the starvation can finish you right after the combat.
Ah, sorry about that then. Must have missed the first message while fighting.
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About Wells of Transmutation:
http://pixeldungeon.tumblr.com/post/50339025499/well-of-transmutation
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If I wear a +3 ring of evasion on one hand and a +2 ring of evasion on the other, do I get a cumulative +5 evasion? Or the higheset? Or the last one equipped?
Different rings work differently. In your case you will get +5 bonus.
Is there any point in enchanting your rings above +3 in the first place? Right now I cannot tell if my +5 ring of haste makes me any faster than I was with a +3 ring of haste.
Some rings have a cap for their bonus, but +3 is not much and +5 ring of haste does make you faster :)
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About Wells of Transmutation:
http://pixeldungeon.tumblr.com/post/50339025499/well-of-transmutation
What about wands? I couldn't get my wand of magic missiles to transform, but I haven't had the chance to try it with a different, regular wand.
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Idea:
Along the lines of 'that elecricity trap just reduced my health to nearly nothing, but at least it recharged my wands'
we could have 'that fire trap roasted me near to death, and burned up all my nice scrolls, but at least it grilled my mystery meat into steaks'.
Unroasted mystery meat, which when eaten 'stuff' you still only take you from starving to hungry. I think they should take you all the way down to not-hungry.
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Hello everyone! I am a Spanish fan of the game and I have a few ideas that I think you would look good (Some more than others).
First, sorry for my poor English (I sometimes use a translator and can you read something strange: P)
-Tileset dwarven city: Diagonal floor and water brown is very rare.
-Aquatic Creature: In some stages, some creature that only boxes to move through water.
-Water + Electricity = Damage: When you use an electric wand against someone in the water should do more damage.
-Columns: In large rooms could have columns to hide from view or just to annoy
-Jammed Doors: They are not locked, but you have to hit them several times to be open (Making noise and alerting the enemies of the room you are going to open)
-Potion Blast: Damage, fire, smoke, destruction, and collapse of some boxes, use with caution.
-Collapses: Use the object 'Shovel' to clear a corridor of rubble and get going. Can give access to a lounge with Skeleton (undead) of some adventurer and an object.
-Shops: More variety would be better, and include rings and wands, even better.
-Shops: The merchant can identify objects without having to buy scrolls of identify, but paying of course
-Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
-Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
-List of potions and scrolls identified: Sometimes you play a lot, or leave the game for a while, and when you find a potion without identifying you doubt if the liquid fire, toxic gas or paralysis were known. A place where you tell the potions and scrolls left to know so you know what to expect would be fine for those who play for short periods of time or have little memory
-Intuition: A 50% unidentified potions or scrolls have an annotation indicating what could be. This fails 50% of the time anyway so it's not entirely reliable.
-An entry in green or red at the end of the description of weapons and armor bonus or malus indicating having more or less strenght than necessary
Brainstorm!!! I hope you like some ideas
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Hello everyone! I am a Spanish fan of the game and I have a few ideas that I think you would look good (Some more than others).
First, sorry for my poor English (I sometimes use a translator and can you read something strange: P)
-Tileset dwarven city: Diagonal floor and water brown is very rare.
-Aquatic Creature: In some stages, some creature that only boxes to move through water.
-Water + Electricity = Damage: When you use an electric wand against someone in the water should do more damage.
-Columns: In large rooms could have columns to hide from view or just to annoy
-Jammed Doors: They are not locked, but you have to hit them several times to be open (Making noise and alerting the enemies of the room you are going to open)
-Potion Blast: Damage, fire, smoke, destruction, and collapse of some boxes, use with caution.
-Collapses: Use the object 'Shovel' to clear a corridor of rubble and get going. Can give access to a lounge with Skeleton (undead) of some adventurer and an object.
-Shops: More variety would be better, and include rings and wands, even better.
-Shops: The merchant can identify objects without having to buy scrolls of identify, but paying of course
-Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
-Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
-List of potions and scrolls identified: Sometimes you play a lot, or leave the game for a while, and when you find a potion without identifying you doubt if the liquid fire, toxic gas or paralysis were known. A place where you tell the potions and scrolls left to know so you know what to expect would be fine for those who play for short periods of time or have little memory
-Intuition: A 50% unidentified potions or scrolls have an annotation indicating what could be. This fails 50% of the time anyway so it's not entirely reliable.
-An entry in green or red at the end of the description of weapons and armor bonus or malus indicating having more or less strenght than necessary
Brainstorm!!! I hope you like some ideas
I like the idea of aquatic creatures. Prisoners could be fun. A ring and wand store would get lots of business around here.
I am not sure that electricity works the way you suggest. Of course, complaints about 'realism' in a game that uses magic can only go so far before it becomes silly. But I think it would be more sensible if wands of electricity did damage to all the creatures who are standing in the same pool of water, including yourself if you are also in the water.
Once you have identified the armour/weapon, either using a scroll, a fountain, or just wearing/wielding it for a while, the tiny number in the corner of the item when in your inventory will change colour to show whether you have enough strength. Before you have identified it, you won't know, so the number shows what the strength needed for a +0 version of the thing, and in brown so that you know that you haven't iodentified it yet. Isn't that enough?
P.S. Your engligh with the translator is perfectly understandable, but where your translator is suggesting 'boxes' it is usual in english to say 'squares'. Squares are 2-dimentional. Boxes are (almost always) 3-dimentional.
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I'm becoming increasingly unhappy with losing promising new characters on level 2 or 3 of the dungeon to the very first poison trap they encounter. Maybe poison traps should only begin somewhat lower in the dungeon? Or be half-strength on the first 5 levels?
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About Wells of Transmutation:
http://pixeldungeon.tumblr.com/post/50339025499/well-of-transmutation
Ths is false. I found one yesterday and threw a potion of Strength there, and it shattered - didn't change into a potion of might. Why this happened? Am I supposed to drop it there?
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About Wells of Transmutation:
http://pixeldungeon.tumblr.com/post/50339025499/well-of-transmutation
Ths is false. I found one yesterday and threw a potion of Strength there, and it shattered - didn't change into a potion of might. Why this happened? Am I supposed to drop it there?
I just did it and it worked fine for me. I didn't even know what a potion of might was - looks like it added 5 hp as well as 1 str?
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About Wells of Transmutation:
http://pixeldungeon.tumblr.com/post/50339025499/well-of-transmutation
Ths is false. I found one yesterday and threw a potion of Strength there, and it shattered - didn't change into a potion of might. Why this happened? Am I supposed to drop it there?
I just did it and it worked fine for me. I didn't even know what a potion of might was - looks like it added 5 hp as well as 1 str?
That's what it did for me. Looks to me as if poor Herbrand fat-fingered the square next to the well instead of the well ...
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On levels 6-10 you can notice a trap underneath a scroll, but if you examine the square you are only told about the scroll, not what sort of trap there is underneath. Not that you can do
much anything about traps anyway, but it would be good if we could find this information out.
I'd like there to be a way to get scrolls from on top of firetraps without having them burn up. The wand of telekenesis seems the obvious candidate for that job, if it were modified to disarm traps without setting them off. Or to have a reasonable chance of doing so, at any rate.
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So, I eventually managed to farm the levels between 6 and 9 - with a Vampiric Knuckleduster.
Armed with those, I offset the gradual loss of life due to starving, and I even got a huge boost from the flies swarm - I actually recover some ~20hp every time I fight one of those. Plus, I get Health Potions, and over time I eventually hoard them.
Fighting Skeletons gives me free weapons, and Gnoll Mages leave behind scrolls - and yes, that includes Scrolls of Upgrade.
I suffered a setback when fighting a Gnoll Brute on Lvl9 (?) which killed me and used up my Ankh - but I managed to re-farm 10 potions of Healing, a Longsword and enough Scrolls of Upgrade to make it usable. I then took on the Tengu and died there because I miscalculated the amount of damage he deals with Shurikens and when to use my potions - fair enough, it was my mistake.
Having said that, it is entirely possible to farm everything, from Healing potions to Gold (by selling weapon drops) before bosses this way, by continuously going back to those levels. Even the last boss should be trivial if you bring with you an arbitrary large amount of Healing pots.
Still, this game is so unforgivably hard that, out of exceptional *LUCK*, I see no other way of beating it.
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That's what it did for me. Looks to me as if poor Herbrand fat-fingered the square next to the well instead of the well ...
Oh, it could as well be... Did you actually went through the screen that warns you against throwing a Potion of Might Strength? Did you threw it INTO the well or just across, so that it flies over it?
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One more question for you Pixel Dungeon gurus - what does the room with trees and the light from above do now? I read that in the past allowed to rest without becoming more hungry - does it servers any purpose at all at present time?
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About Wells of Transmutation:
http://pixeldungeon.tumblr.com/post/50339025499/well-of-transmutation
What about wands? I couldn't get my wand of magic missiles to transform, but I haven't had the chance to try it with a different, regular wand.
Curently wands cannot be transformed in the well, but probably I will change it in the future
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Aquatic Creature: In some stages, some creature that only boxes to move through water.
I have an idea about flooded room, I can populate it with piranhas or something...
-Water + Electricity = Damage: When you use an electric wand against someone in the water should do more damage.
It works exactly this way (+50% of damage if target stands in the water), but nobody notices :)
Columns: In large rooms could have columns to hide from view or just to annoy
In early versions of the game stairs, leading up, blocked fov, it was indeed very annoying :)
Potion Blast: Damage, fire, smoke, destruction, and collapse of some boxes, use with caution.
There will be a scroll with a similar effect.
Shops: The merchant can identify objects without having to buy scrolls of identify, but paying of course
Why? It will complicate interaction with a shopkeeper.
Prisoner: A locked room in which an intelligent creature has an unfortunate adventurer prisoner. Protect him to a shop or the stairs from level 1 to win quite a lot of experience.
Too hard to implement, not in this game :)
List of potions and scrolls identified: Sometimes you play a lot, or leave the game for a while, and when you find a potion without identifying you doubt if the liquid fire, toxic gas or paralysis were known. A place where you tell the potions and scrolls left to know so you know what to expect would be fine for those who play for short periods of time or have little memory
Coming soon.
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Question for Watabou:
Do you have any "long terms plan" for Pixel Dungeon ?
Are you going to update it until you are bored or do you have a goal for the final version ?
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Yes, i'm worried too about the last depth sign... :'(
Why does not a landslide return you back for different levels with the same tilesets? (To save work creating them).
For example, collapses the entrance to the artifact room, and you have to go out for a cave tileset, and up confronting a clan of gnolls (gnoll king boss), then a couple of tilesets of 'dungeon' with vampire bosses or so and finally a cave tileset with a boss dragon. You kill dragon, and out of the cave, with the amulet.
Maybe making a few monsters, or just bosses could stretch a few levels representing the "flight of Pixel Dungeon"
Just an idea, but ... And what would be cool? XDDDDDDDDDDD
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That's what it did for me. Looks to me as if poor Herbrand fat-fingered the square next to the well instead of the well ...
Oh, it could as well be... Did you actually went through the screen that warns you against throwing a Potion of Might Strength? Did you threw it INTO the well or just across, so that it flies over it?
I went through that screen, yes. and threw and aimed for the circular well.
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One more question for you Pixel Dungeon gurus - what does the room with trees and the light from above do now? I read that in the past allowed to rest without becoming more hungry - does it servers any purpose at all at present time?
In the past it healed you. And you could not starve to death in there, so if you were willing to wait a long time you could heal yourself up to max and go off again without consuming any food. You still got hungry, and indeed starving though.
The new rooms are much less useful. If you are running away from monsters and go in there they will lose interest in you. It's a pleasant place to starve to death while hoards of sewer crabs wait at the doorway. I think it would be a bit more useful if instead of being a one-door room it was a many door room, so you could head for it and lose the crabs that are chasing you ... while you pop out the other exit.
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Idea: armour enchantments.
Works just like weapon enchantments do now.
Extra Protection against Poison (and Toxics?), Extra Protection against Fire, Extra Ptrotection against Electricity, Extra Protection against Undead, Extra Protection against Dwarves ;) ... you get the idea.
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Monk's average damage is 14 points per hit, it's less, than elemental's damage (and much less, than golem's of course).
Impressssive. That means his fist is like a war hammer(literally!).
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I went through that screen, yes. and threw and aimed for the circular well.
You have to drop a potion in the well. If you throw it that doesn't work. It seems "normal".
Yes, i'm worried too about the last depth sign... :'(
Why does not a landslide return you back for different levels with the same tilesets? (To save work creating them).
For example, collapses the entrance to the artifact room, and you have to go out for a cave tileset, and up confronting a clan of gnolls (gnoll king boss), then a couple of tilesets of 'dungeon' with vampire bosses or so and finally a cave tileset with a boss dragon. You kill dragon, and out of the cave, with the amulet.
Maybe making a few monsters, or just bosses could stretch a few levels representing the "flight of Pixel Dungeon"
Just an idea, but ... And what would be cool? XDDDDDDDDDDD
I'm note sure the game need more levels. The lenght fell fine.
But a special level for the artefact and perhaps the classical "I've to go back to level 0 to win" could work.
Since you tend to die a lot in the first levels, I think more content in the begining of the game would be nicer than a longer game. It can became boring after a while.
More specials rooms, named monsters, special levels ( Gnoll level ? Water Level ?) stuff like that.
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You have to drop a potion in the well. If you throw it that doesn't work. It seems "normal".
Dropping them might ALSO work, but throwing definitely does work. That is how it's worded in the description, too.
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Just destroyed the Dwarf King. The sign says that the next update I would be able to get the amulet. Do you have plans for the last 5 levels, the chamber of the amulet and what should happen after we grab the amulet?
Suggestion: disable Ankh resurrection after you get the amulet. Or you may find 2 Amulets of Yendor :P
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...I'd like there to be a way to get scrolls from on top of firetraps without having them burn up...
You can grab them while levitating.
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About Garden room:
http://pixeldungeon.tumblr.com/post/50493967306/garden-room
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This is another bug that has been in the game for a long time:
-Read Scroll of Upgrade
-press "back" button (can happen by accident easily)
-scroll is just gone - not back in inventory, doesn't prompt you to upgrade again.
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...Do you have any "long terms plan" for Pixel Dungeon ?
Are you going to update it until you are bored or do you have a goal for the final version ?
The next content update is going to be the last one. There won't be 5 levels in that update, just 2-3, but I'll try to make them different from the rest.
Before that last content update I'm going to add achievements system, potions/scrolls catalogue, new items and room types. Probably I will add specializations for each character class (I don't remember if I mentioned it here).
After that last content I'm going to fix bugs, tweak game balance etc. Also hopefully there will be some kind of a story.
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This is another bug that has been in the game for a long time:
-Read Scroll of Upgrade
-press "back" button (can happen by accident easily)
-scroll is just gone - not back in inventory, doesn't prompt you to upgrade again.
Not a bug. It only happens with unidentified scrolls of upgrade (and scrolls of identify).
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...I'd like there to be a way to get scrolls from on top of firetraps without having them burn up...
You can grab them while levitating.
Never thought of that. Brilliant. Thank you.
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I miss the old garden rooms.
I'd sort of like it if they could come back, though I can see that they might be overpowered. So I had an idea:
Make a room. Put an animated tree in there. Call it the room of the 4 seasons.
In winter the tree has bare limbs, no leaves, or fruit.
Spring: The tree changes to show buds, shoots and new light green things growing. Here the room behaves just like the old garden room did -- heals you even when you are starving.
Summer: The tree is covered with deep green leaves. This room will heal you as well, but only if you are full or hungry. Starving people will not heal.
Autumn: The trees' leaves change colour to red and gold. This room will heal you, but only if you are full. Hungry and starving people will not heal.
Winter: The leaves fall off leaving naked tree limbs behind. This room will actively drain you of HP if you enter it.
Then cycle through these for some reasonable amount of time. It means that you can plan a strategy around being able to heal in the middle of it, but you cannot spend hours in there building up an unstoppable high-level character.
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bonus idea: If you zap the tree with a wand of regrowth in the Winter, the season changes to Spring. If you want, you can attack the tree. If you kill it, you get plenty of experience, but the room is permanently a Winter room.
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So, this morning I managed to beat DM-300 - yay for me! - of course, using the usual tactic of farming Healing Potions from flies for more than 1 hour.
Previously I mentioned that it was possible only with a Vampiric weapon - I was wrong, it works also with your bare hands - just put yourself in a doorway or behind a doorway and take care of hitting the fly only when it has a free space next to it (doesn't work diagonally) and you are good to go - so far my record is 4 Healing Potions dropped from a single swarm. Bear in mind that you may need an armour better than the standard one in order to be able to succeed, but otherwise you should be steadily gaining potions faster than the ones you lose to damage/starvation.
I used 4 potions to beat DM-300 (had a decent armour and a +5 Axe), but I used 5 in the first level below - dwarves seem to be hitting ridiculously hard, and without a wand of Slowness I really don't see how feasible it might be to proceed.
I died at the second level after going through my potions like Barney Gumble through Duffs, at which point I refused the Ankh resurrection - I might have got another 20-30 Healing Potions and challenge the Dwarf King, but that would have been a rather pointless exercise in repetition.
All in all I like the game, but I do believe that balance need to be addressed - the amount of healing that one needs in the Dwarven City isn't the issue, the issue is that the only way to obtain such healing is tedious and glitchy (as in, hunger is treated as a wound - one should be able to starve to death regardless of their physical integrity).
I will of course look forward to future updates.
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One more thing: I upgraded my Axe-that-paralyzes-whose-name-I-cannot-remember and at some point it lost its enchantment.
Is there a random chance of it losing it at every upgrade, or will it always, or only after a certain bonus level? Is there any way to keep one's special powers in the weapon through upgrades?
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I lost the enchantment 'paralize' and 'venom' in two longswords, when upgrade from +3 to +4
I think "Enchantment+3" is the max bonus with enchantment
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I lost the enchantment 'paralize' and 'venom' in tho longswords, when upgrade from+3 to +4 I think "Enchantment+3" is the max bonus with enchantment
Interesting - so ideally one should keep a +3 weapon with enchantment, and one +5 for when the enchantment would be less advantageous than raw damage.
One more question - does the lower strength requirement also means additional damage from the extra strength that one can bring to the table beyond the weapon requirement? Is this true for all weapons or only for some?
Is weapon damage increased also by the +X bonus or only because, through enchanting, the wielder automatically gains extra (relative) strength?
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What you do is to upgrade your favourite weapon up to whatever you can -- saving one scroll of weapon upgrade for a well of transformation. transform that scroll, and then use it on your +a_whole_lot weapon. Hope you don't get 'blazing' as it is less useful against fire elementals. Enchanting a seriously positive weapon has not been a problem for me. It's taking an already enchanted weapon and adding more + to it that tends to stop working as the + gets to 3 or above. But I have started with a +3 blazing glaive, weapon upgraded it to a +9 regular glaive, and then used a scroll of weapon enchantment (which I made) to make it a +9 venemous glaive. But I have only had the opportunity to enchant such seriously upgraded things 3 or 4 times -- perhaps I got lucky, but I do not think so.
The dwarf levels get easier with practice, but bring 4 scrolls of magic mapping (the last area does not need to be mapped).
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This has been talked about before; It'd be handy if Pixel Dungeon had it's own forum, instead of just 1 thread.
My guess about how it works is that the Weapon Tier is the total you can have on it. An enchantment counts as +1, so on a tier 5 you can safely put it to +4 + Enchantment, on tier 4, +3 + Enchantment etc.
gravling's method sounds good, but VERY hard to achieve. Since the update, I've NEVER had a chance to make a scroll of weapon upgrade.
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This has been talked about before; It'd be handy if Pixel Dungeon had it's own forum, instead of just 1 thread.
My guess about how it works is that the Weapon Tier is the total you can have on it. An enchantment counts as +1, so on a tier 5 you can safely put it to +4 + Enchantment, on tier 4, +3 + Enchantment etc.
gravling's method sounds good, but VERY hard to achieve. Since the update, I've NEVER had a chance to make a scroll of weapon upgrade.
Because you aren't finding any wells of transmutation? Or because you aren't saving one scroll of upgrade to use as soon as you find one? And then carrying that scroll of enchantment around until the end of the game -- dropping it by the stairs of course, when you hit a new level so it doesn't get burned up when you encounter a firetrap? I'm finding the wells of transmutation rare, but not that rare ...
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Not sure how folks aren't starving to death in this game. Nothing drops food that I'm aware of, so I have to effectively run through a level looking for a piece of food, kill a couple of things then immediately jump down the next set of stairs before my hunger kicks in and I risk dying.
Then I get to the first boss and get slaughtered because I can't hit the thing fast enough.
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Not sure how folks aren't starving to death in this game. Nothing drops food that I'm aware of, so I have to effectively run through a level looking for a piece of food, kill a couple of things then immediately jump down the next set of stairs before my hunger kicks in and I risk dying.
Then I get to the first boss and get slaughtered because I can't hit the thing fast enough.
Either you are walking around with seriously overpowered armour and weapons for your strength, or you aren't finding the secret doors to the rooms where most of the food is, or both.
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What you do is to upgrade your favourite weapon up to whatever you can -- saving one scroll of weapon upgrade for a well of transformation. transform that scroll, and then use it on your +a_whole_lot weapon. Hope you don't get 'blazing' as it is less useful against fire elementals. Enchanting a seriously positive weapon has not been a problem for me. It's taking an already enchanted weapon and adding more + to it that tends to stop working as the + gets to 3 or above. But I have started with a +3 blazing glaive, weapon upgraded it to a +9 regular glaive, and then used a scroll of weapon enchantment (which I made) to make it a +9 venemous glaive. But I have only had the opportunity to enchant such seriously upgraded things 3 or 4 times -- perhaps I got lucky, but I do not think so.
The dwarf levels get easier with practice, but bring 4 scrolls of magic mapping (the last area does not need to be mapped).
Thank you for the tips. So you can actually enchant anything beyond +5? Didn't knew that, makes for some seriously overpowered gear.
Right now I am running around with a +3 Longsword, a +3 Plate Armour (found already like this!) and, especially, a +5 Ring of Haste (brought up from +2). Man, this must be my best setup ever.
Unfortunately I found only 5 Strength Potions in the whole dungeon - and yes, I finally cleared all the Dwarven levels.
Right now I have a +2 Glaive that I will be able to use once I bring it to +3. I've been farming Gnoll Shamans for 2+ hours but nothing - I have 26 Healing Potions from all the flies I butchered, but no elusive Upgrade Scroll yet...
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Gnoll shamans never drop upgrade scrolls
http://pixeldungeon.wikia.com/wiki/Main_Page (http://pixeldungeon.wikia.com/wiki/Main_Page)
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Gnoll shamans never drop upgrade scrolls
http://pixeldungeon.wikia.com/wiki/Main_Page (http://pixeldungeon.wikia.com/wiki/Main_Page)
Are you really really sure? Because I have the distinct impression that they did. So I have no way of further upgrading my strength/weapons at all? Perhaps I can kill skeletons until one drops a +3 Glaive instead...
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I've never found a scroll of Upgrade killing a Shaman...
But the skeletons sometimes drop enhanced weapons, even powerful weapons like War hammers and Glaives.
If shamans could leave Upgrade Scrolls, the game would be too easy with a little farming, enhancing weapons and armors to +7 or so
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Not sure how folks aren't starving to death in this game. Nothing drops food that I'm aware of, so I have to effectively run through a level looking for a piece of food, kill a couple of things then immediately jump down the next set of stairs before my hunger kicks in and I risk dying.
Then I get to the first boss and get slaughtered because I can't hit the thing fast enough.
I was having the same problem at first, then I realized a couple of things:
- every level has at least one food item, sometimes more. Just, this can eventually be in a locked room or in a room that has been sealed with a wooden barrier, or in a room with a pavement made of traps;
- the game will always give you the potions you need in order to get through a room of traps; if the level has a wooden barricade, somewhere in that level you WILL find a potion of flame; if the level has a trap room, somewhere in that level you WILL find a potion of Levitation. This is incidentally very useful to identify some potions, although you may run the risk of having both in the same level and having to make the crucial decision of which potion to drink and which to throw. Either way, if I miss a room in the first 4 levels because of this, I usually start over.
If you don't have a decent weapon by level 5, you will most likely die to Goo. This may as well be the consequence of just bad luck. If you do get through though, and you manage to become self-sufficient in terms of farming potions from the flies in levels 6-9, you are most likely set for a win.
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trap rooms are no problem: Throw objects such as darts, shuriken or even scrolls, not to use armor, to traps, first the closest to the object and then closest to you (the closest to you, which is diagonally.
Then go, close the door and wait for the gas to disperse to enter.
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Another clue: Indeed, when a roadblock is a potion of flame at the same level, but if no is because it is inside a secret door or ... Because there is a fire wand! Be sure to search good!
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I miss the old garden rooms.
I'd sort of like it if they could come back, though I can see that they might be overpowered. So I had an idea:
Make a room. Put an animated tree in there. Call it the room of the 4 seasons.
In winter the tree has bare limbs, no leaves, or fruit.
Spring: The tree changes to show buds, shoots and new light green things growing. Here the room behaves just like the old garden room did -- heals you even when you are starving.
Summer: The tree is covered with deep green leaves. This room will heal you as well, but only if you are full or hungry. Starving people will not heal.
Autumn: The trees' leaves change colour to red and gold. This room will heal you, but only if you are full. Hungry and starving people will not heal.
Winter: The leaves fall off leaving naked tree limbs behind. This room will actively drain you of HP if you enter it.
Then cycle through these for some reasonable amount of time. It means that you can plan a strategy around being able to heal in the middle of it, but you cannot spend hours in there building up an unstoppable high-level character.
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bonus idea: If you zap the tree with a wand of regrowth in the Winter, the season changes to Spring. If you want, you can attack the tree. If you kill it, you get plenty of experience, but the room is permanently a Winter room.
I really like this idea, it brings back memories of playing Zelda: Oracle of Seasons :). But it's too complex and because of its complexity it's hard to predict how playable it will be. Anyway I would make different seasons:
- Spring. The room heals you if you are not starving. Because it's time of growth, new life etc.
- Summer. The room hides you like the current version of the garden.
- Autumn. The room nourishes you, it's like eating, but the process is gradual. Because it's time of harvesting.
- Winter. The room drains your health like you said.
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I am glad you liked my idea. Your modifications sound pretty cool, as well. I have a question about eating -- warriors heal, and mages get 1 charge put back on their wands, but do rogues get any benefit out of eating besides not being hungry any more? If nothing special happens to them, then perhaps this new room idea the nourishing should happen faster to rogues, or something.
Another question -- sometimes I run into flies, and once into a skeleton on levels 2 and 3. Is this just random, or do corpses tend to generate flies, so if you have been killing a lot on that level (I was) you have a greater chance of getting flies?
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Another question -- sometimes I run into flies, and once into a skeleton on levels 2 and 3. Is this just random, or do corpses tend to generate flies, so if you have been killing a lot on that level (I was) you have a greater chance of getting flies?
I believe that monster generation is random and affected by level depths. I also ran into flies on level 4 (a welcomed encounter by all means) and once I even met a Gnoll Brute on level 9. Seems like the probability distribution is made so that the "padding" level where the boss is helps to keep monsters in their own "habitat", but occasionally you might still encounter them in unusual depth if you are lucky (or unlucky!) enough.
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Small bug with flies:
sometimes when then split into 2, the second one is created on top of a closed door.
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I make sure to visit every room in a level before heading down unless there's some dire circumstance such as hunger.
Unlock the doors, learned that certain rooms guarantee certain items to appear (fire pots, float pots, etc.)
But the game is getting to seem like if I have a good set of equipment that I either starve to death or get mauled by a roaming swarm of sewer crabs that have learned some form of kung fu.
Do our characters ever learn to parry half as decently as those friggin' crabs? Could be a nice addition to the rogue or warrior.
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I make sure to visit every room in a level before heading down unless there's some dire circumstance such as hunger.
Unlock the doors, learned that certain rooms guarantee certain items to appear (fire pots, float pots, etc.)
But the game is getting to seem like if I have a good set of equipment that I either starve to death or get mauled by a roaming swarm of sewer crabs that have learned some form of kung fu.
Do our characters ever learn to parry half as decently as those friggin' crabs? Could be a nice addition to the rogue or warrior.
The magic item you are looking for is called 'a ring of evasion'. :) a +5 ring of evasion does wonders. And when your characters reach higher levels, should you ever come back to levels 3 and 4 where the crabs are, ... for instance because there is a nice well of transformation there which you finally want to use .... you will find that the crabs are no longer any challenge.
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Have a +6 glaive(no need to be enchanted) and you`ll see DM300 torn into pieces before using 2nd healing potion.
Also make sure to level up on each floor.
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I have a idea to make other creatures apply thrown potion effect,like throwing invisibility will make target invisible,or make it float,heal and even see you using mind vision(which follows you until effect disappears,it will travel to room where last time saw you before effect ended) ect.
And anvils,you can reforge any item to upgrade any equal type of reforged item(weapon->weapon,armor->armor,ect.)
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Ok, I am seriously pissed right now. I dropped my 43 potions of healing into a well of metamorphosis, and they became ONE (1) potion of invisibility. I had invested a SIGNIFICANT time in this game and I don't know if I want to farm them again. How many do I need to beat the dwarf king again?
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As I type this,I already defeated the King of Drawens! Woo!! ;D I also defeated DM-300 with 3-5 hits with glaive +4,on end i also had plate armor +2,fyi
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How about 'potion of mind vision' increases player`s evasion while the effect lasts? Because you can read their mind :)
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How about 'potion of mind vision' increases player`s evasion while the effect lasts? Because you can read their mind :)
It could be fun.
Potions having a small usefull side-effect could be nice in fact.
Some already have.
Healing cure poison.
Levitation make you more unlikely to wake up monsters ( I think Watabou wrote this somewhere )
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Ok, I am seriously pissed right now. I dropped my 43 potions of healing into a well of metamorphosis, and they became ONE (1) potion of invisibility. I had invested a SIGNIFICANT time in this game and I don't know if I want to farm them again. How many do I need to beat the dwarf king again?
Last time I killed him I needed 2. As far as I am concerned, he is not that tough a monster, compared with the golems you have to kill on your way to his throneroom, for instance. Of course I had +6 plate at the time ...
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I'm not a fan of the new environnement's tileset...
That's the second comment of this kind on the tileset. Could you explain what's wrong with it? I want to know for the future ;)
My only real problem with the tileset is that it is hard for me to tell the difference between a visited room and an unvisited one when you have used a scroll of magic mapping on the level. I would like it if the shopkeepers weren't trying to blind me with their carpets, but then I am pretty much always a fan of pastel rather than strong colours.
I have another problem with the tileset. The grey squares burn, and this was quite a surprise for me. I came back to where I had left a door burning and found all the grey squares burned up. Since the reason I came back was to pick up my scroll of weapon enchantment which I had left (safely I thought) on one of those grey squares, it was quite annoying. Next time I will park my scrolls in the brown water, sigh.
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Last time I killed him I needed 2. As far as I am concerned, he is not that tough a monster, compared with the golems you have to kill on your way to his throneroom, for instance. Of course I had +6 plate at the time ...
Yeah. his attack is considerably heavy but the aim is poor. Only problem is the skeleton he summons-If you fail to kill him fastly it will be the problem. Wild weapon really helps though.
(+6 plate?! how you guys be so lucky...)
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I don't know what you have planned for the last 5 levels, but I would like to meet a family of different coloured Goos. With different abilities depending on the colour. ;D
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I don't know what you have planned for the last 5 levels, but I would like to meet a family of different coloured Goos. With different abilities depending on the colour. ;D
NOOOOOOOOOOOoooooooo....
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Golem too overpowered? Bitch please,ring of haste +3,wand of slowness,plate and battle axe +4 ;D
by the way,i beaten the king with rouge.
evert boss fight is peace of cake,expect goo....
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Identification tips.
*As we all know, levitation potion is always in the same floor with the trap room and liquid flame potion is always in the floor with the barricade.
*On level 5, If you have 3 or more of a kind of potion, it is likely to be the potion of healing(may not always. depends on luck).
*If you equipped a ring and the mobs don`t notice you even if you go to the tile right next to them(and it is not the garden room), it is the ring of shadow.
*If you equipped a ring and rout search range is increased, it is the ring of detection.
*If you equipped a ring and you noticed that you can move 2 times while enemy moves 1, it is the ring of haste.
*Before reading a scroll, to prevent wasting it:
-have at least one unidentified item.
-have at least one item to upgrade(Usually default item).
*Before using a potion, make sure to:
-stand on water if you haven`t found the liquid flame potion yet.
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Identification tips.
*As we all know, levitation potion is always in the same floor with the trap room and liquid flame potion is always in the floor with the barricade.
*On level 5, If you have 3 or more of a kind of potion, it is likely to be the potion of healing(may not always. depends on luck).
*If you equipped a ring and the mobs don`t notice you even if you go to the tile right next to them(and it is not the garden room), it is the ring of shadow.
*If you equipped a ring and rout search range is increased, it is the ring of detection.
*If you equipped a ring and you noticed that you can move 2 times while enemy moves 1, it is the ring of haste.
*Before reading a scroll, to prevent wasting it:
-have at least one unidentified item.
-have at least one item to upgrade(Usually default item).
*Before using a potion, make sure to:
-stand on water if you haven`t found the liquid flame potion yet.
I know ALL of this already :D learned by playing pixel dungeon first release for a couple of days
I even know tips from signs in cave level before I get to read it!
By the way,I have one more tip:
-If you identified a liquid flame,be sure to be in empty room near door in case you ind out you just shattered toxic gas potion
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I am only who defeated final boss (twice*) of this version of PD (Pixel Dungeon) ?
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Also make sure to identify the scroll of challenge BEFORE floor 3(if possible). Swarm of sewer crab is...nightmare. really.
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I am only who defeated final boss (twice*) of this version of PD (Pixel Dungeon) ?
No.
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Also make sure to identify the scroll of challenge BEFORE floor 3(if possible). Swarm of sewer crab is...nightmare. really.
Alternative proposal #1. Read scrolls just before going downstairs. You will waste 1 scroll of magic mapping this way, unless you are a rogue, but do you care?
Alternative proposal #2. Don't read scrolls until after Goo. Scrolls that you have which are also sold in the stores are not scrolls of update, and if you have been collecting all the loot on each level, you will nearly always have more scrolls of update than any other scroll. Save these until you have the weapon, armour or ring that you really want to upgrade a lot.
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Is there campaign thing at roguelike games?Are there mods or modification for rougelike games?
Because thinking that installing a mod in pixel dungeon will allow to add new things that modder wanted to be added in actual game.
Like,I wanted there can be anvils to reforge armor and weapons,why can I just create a mod so I can play with it,but people who dont like my idea will use,for example,other ideas they like....
Actual game will be modded by choice of Watabou,but mods are for those who want something other in game without suggesting too much.
I hope you understand this :) (I mean by grammar)
Yo,I'm don't know english grammar very well!
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Ok, I am seriously pissed right now. I dropped my 43 potions of healing into a well of metamorphosis, and they became ONE (1) potion of invisibility. I had invested a SIGNIFICANT time in this game and I don't know if I want to farm them again. How many do I need to beat the dwarf king again?
Last time I killed him I needed 2. As far as I am concerned, he is not that tough a monster, compared with the golems you have to kill on your way to his throneroom, for instance. Of course I had +6 plate at the time ...
Thank you - indeed I just needed two potions myself; I farmed back 12 of them, but it proved to be a superfluous measure.
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double post.
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Got inspired so I made music:
https://soundcloud.com/dax-marko/temple-calls
Its about fall of Drawen civilization.The survivors (at golem outbreak?) are making music using their traditional instruments,like bells,drums,and that...Hitting metal plates with stick...Imagine like that.
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I have killed countless hours of boredom playing this game. For me, the difficulty is just right, and the gameplay is amazing!
I don't usually make it past The Goo on level 5, but I do like a challenge :P
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Ok, I am seriously pissed right now. I dropped my 43 potions of healing into a well of metamorphosis, and they became ONE (1) potion of invisibility. I had invested a SIGNIFICANT time in this game and I don't know if I want to farm them again. How many do I need to beat the dwarf king again?
Healing potions?NONE!
Use toxic gas and paralysis potion!And then enjoy watching the king suffering from toxic. 8)
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Ok, I am seriously pissed right now. I dropped my 43 potions of healing into a well of metamorphosis, and they became ONE (1) potion of invisibility. I had invested a SIGNIFICANT time in this game and I don't know if I want to farm them again. How many do I need to beat the dwarf king again?
Healing potions?NONE!
Use toxic gas and paralysis potion!And then enjoy watching the king suffering from toxic. 8)
He, nice tactic! However, I eventually backtracked, re-farmed a stack and won the game (as a Rogue). I am now winning with a Warrior - farming for a decent weapon, as all I have is a tier-3... I got a WarHammer, but I am waiting for a tier 4-5 that already come AT LEAST pre-enchanted to +1/+2 - I have 8 scrolls of Upgrade stashed up and I'm gonna need some serious firepower for the DM-300...
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Pixel Dungeon 0.4.1 released! Here is the list of changes from Google Play:
- Added: Ring of Resistance
- Added: Statue Room
- Added: Catalogus (accessible from the character window)
- Changed: Scroll of Remove Curse also removes Weakness
- Changed: Weakness is buffed
- Changed: Flying mobs and levitating hero cannot be rooted
- Changed: Decelerating weapon is renamed to Chilling weapon
- Changed: Wands can be transformed in a Well of Transmutation
- Changed: Enchanted weapons are less common now
- Fixed: Several bugs fixed
and more...
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Ok, I am seriously pissed right now. I dropped my 43 potions of healing into a well of metamorphosis, and they became ONE (1) potion of invisibility. I had invested a SIGNIFICANT time in this game and I don't know if I want to farm them again. How many do I need to beat the dwarf king again?
Healing potions?NONE!
Use toxic gas and paralysis potion!And then enjoy watching the king suffering from toxic. 8)
He, nice tactic! However, I eventually backtracked, re-farmed a stack and won the game (as a Rogue). I am now winning with a Warrior - farming for a decent weapon, as all I have is a tier-3... I got a WarHammer, but I am waiting for a tier 4-5 that already come AT LEAST pre-enchanted to +1/+2 - I have 8 scrolls of Upgrade stashed up and I'm gonna need some serious firepower for the DM-300...
With a +6 war hammer, I needed 0 healing potions for DM-300. Just so you know ...
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Thank you for the new release, watabou. What a nice surprise this morning!
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Thanks for the update, Watabou. I would like to ask you a couple of suggestions...
Yesterday, fighting the Dwarf King, I was surrounded by four or five skeletons, and when I attacked, had just filling over 3/4 of the screen with text such as "failure skeleton, skeleton fail" and so on. It is a detail that should fix, because it's very annoying.
And another detail less important, as you have designed the various rooms of treasure, you could do that when you step into a treasure room type library, appears a text "You find a hidden library!" and the same with the other rooms of treasure.
The best of this update has been "catalogus" Thanks!
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Thank you very much for the update!
I have another question for you guys (I am still playing on 4.0): I have been farming skellies for a while now, I am level 16 and have 8 scrolls of upgrade stockpiled, and I wanted to start with a decent weapon before taking on DM-300. Now, the last 20 weapons that have been dropped were either cursed or normal, with a few weapons having enchantment but no (or negative) bonus. Am I just being incredible unlucky here, or skeletons cannot drop +something weapons?
Worse case scenario, I will just take a regular warhammer or glaive next time one drops - I sold the last ones I got.
Also, the shopkeeper disappeared when I cast lullaby in the shop...?
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Well, I think you're quite unlucky. It is not common, but sometimes the skeletons leave any weapons +1 or so ...
Oh, another idea I do not know if you look good, maybe it is more difficult to implement:
Toxic gas and paralyzing gas are the color of the potion that plays in that game. So a smart player who steps toxic gas trap and red skulls appear, it may mean that your red potion gas is toxic, and the same with the paralyzing gas white and ivory potion is unidentified .
Another thing he said a partner and which I subscribe: poison traps in the first levels are too deadly. When you have no healing potions or do not know which one is, a trap of those kills you with half of the points, and you can not heal or do anything, it's frustrating and unfair (Hard not a problem, unfair yes XD)
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Watabou, can you please provide a more detailed explanation of how the ring of resistance is supposed to work? I found a +2 ring, enchanted it to +4, but the elecricity, fire and toxic gas traps seemed to be working when I stepped on them. Does the ring does reduce the damage you take? Or, weird thought, does a +1 ring protect against trap type X (say poison) while a +2 ring is worthless against poison but protects against trap type Y (say fire) and so on?
Finding this out through experiementation seems a bit hazardous. ;)
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Sometimes the shopkeeper has too many items to fit one per floor tile. Then they are stacked, but you can only see the top item with the '?' button. When the ankh is one of the bottom items, this is very annoying. I ended up buying one on level 11 instead of level 6 due to this today.
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I farmed 20 more weapons from the skellies. None of them was +1 or more.
I give up - I will just take the next non-cursed tier-5 weapon that drops and will enchant it from the grounds up.
Is this because my level is too high compared to the dungeon level, I wonder...?
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Watabou, can you please provide a more detailed explanation of how the ring of resistance is supposed to work? I found a +2 ring, enchanted it to +4, but the elecricity, fire and toxic gas traps seemed to be working when I stepped on them. Does the ring does reduce the damage you take? Or, weird thought, does a +1 ring protect against trap type X (say poison) while a +2 ring is worthless against poison but protects against trap type Y (say fire) and so on?
Finding this out through experiementation seems a bit hazardous. ;)
+1 Fire
+2 Fire, Toxic gas
+3 Fire, Toxic gas, Poison
+4 Fire, Toxic gas, Poison, Electricity
Resistance to some element reduces the damage, but doesn't cancel the effect itself. For example, if you step on a burning tile while wearing Ring of Resistance+4, you will catch fire, but the damage will be reduced by 50% on average.
IMPORTANT: currently Ring of Resistance+5 and higher doesn't work at all. It's a bug and it will be fixed in the next update.
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I farmed 20 more weapons from the skellies. None of them was +1 or more.
I give up - I will just take the next non-cursed tier-5 weapon that drops and will enchant it from the grounds up.
Is this because my level is too high compared to the dungeon level, I wonder...?
Weapons dropped by Skeletons are worse on average. They can be +1 and higher, but the chances are low.
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...er ,What happens if I get hit by the animated statue wielding weapon with grim enchantment?
Possibilities:
1. You die. Game over!
2. No effect.
3. They don`t have weapon with that enchantment.
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The latest update seems to make hunger increase if you're wearing overloaded weapons and armor. I know watabou said previously that it would make you move slower, and that could make it seem like hunger increased, but I've several times now, fed, gotten the icon gone, taken a few steps and boom, hungry again. So if this hasn't changed, then I'm just imagining it.
People mention farming Health Potions ... how do you do that?
Another effect I've seen a few times since the new patch is a trap room, where I need to figure out which pot levitates me, then gives me a key, to a crypt (ok with invisibility if I didn't break it trying to burn or levitate) or a statue room (is it doable on level 1? or do you have to return).
the point of my comment is that after jumping hoops to get fat lootz, I get nothing. It's just not much fun, and seems to keep happening. Overall the game is TRULY amazing, thank you!
Mal
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People mention farming Health Potions ... how do you do that?
Killing swarms of flies.
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...er ,What happens if I get hit by the animated statue wielding weapon with grim enchantment?
Possibilities:
1. You die. Game over!
2. No effect.
3. They don`t have weapon with that enchantment.
1
That's why it makes sense to examine the statue before attacking it
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People mention farming Health Potions ... how do you do that?
Killing swarms of flies.
Do this barehanded, or with a tier-1 weapon. Otherwise they die too quickly before they have a chance to become a really big swarm. You want to be wearing good armour for this trick, if you can. Otherwise watch your health very carefully, as it is embarassing to die from a swarm of flies when you have 4 perfectly good healing potions already in your backpack ...
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Watabou, can you please provide a more detailed explanation of how the ring of resistance is supposed to work? I found a +2 ring, enchanted it to +4, but the elecricity, fire and toxic gas traps seemed to be working when I stepped on them. Does the ring does reduce the damage you take? Or, weird thought, does a +1 ring protect against trap type X (say poison) while a +2 ring is worthless against poison but protects against trap type Y (say fire) and so on?
Finding this out through experiementation seems a bit hazardous. ;)
+1 Fire
+2 Fire, Toxic gas
+3 Fire, Toxic gas, Poison
+4 Fire, Toxic gas, Poison, Electricity
Resistance to some element reduces the damage, but doesn't cancel the effect itself. For example, if you step on a burning tile while wearing Ring of Resistance+4, you will catch fire, but the damage will be reduced by 50% on average.
IMPORTANT: currently Ring of Resistance+5 and higher doesn't work at all. It's a bug and it will be fixed in the next update.
Thank you for the more detailed explanation.
Ah, I see, I found a ring of +3, tried it on electricity, (failed) and enchanted it twice to +5 and tried it on many things and those failed as well. Personally I would like it better if the +1 enchantment was for Poison. No protection for paralysis traps?
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...er ,What happens if I get hit by the animated statue wielding weapon with grim enchantment?
Possibilities:
1. You die. Game over!
2. No effect.
3. They don`t have weapon with that enchantment.
3. is wrong, as I have found seveal with them already.
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Sometimes the shopkeeper has too many items to fit one per floor tile. Then they are stacked, but you can only see the top item with the '?' button. When the ankh is one of the bottom items, this is very annoying. I ended up buying one on level 11 instead of level 6 due to this today.
It will be fixed in the next update.
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Yesterday I finished the game with a Warrior for the first time! Glaive+7 kicks major ass.
But - Dwarf Warlocks can actually reduce your Strength? As in, - gasp- permanently? I did feel like I should have had one more point there...
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Sometimes the shopkeeper has too many items to fit one per floor tile. Then they are stacked, but you can only see the top item with the '?' button. When the ankh is one of the bottom items, this is very annoying. I ended up buying one on level 11 instead of level 6 due to this today.
It will be fixed in the next update.
Thank you.
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Yesterday I finished the game with a Warrior for the first time! Glaive+7 kicks major ass.
But - Dwarf Warlocks can actually reduce your Strength? As in, - gasp- permanently? I did feel like I should have had one more point there...
Congratulations!
I think you are misremembering your stats. At any rate, I have never noticed any permanent str loss.
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I think you are misremembering your stats. At any rate, I have never noticed any permanent str loss.
I think this could have happened because I drank my Strength Potion while under the effects of a Weakness debuff? The wiki mentions that you could lose Strength... Watabou, would it be fair to ask you to spill the beans on the matter?
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Mage being such a pain in ass,seriously,very hard to even get to cave level! :P
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bug: If a thief steals your ankh, and you kill him in the store, while he is standing on an item that is for sale you have to repurchase the ankh. I think this will be the case for whatever he steals. In the store will be a stack with the bottom item whatever the store was selling, then 1 gold coin which you can purchase for 10 gold coins, and the ankh (or whatever was stolen) on top.
If in killing the thief you make him drop a gold coin on an item in the store, this too will be a gold coin that you can buy for 10 gold coins. This is a minor irritant if you wanted to purchase whatever the coin now covers.
I haven't been able to make a skeleton drop an item in a store on some goods to see if it works the same way. If the shopkeeper gets caught with the exploding skeleton bones, he and his whole store inventory vanish. I haven't managed to test this with fly potion drops, either.
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Yo! I decided to write bunch of tips! ;D
*At the start
-Avoid any battles until better equipment,but if you select warrior,then rush for exp!
-Eat only if you start starving!You will have more food then.
-You have bunch of potions and there is a barricade?Stand next to barricade and drink al potions.If you catch on fire,fire will also catch barricade.Then FIREEEEEEEE! run towards nearest water pool! (but if you drink potion of levitation before drinking liquid flame,then wait to effect go away!)
-If you have 3 or more potions same color,its potion of healing.But be carefull!It might be something else...
-Damn these sewer crabs!Avoid them...
-If you get a mystery meat,you can cook it and make delicious steak! :3
-Be sure to identify toxic gas or paralyzing potion before Goo battle,it helps a lot to defeat it!Also,this requesters EXTREME strategy!
*Second type of dungeon
-Buy healing potion first!Its very important to stay alive!And scroll of mapping aswell.
-I never buy Arch,I just dont need it :P
-When you identify scrolls,do it OUTSIDE of shop,because lullaby and terror can make shopkeeper run away.
-Avoid battles with skeletons and thieves!
-If monster enters the shop (worst case:skeleton),kite it out of the shop before killing it. (its loot can be sold,and that is just annoying)
-Farm healing potions (from Swarm of flies) ,also,try getting Ring of Haggler from thieves.
-If you see gnoll shaman,hide behind the doors and then when he appears,kill him.This is only way to defeat shamans without getting zapped (you might die quickly by being zapped) ,remember,dont show your wand skills,shamans are still stronger than you! (unless you have good armor)
*Cave level
-Same thing for shops,But sell shurikens,they are useless,well,for me,...They deal a very low damage...
-Now,avoid battles.Dont farm bats until you have a weapons that kills quikcly.
-Gnoll brute is carrying loads of coins,kill them from distance,because they can crush you,unless you really have good armor...
-This level contains a lot of goodies,like scrolls of upgrade and potions of str.
-Cave spinners are super annoying!Avoid them...
-Here is a moment,a battle with heavy machinery!Kite it out of water,be carefull,if he rides on inactive trap,he heals. (yeah,yeah,everyone knows this :-X)
-Its important to have curare darts,they will save your life.Potion of healing are also important,use them wisely..(if you have lower than 40- HP,use it,you might die)
*And now,drawen city!
-Shops are same thing....
-Fight with fire elementals only if you are standing on water.
-Have a backup weapon if monks kicks out first one from your hands,so you dont have to pick it up.
-Warlocks are like shamans,dot he same thing or youre totally dead!
-Avoid golems!They will crush you,even you have very strong armor.
-And at last,drawen king! *sigh* just throw toxic gas and paralyzing potions at him he will die,eventually! 8) EASY!
Thats all...
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-Avoid battles with thieves!
-try getting Ring of Haggler from thieves.
haha
Haggler ring is super rare, but very nice if you can get one.
In a recent game, I had 2xRing of haste +2, and a slow wand, and then later a +7 chilling (slowing) glaive. Getting more actions than the enemies makes a HUGE difference. I ended up killing myself before buying an ankh (oops) but I'd already completed everything except the boss on 20 anyway :)
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Watabou, what about bows and crossbows? Shields? Maybe new classes in the next update?
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-Avoid battles with thieves!
-try getting Ring of Haggler from thieves.
haha
Haggler ring is super rare, but very nice if you can get one.
In a recent game, I had 2xRing of haste +2, and a slow wand, and then later a +7 chilling (slowing) glaive. Getting more actions than the enemies makes a HUGE difference. I ended up killing myself before buying an ankh (oops) but I'd already completed everything except the boss on 20 anyway :)
Oh the irony... :D
I meant that if you get fast weapons and ring of haste so you can kill thieves before they steal something,run away,and skeletons come are like:"You trying to bully him?Why not fight with someone your size...!" Well,thats what I think they are saying...
Also,can someone tell me how he gets to the drawen city with mage class?Because I'm trying to do that but,but,but,imposibru! Dang it... :-\
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Just won with a mage for the fifth time so here is one way. There are many ways to win this game, and finding them out is a lot of fun. But since you asked ...
If on level 1 you do not get a nice armour, or something else fantastic doesn't happen, start over. A nice armour is a plain scale, a +1 or better plate and a +2 or better leather. Getting armour is easy for mages with the graveyard room, as you can approach the tombstone from the rear and then get max 3 wraiths, one per magic missile. I've never known the graveyard armour to be cursed, +armour is relatively common.
Don't wear this armour while exploring, as you will starve to death. Put it on when you see trouble approaching, or before you wake trouble up by blasting it with your mm wand.
If this is +1 plate or better, then upgrade it until you can walk around with it with no penalties. If this is not, then save your upgrade scrolls.
Goo can still be a problem. Wear your armour for him even if it is too much for you, as your plan is to zap him from a distance and then not move, so the movement penalty doesn't matter so much. A scroll of challenge can often be of use here so you can fight him on the square that you want to. You want to be standing in water, while Goo is not. When Goo is in water, you should zap him with your wand of lightning if you have one.
Assuming you survive Goo, which is not a certain thing, even with good armour ...
Farm flies for potions.
Buy an ankh. Commit suicide and make level 6 reset a few times. You should get a few extra scrolls of upgrade and strength potions this way, but not a whole lot as the game notices and then just stops handing them out. I've never raised my strength above 15 with this technique. But this is not what you are looking for. What you want is a plate armour and a tier-5 weapon -- and 4 scrolls of magic mapping. The weapons that the skeletons drop are mostly cursed, so just sell those, so you can buy another 500 gp ankh on level 6. You want a glaive, etc that you just find in a box or on the floor. Or found in a statue room, assuming that you are well enough supplied with healing potions that this is an option.
When you finally get an armour and/or a tier-5 weapon, start using that pile of upgrade scrolls you have. If the weapon you have been using is of very low quality -- killing skeletons is difficult -- use them on your weapon, otherwise use them on your armour. Stop upgrading that item if you reach +5 or if you can wear/wield it with no penalty, and start upgrading the other item -- but specialise here. You either want to be able to wield the weapon soon, or wear the armour soon, not have both be unusable due to hunger constraints and the dodge penalty. Better armour is more valuable here than a better weapon assuming your current weapon is something fairly good, such as a +2 spear.
Save one upgrade scroll for a well of transformation -- and if in your resetting level 6 you create a well of tranformation, use the scroll on it. You may never seen another one in the whole game ... Then save this scroll.
Otherwise, things are fairly straightforward. Assuming you do not waste your scrolls of upgrade on weapons or armour you do not intend to use in the dwarf levels, your magician will become a pretty great thumper, and then you just whack things to pieces.
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but that is just one way to win. If you get a ring of evasion you might just enchant the heck out of that, and that has worked for me as well, as I survived the dwarf levels wearing only +2 scale (but a +6 ring of evasion and a +3 ring of haste). Bring extra healing potions if you plan on doing this, as golems hit hard.
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The last 4 times I have won, I did so with an unenchanted weapon, as there were no wells of transformation in the game. On the other hand, my dwarf levels had many statue rooms in it. By the time I get to the dwarf levels, I am uninterested in another weapon, except as a thing to sell, as I have already invested my upgrade scrolls on one I already have. Could it be possible to change the percentages so that on the dwarf levels you are more likely to run into a well of tranformation and less likely to find a statue room?
Just a thought ...
Over all, I think that the statue rooms and the shadow gardens are a little too common, while the wells are a little too uncommon, but this is only my subjective opinion, of course.
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I don't think it's a good idea to fight goo while wearing armor that's too heavy for you. Yes you get better damage reduction, but he will get more attacks, and you won't be able to back up & dodge when he pumps himself up - that does TONS of damage.
I agree that shadow rooms are too common, because they're pointless to me. I love the statue rooms, but those statues can be SO tough depending on what they're holding. Best to kill them from range if you can.
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I don't think it's a good idea to fight goo while wearing armor that's too heavy for you. Yes you get better damage reduction, but he will get more attacks, and you won't be able to back up & dodge when he pumps himself up - that does TONS of damage.
Not while wearing +3 plate .. :D
So far I have only managed to beat Goo 3 times while wearing cloth armour - once by also having 5 healing potions (oh joy when flies appear before level 5) and once by having an impressive assembly of wands and a scroll of recharging. You can still run away when he pumps himself up, as he has to stop doing that to chase you. Are you fighting him in the room, or in the corridor, or does that not matter for you?
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So, right after I post this I beat Goo again while still in Cloth Armour. But this char was wearing a ring of haste +4 and had a wand of fire and a wand of lightning, and was wielding a venemous quarterstaff. One of the very nice things about this game is the number of different, but difficult ways to win. Keeps me playing long after I thought I would be, at any rate.
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-ring of haste +4
-wand of fire
-wand of lightning
-venemous quarterstaff
You are ridiculously lucky to get all that in 4 levels.
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-ring of haste +4
-wand of fire
-wand of lightning
-venemous quarterstaff
You are ridiculously lucky to get all that in 4 levels.
Indeed, which I why I think you need better armour to defeat Goo.
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The grass in the Shadow Garden room doesn't burn. Bug or Feature?
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I love the statue rooms, but those statues can be SO tough depending on what they're holding. Best to kill them from range if you can.
Imagine the one with the instant killing enchantment...
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A nice armour is a plain scale, a +1 or better plate and a +2 or better leather
oh,I got once scale armor +3 at first level of dunegon! And then It got enchanted to +4 ...Amazing,I raged so hard when I died from goo.... ;D
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A nice armour is a plain scale, a +1 or better plate and a +2 or better leather
oh,I got once scale armor +3 at first level of dunegon! And then It got enchanted to +4 ...Amazing,I raged so hard when I died from goo.... ;D
After doing that about 10 times, it feels less painful ...
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Pixel Dungeon 0.4.2 released! This is a rather small update without dramatic changes. Here is the list of what’s new from Google Play:
- Added: Potion of Frost
- Added: Scroll of Nuclear Blast
- Added: Dewdrops
- Added: Enemy health indicator (tap danger indicator to activate it)
- Added: Number of slain monsters in rankings
- Added: Mages can equip and use wands as a melee weapon (in case of need)
- Changed: Undead dwarves are immune to Paralysis now
- Fixed: Animated statues are not activated by alarms
- Fixed: Strictly one item per tile in shops
- Fixed: Ring of Resistance+5 and higher
and more…
http://pixeldungeon.tumblr.com/post/51632281005/0-4-2-released
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Pixel Dungeon 0.4.2 released! This is a rather small update without dramatic changes. Here is the list of what’s new from Google Play:
- Added: Potion of Frost
- Added: Scroll of Nuclear Blast
- Added: Dewdrops
- Added: Enemy health indicator (tap danger indicator to activate it)
- Added: Number of slain monsters in rankings
- Added: Mages can equip and use wands as a melee weapon (in case of need)
- Changed: Undead dwarves are immune to Paralysis now
- Fixed: Animated statues are not activated by alarms
- Fixed: Strictly one item per tile in shops
- Fixed: Ring of Resistance+5 and higher
and more…
http://pixeldungeon.tumblr.com/post/51632281005/0-4-2-released
Cool! Thanks, Watabou! Can you detail what these do:
-Frost
-Nuclear Blast
-Dewdrops
-higher levels of Ring of Resistance
And what's the "and more..."?
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...
Cool! Thanks, Watabou! Can you detail what these do:
-Frost
-Nuclear Blast
-Dewdrops
-higher levels of Ring of Resistance
And what's the "and more..."?
About Frost, Nuclear Blast and Dewdrops: you are supposed to try and see it for yourself ;). Nothing particularly fancy really.
About Ring of Resistance: it was bugged and didn't work if upgraded to +5 or higher. Now it's fixed.
I'm worried about using a wand as a melee weapon, I didn't test enough, but probably people won't use it too much anyway.
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About Frost, Nuclear Blast and Dewdrops: you are supposed to try and see it for yourself ;). Nothing particularly fancy really.
Nuclear what?! sounds dangerous.
Does frost potions freezes water for a while?
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Thank you for the new release, watabou!
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bug? (I think so anyway) : dewdrops vs fire
If you make the grass under the dewdrops burn, they stay around. Being dewdrops, they should evaporate.
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idea: change the name of 'weapon upgrade' to 'weapon enchantment'
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Loving the game! The *only* thing on my Xmas list is some form of distributed vs random loot in the first 5 levels. I did just beat Goo without a health potion, but that was the 1st time in MANY games ... I'm embarrassed to say how many (I've beaten Goo at least 15 times, but never without a health pot). I was able to defeat it using Firebolt Wand, but often I feel there is just no chance and I do everything I can to stock up on health pots.
That being said, once you know what you're doing, you can get to Goo in 15-20 minutes and faster if you're really on the ball, then it isn't that big of a deal to start over, just frustrating.
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Great game, I'm loving it like everyone here.
I liked the new update, being able to see the enemies' health. Just a request, though: would it be possible to make a setting to always show it, or have it be like a toggle, and stay on once you turn it on?
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Cool! Thanks, Watabou! Can you detail what these do:
-Frost
-Nuclear Blast
-Dewdrops
-higher levels of Ring of Resistance
And what's the "and more..."?
I maybe know what those stuff do:
-Nuclear Blast is sure a blast that damages creatures around you.
-watabou is maybe making "slowness" into "freezing,chilling" ,that explains chilling enchantment.Also the frost potion.
-Dewdrops,no idea what it means....
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...
Cool! Thanks, Watabou! Can you detail what these do:
-Frost
-Nuclear Blast
-Dewdrops
-higher levels of Ring of Resistance
And what's the "and more..."?
About Frost, Nuclear Blast and Dewdrops: you are supposed to try and see it for yourself ;). Nothing particularly fancy really.
About Ring of Resistance: it was bugged and didn't work if upgraded to +5 or higher. Now it's fixed.
I'm worried about using a wand as a melee weapon, I didn't test enough, but probably people won't use it too much anyway.
Dew Drops are little spheres that appear when you step on tall grass (or burn it according to gravling). When you pick them up they heal you for ~3HP. I imagine that'll be very helpful once I do another new character, and it makes 2 things more useful (assuming you can get them here):
-Wand of regrowth
-the room that hides you, with plants around the edge
I found a scroll of nuclear blast, and used it on a statue (which had a blazing warhammer!), it made ME blind for a while, but I think the statue was still blind for a bit, after I regained my vision. Also I think it did a good chunk of damage.
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Burning the grass does not make dewdrops. But if you have already found a grassy area which has lots of dewdrops, you can burn all the grass and the dewdrops stick around. I think this is a bug.
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minor bug (?) with dewdrops:
If a room is created with a square that has both a dewdrop and an item on it, the game displays the item. But if you go pick up that item, you get the dewdrop, and told there is another item there. I think you should get the item and be told there is another item (dewdrop) there. Or possibly that you cannot get dewdrops on squares that have an item, as the item absorbs the dew.
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Nuclear Blast:
http://imgur.com/a/VBdPN#C3fVs54 (http://imgur.com/a/VBdPN#C3fVs54)
It works just like it says, very cool.
Frost:
http://imgur.com/a/VBdPN#MMvyx3T (http://imgur.com/a/VBdPN#MMvyx3T)
Haven't tried throwing one yet, though.
Why you should buy & save XP potions:
http://imgur.com/a/VBdPN#sYdWz75 (http://imgur.com/a/VBdPN#sYdWz75)
I even found one more after that screenshot, while trying to find a transmutation well!
Confirmed that dew drops do appear in grass from:
-Wand of regrowth
-the room that hides you, with plants around the edge
In this same game, I've done all the levels, and I keep retrying 16/11/6 - I have not found a SINGLE well of transmutation, I want to enchant my +9 (will be +10) warhammer!
Edit 2013-05-31: Finally found a transmutation well, after countless replayings of the store levels, and the shitty enchantment I got was Wild :( Didn't really matter, though, I beat the Dwarf King without even using my weapon, had lots of wands, scrolls, potions, etc :)
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There was just a small update, anyone know what it was? 0.42a ?
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There was just a small update, anyone know what it was? 0.42a ?
Look on the Play Store: "0.4.2a is a hotfix for several bugs"
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The Dew drops are really a nice idea to make the begining of the game easier.
It's probably not enough. But the idea is really good.
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The Dew drops are really a nice idea to make the begining of the game easier.
It's probably not enough. But the idea is really good.
They've been changed to only heal 1hp in the early levels. It does help, the problem is that usually it's a single battle that does tons of damage (like a crab doing a total of 15 damage) rather than spread out over-time. You could spend your time running around collecting all the dew you left behind, but that costs a lot of food.
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After several attempts I am finally properly set for my first win as a Mage - I'm sitting atop a +4 Plate Armour that I can use, got a nice stack of healing pots, ecc. ecc.
Question: I am about to reset level 6 by killing myself on purpose (with an Ankh); if I drop my possessions on level 5, will they still be there after I resurrect? Will the shop be reset as well, allowing me to buy another Ankh and repeat the cycle?
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Yes, you can.
I've never used this trick until i readed in this tread. Makes the game much more easier... Too much easier. :(
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Yes, you can.
I've never used this trick until i readed in this tread. Makes the game much more easier... Too much easier. :(
Awesome. So as soon as I get an Ankh I can get unlimited Scrolls of Upgrade / Potions of Strength? Beating Goo essentially beats the game.
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Almost. You can't gain much more xp because in upper levels all enemies give 0XP, but more equipment, scrolls, potions, rations... you can save everything in the skull door of the Goo room, and do it again and again.
I don't recommend, makes the game boring, i'm sure. I've do it 1 time and last.
Depth 11 with 22 healing potions, plate armor +4, detection ring +4, strenght 16, Wild longsword +2, tons of other potions and scrolls... and exp level 16.
Too easy= Simply boring :S
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So I chased a thief who stole my ankh, he went into the store, I killed him.
I had to repurchase my ankh... I'd previously encountered the Skeletons dying in the shop, but I didn't think it was finders keepers!
Is this a new thing? bug?
Thanks
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Playing levels 6/11/16 repeatedly using Ankhs does give you a good chance to accumulate potions/equipment, but you can NOT get unlimited Scrolls of Upgrade or Potions of Strength, those are controlled drops. If you're willing to put in the grinding time, though, you can get unlimited XP potions.
It does make the game easier, but I don't find it boring, I enjoy the SEARCH for cool stuff :) Sometimes it's difficult to get enough gold to buy another ankh, so once I get to end-game (level 18-20) if I'm still looking for something, I like to go up to level 11 where there are the berserking gnolls that often drop piles of ~200 gold.
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Anything that gets dropped in the shop must be bought back - even a pile of 1gp sells for 10gp, LOL. This is probably a bug, but it's been in the game since the beginning.
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I finally won the game last night ... the warrior definitely seems like the easier of the three classes. I wish the Rogue had a boost to "searching". I also wish the Mage had innate magical spells and not only scrolls, perhaps in a future update.
It has been over 20 years ... man that's sad ... since I played a game I enjoyed this much. Thank you!
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Hey,what about the inventory editor? I know that you can use it to cheat but I wanted to use it as debuging process,which can be much easer....
Well no....Just no. :P
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So I chased a thief who stole my ankh, he went into the store, I killed him.
I had to repurchase my ankh... I'd previously encountered the Skeletons dying in the shop, but I didn't think it was finders keepers!
Is this a new thing? bug?
Thanks
This only happens if you kill the thief when he is standing on another item in the store -- including gold you made him drop earlier. If you kill him on an empty store tile, you get your ankh (or whatever he stole) back for free. Thus I think it is a bug.
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Indeed, resetting levels won't spawn more upgrade scrolls or Strength Potions. It just "dries up" the "reserve" for the zone you are visiting, which somehow seems to be predetermined. I still managed to get almost every single ring and wand this way - if you managed to beat Goo without wasting upgrades on items, you can keep repeating it to get a +1/+2 item of your liking which you will then proceed to upgrade.
Anyway, I finally beat the game with a Mage as well, completing all three classes. My problem with it is, I played it like I would play any other class, and there is no significant difference between the two classes - the magic missile wand really helps only in the first few levels as damage scales horribly and there's no point wasting upgrade scrolls on it.
The only wand that really makes a difference is the Slowness one (and perhaps Blink), but nothing beats Plate Armor and a properly upgraded tier 4-5 weapon. Period.
Also, Paralytic Gas potion + Poison Cloud potion = dead boss, always. I killed the Dwarf King this way for giggles, and I had fun inflicting every possible negative status on him while watching his HP draining from afar :)
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Idea:
I just lost the Vampiric enchantment on my +3 war hammer reforging my short sword. I wondered if that would happen, so I tried that. I think it would be more fun if reforging worked like a scroll of weapon upgrade (which I would also rename to a sword of weapon enchantment) instead of a plain scroll of upgrade. You can only do it once, after all, so the potential for abuse seems limited.
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I just lost the Vampiric enchantment on my +3 war hammer reforging my short sword. I wondered if that would happen, so I tried that. I think it would be more fun if reforging worked like a scroll of weapon upgrade (which I would also rename to a sword of weapon enchantment) instead of a plain scroll of upgrade. You can only do it once, after all, so the potential for abuse seems limited.
I like that idea a lot, but there are 2 problems:
1: it makes Warrior even MORE powerful compared to the other classes
2: Since the original short sword is NOT enchanted, it seems a bit out of place.
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Well, the mage could have the reforging the wand of magic missiles work the same way. The rogue gets shortchanged, but that could be addressed by giving him an item he could also reforge.
Currently, I think that reforging is a bad idea. The only benefit I can see is that having an item that you can reforge allows you to read your scrolls before you have an item you would like to upgrade. You can save an upgrade in your sword/wand until the plate armour, glaive, etc. comes along. I don't find a +1 shortsword or a +1 wand of magic missiles all that useful to have in themselves, and when you reforge them you lose the weapon. Even if all you do is sell the weapons for cash -- early on in the game when money still matters -- that is better than just destroying them.
But a reforging that would let you take an already enchanted weapon beyond +3 to +4 -- that I would find worthwhile.
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Well, the mage could have the reforging the wand of magic missiles work the same way.
No, because reforging the wand only works on other wands, not weapons.
Even if all you do is sell the weapons for cash -- early on in the game when money still matters
If you ask me, money matters all throughout the game, but it's true that the small amount of money you get for a shortsword or magic missile wand becomes pointless past the level 6 shop.
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Statues with Grim weapons:
fought one with a Grim Knuckleduster, it did crappy damage, until Grim activated, then I died right away, so it does work against players.
On a side note, I think Grim just does a large amount of damage, it's not specifically an "instant kill". I have had it activate against a monster, and they are still alive.
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Bug found: Tengu can throw his shuriken pass through the magic sheep.
Like 'haha! you can`t hit me now... ouch, ouch, ouch.'
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Indeed, resetting levels won't spawn more upgrade scrolls or Strength Potions. It just "dries up" the "reserve" for the zone you are visiting, which somehow seems to be predetermined. I still managed to get almost every single ring and wand this way - if you managed to beat Goo without wasting upgrades on items, you can keep repeating it to get a +1/+2 item of your liking which you will then proceed to upgrade.
Anyway, I finally beat the game with a Mage as well, completing all three classes. My problem with it is, I played it like I would play any other class, and there is no significant difference between the two classes - the magic missile wand really helps only in the first few levels as damage scales horribly and there's no point wasting upgrade scrolls on it.
The only wand that really makes a difference is the Slowness one (and perhaps Blink), but nothing beats Plate Armor and a properly upgraded tier 4-5 weapon. Period.
Also, Paralytic Gas potion + Poison Cloud potion = dead boss, always. I killed the Dwarf King this way for giggles, and I had fun inflicting every possible negative status on him while watching his HP draining from afar :)
I did same thing with Dwarf boss ;)
Congratz for mage success,I still cant beat it,mage is just,pain.
And I did the thing with Arch and I did get more str potions and upgrade scrolls! :D
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Another bug.
Explanation: 5x7 room, with grass in the top left corner (3 squares) and the door in the top left corner (left wall).
one sleeping enemy (red dot) in near the bottom right corner, and my character (warrior, blue dot)
(http://img827.imageshack.us/img827/1472/esquemaq.png)
I shot firebolt wand against enemy and and the enemy set fire... AND all the grass and door set fire too!! fortunately, in my next turn step to the grass free square and save my scrolls from fire, but i think this was a bug
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Another bug.
Explanation: 5x7 room, with grass in the top left corner (3 squares) and the door in the top left corner (left wall).
one sleeping enemy (red dot) in near the bottom right corner, and my character (warrior, blue dot)
(http://img827.imageshack.us/img827/1472/esquemaq.png)
I shot firebolt wand against enemy and and the enemy set fire... AND all the grass and door set fire too!! fortunately, in my next turn step to the grass free square and save my scrolls from fire, but i think this was a bug
Its not a bug,be carefull with firebolt wand ;)
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So I just accidentally set a Garden Room on fire and trapped myself inside while messing around. Trying to be smart, I proceeded to drop 6 scrolls of upgrade and 3 scrolls of magic mapping so that they wouldn't burn up when I eventually caught fire.
Apparently, scrolls on burning tiles are destroyed instantly and with 100% certainty.
I hate myself.
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So I chased a thief who stole my ankh, he went into the store, I killed him.
I had to repurchase my ankh... I'd previously encountered the Skeletons dying in the shop, but I didn't think it was finders keepers!
Is this a new thing? bug?
Thanks
This only happens if you kill the thief when he is standing on another item in the store -- including gold you made him drop earlier. If you kill him on an empty store tile, you get your ankh (or whatever he stole) back for free. Thus I think it is a bug.
I'd actually asked about this in an email back in March. Watabou's reply follows:
"It is not really a bug, it is rather a predictable glitch :). Not all items dropped in a store turn into this store's property, only dropped over existing goods. All items on the floor are stored in "heaps" and each heap is marked as "regular" or "for sale", when an item is dropped at the cell with other items, this item is added to the existing heap and this heap doesn't change its type. Chests are also heaps of special type, that's why you can put an item into a locked chest :)"
Watabou, I'd sent you a couple of emails recently, but perhaps it would be better for me to just post my questions/suggestions here:
1. If you are fighting a boss and teleport him away using a wand, could he end up in a place you can't reach? E.g., could you accidentally teleport the Tengu outside the locked room?
2. The HP bars are only showing up when we click on the "spotted enemy" tab. Could we have an option to have bars on by default?
3. When using a vampiric weapon, would it be possible for your life steal amount to appear over your head in green? The healing animation is nice and all but I'd really rather know how much healing I just received.
4. It seems that when farming flies, you eventually stop getting potions. Or is this just my imagination? Herbrand a few posts up seems to suggest that this is because there is a certain fixed number of items that "belong" to a level. Is that the case?
5. After you use a piece of equipment long enough, you identify it for free. Could the same be done for wands too?
6. How about when you gain XP (even if it's 0 XP), the amount you gain is displayed either in the scrolling text or as a pop up on the XP bar?
7. Any chance of getting a log book for reading the status messages that scroll by too quickly?
8. I find I check the catalogus a lot: any chance of getting separate buttons for the scrolls and potions sections somewhere on the screen? If a log book is put in, that could be a third button.
9. An alternative to #8 is to make the menu hardware key open the character sheet, the catalogus, and/or the log book. Currently, it opens the inventory... but the inventory button is just next to it anyway.
10. I don't know if this is possible, but maybe the menu key could toggle through the character sheet and catalogus pages? So hit it once and you get the first page. Hit it again for the second page. Then touch the screen to close the page. The next time you press the menu key, you start at the *second* page because that's the last page you viewed.
11. The Rogue as an assassin: Perhaps the rogue could do extra damage when he attacks a monster that is not aware of his presence? It would make his Ring of Shadows more valuable, and would also complement his proficiency with ranged attacks.
12. Catalogus: How about adding the list of unidentified scrolls and potions to the catalogus too? This way, it's easier to calculate the chance of an unknown potion being dangerous to drink, for instance.
Thanks once again, Watabou. :)
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On level 5 you get a message 'a mysterious force prvents you from teleporting' when you try to use the wand of teleportation on the Goo, or try to read a scroll of teleportation yourself. I assume it is the same for the other boss rooms, but I haven't tested this.
I've never had the healing potions run out when farming flies. What I have had 'run out' is strength potions when repeatedly recreating level 6 by suiciding there. How many potions did you have when you thought it ran out? The other day, when I badly wanted a well of transformation to test a theory I had, I got up to 35 healing potions in my backpack before I was finally able to make a level that had one. This doesn't count all the ones I used up along the way -- including having already gone down the complete depth of the dungeon and killed the Dwarf King -- so if the number of potions is llimited, the number seems to be quite large.
I too would like a direct button for the catalogus. seeing as we have 2 inventory buttons now.
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So I just accidentally set a Garden Room on fire and trapped myself inside while messing around. Trying to be smart, I proceeded to drop 6 scrolls of upgrade and 3 scrolls of magic mapping so that they wouldn't burn up when I eventually caught fire.
Apparently, scrolls on burning tiles are destroyed instantly and with 100% certainty.
I hate myself.
Been there, done that - it really hurts, doesn't it? :(
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On level 5 you get a message 'a mysterious force prvents you from teleporting' when you try to use the wand of teleportation on the Goo, or try to read a scroll of teleportation yourself. I assume it is the same for the other boss rooms, but I haven't tested this.
I've never had the healing potions run out when farming flies. What I have had 'run out' is strength potions when repeatedly recreating level 6 by suiciding there. How many potions did you have when you thought it ran out? The other day, when I badly wanted a well of transformation to test a theory I had, I got up to 35 healing potions in my backpack before I was finally able to make a level that had one. This doesn't count all the ones I used up along the way -- including having already gone down the complete depth of the dungeon and killed the Dwarf King -- so if the number of potions is llimited, the number seems to be quite large.
I too would like a direct button for the catalogus. seeing as we have 2 inventory buttons now.
Hi Grav, as other people have noticed - myself included - recreating a level will recreate potentially all sort of items, except for potions of strength and scrolls of upgrade - those seem to be predetermined for a zone, or a playthrough.
What happened to me was that I was able to recreate them on level 6, until I got like 2 strength potions and 3-4 scrolls of upgrade, then no more. Incidentally, I could not found more of those in the levels below until the boss, seemingly implying that you can only run out of those items for the current zone.
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On level 5 you get a message 'a mysterious force prvents you from teleporting' when you try to use the wand of teleportation on the Goo, or try to read a scroll of teleportation yourself.
Ah, ok! Yea, I'd imagine the other boss levels are similarly protected against teleportation then.
I've never had the healing potions run out when farming flies. What I have had 'run out' is strength potions when repeatedly recreating level 6 by suiciding there. How many potions did you have when you thought it ran out?
That was a little while back so I can't be sure, but I think it was something like 12-15 potions. Based on what you've said, I'm guessing I'd just had a streak of bad luck.
So I just accidentally set a Garden Room on fire and trapped myself inside while messing around. Trying to be smart, I proceeded to drop 6 scrolls of upgrade and 3 scrolls of magic mapping so that they wouldn't burn up when I eventually caught fire.
Apparently, scrolls on burning tiles are destroyed instantly and with 100% certainty.
I hate myself.
Been there, done that - it really hurts, doesn't it? :(
Yea, especially when everything else was going so well. 18 strength, Plate +4, Firebolt Wand +1. Was saving up all those Upgrades for a good weapon. :p
Almost deleted that character right then and there, but I managed to grit my teeth and press on. Still died on level 16 though, victim of a Dwarf Warlock.
Hi Grav, as other people have noticed - myself included - recreating a level will recreate potentially all sort of items, except for potions of strength and scrolls of upgrade - those seem to be predetermined for a zone, or a playthrough.
Ah, I'd misunderstood your earlier post then. So it's only those two items that are limited, hm?
By the way, I wonder if you might have the answer to a question that's been nagging at me: if you drop off some of your inventory (a) on the floor or (b) in a locked chest and then die on a different level, are you able to come back and pick up your stuff after you revive?
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By the way, I wonder if you might have the answer to a question that's been nagging at me: if you drop off some of your inventory (a) on the floor or (b) in a locked chest and then die on a different level, are you able to come back and pick up your stuff after you revive?
Yes, of course this is part of the strategy I use in order to amass equipment - I kill Goo, then I proceed to buy the Ankh at level 6, explore everything I can and then leave all my belongings in the last room of level 5, except the 4 items I am wearing and the Ankh. I then suicide on level 6 and lo and behold, the level is recreated for me to loot and I can buy another Ankh to feed the cycle again.
I wouldn't know how to leave stuff in a locked chest though - is it even possible?
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Ah, nice little strategy there, Herbrand! I'll have to try it. Can you earn enough gold to cover the cost of a new ankh each reset though? I guess you must be able to or else this would not work.
Does the stuff you leave on the floor disappear after some time?
As for storing stuff in locked chests, that was something that Watabou had told me could be done in an email some time back. I haven't tried it myself but I would imagine throwing stuff at the chest would do it. I've just tested it, and it's performed by throwing an item at an unopened chest. Not much point to it though, I suppose, and it's probably not a good idea with special chests - accidentally throwing its key into it or losing the key to death would probably be bad. :p
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Ah, nice little strategy there, Herbrand! I'll have to try it. Can you earn enough gold to cover the cost of a new ankh each reset though? I guess you must be able to or else this would not work.
Does the stuff you leave on the floor disappear after some time?
Yes, on average you do. And if you don't, just keep farming until skellies drop weapons, or backtrack to level 4 to fight gnolls who drop coins altogether. The first time I tried this strategy I was lucky enough to get a Ring of Haggling almost instantly, so the process was trivialized. If you get more stuff than you'd need, you can always add it to your hoard above to sell it on the next run - you lose all your money when you die, and you have no chance of dropping those.
No, the stuff you leave on a floor that is _not_ regenerated stays there forever.
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Sounds like you have this all planned out! What about food though? Are the two overpriced rations in the store typically enough for each reset?
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Sounds like you have this all planned out! What about food though? Are the two overpriced rations in the store typically enough for each reset?
Every time the level is reset, at least a standard ration is spawned, so you eat that. Either way, you should be able to farm enough Healing Potions from the flies to keep you alive. After killing Goo, I spend most of the time perma-starving anyway.
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Righto! Have been excited to try this... but my last few runs ended tragically early. :p
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http://pixeldungeon.tumblr.com/post/52621993874/some-time-passed-since-my-last-post-here-i-was-on
Btw, I'm also planning to tweak Ankh behavior. I can't say what exactly will be changed, but I will try to avoid level resetting.
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I will try to avoid level resetting
I celebrate it. Thanks for help us against our temptations XDDDDDDDD
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Finally,it is possible to upgrade plate armor 5 times and have plate armor +8.....But poor weapon welding,ofc....
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Welcome back watabou. I hope your vacation was great!
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the most annoying thing is when a thief steals your arch and you die,because you cant reset depth...I recommend finding traps and enemies like skeletons,and then create some tactics,like kite enemies to staircase and fight them naked with arch,but when thief comes,quickly escape through staircase.
NOTE: Before reseting,spend all gold as much as possible,because after reset you start with no (0) gold
and writing on small screen phone is pain,sry for terrible grammar!
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Pixel Dungeon 0.4.2 released! This update introduces “Badges” - a simple achievements system. Here is the list of what’s new from Google Play:
- Added: Badges (achievements)
- Added: Freezing traps
- Added: Ring of Thorns
- Changed: Upon resurrection the current floor is reset only if it’s a boss floor
- Changed: Search action always succeeds now
- Changed: Reforging preserves enchantment of an upgraded weapon
- Changed: Scrolls of Nuclear Blast are renamed to Scrolls of Psionic Blast
- Changed: Golems and Animated statues are immune to Psion Blast now
- Fixed: Several bugs fixed
and many more…
http://pixeldungeon.tumblr.com/post/53274891791/0-4-3-released
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Thank you for the new release, watabou!
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When you encounter tombstone,try touching it from the side where statues are preventing wraths to spawn(where statues are occupying a block/tile).This means that less wrath will appear.Also,when there is tombstone next to statue,its possible to see what tombstone is containing by walking to statue and standing on tombstone.
s-statue ; t-tombstone ; p-player ; w-wrath
t w
s p s *touch* s p s or
t w
s p s *touch* s p w s
p
t *move to s* p
s s
I hope this works~
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I used to be able to reforge my warrior's short sword to upgrade another melee weapon. Now it seems I can't anymore. Was that feature removed in a recent version? The warrior's description on the character select screen indicates that you still can...
Great game BTW! I got my 11 year old sister hooked on it too :D
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Idea: if you are blinded from a Psionic Blast you shouldn't be able to read scrolls.
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bug ? :
I had all the scrolls identified, except for the scroll of weapon transformation. I had made one in a well, but I hadn't used it yet, and was carrying it when I killed DM-300. I was nearly dead. The badge award distracted me and I tried to leave the toxic area instead of drinking a potion of healing, curse it all. So I died.
But before I got the message 'DM-300 killed you' I got 'new badge: All scrolls identified'. However, either I should have got that badge when I transformed the scroll (as that was the last scroll I had not found) or I shouldn't have it now. Dying shouldn't count, I think, in the badge earning process.
Also DM-300 is now running around the screen rejoicing at my demise, despite my having killed him. Is that the way things are supposed to work? I have so never died this way before, so I do not know. I would have expected to be told that I died of toxic fumes, but I suppose DM-300 is responsible. Odd to see him running around now.
Conclusion -- I would like badges more if they were smaller, and if they did not show up in the middle of the screen where your character is.
Other Conclusion: If you aren't going to let us reset levels until we can get a tier-5 weapon and Plate Armour, perhaps you could increase the rate at which they are generated in the dungeons?
EDIT: Hmmm. looking at my badges, I don't have '3rd boss killed'. So maybe DM-300 didn't die? But in that case, what was the badge I got that distracted me? I had 'death from poison' already, and I don't see 'death from toxic gas'. My badges are: death from poison, death from fire, level 12 reached, all scrolls identified, 2nd boss slain, 150 enemies slain, 2500 gold collected.
So I now believe that DM-300 killed me, but I didn't notice that I was dead because I was distracted by the 'identified all scrolls' badge that I don't think I should have received (or should have received earlier).
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Hi, guys, here are some replies from Watabou regarding questions I'd earlier asked. Some of these changes have already been implemented in the most recent update though.
1. If you are fighting a boss and teleport him away using a wand, could he end up in a place you can't reach? E.g., could you accidentally teleport the Tengu outside the locked room?
Wands (and scrolls) of teleportation don't work on boss levels.
2. The HP bars are only showing up sometimes. Is this a bug?
Health indicator is displayed when you click the danger indicator. Maybe I will add an option to display it automatically when an enemy is attacked.
3. When using a vampiric weapon, would it be possible for your life steal amount to appear over your head in green? The healing animation is nice and all but I'd really rather know how much healing I just received.
I'll think of it. But before that I need to fix the old bug with overlapping floating texts :/
4. It seems that when farming flies, you eventually stop getting potions. Or is this just my imagination? Herbrand a few posts up seems to suggest that this is because there is a certain fixed number of items that "belong" to a level. Is that the case?
Indeed flies drop healing potions a little differently now, the longer you split the same swarm, the lower chance to get another potion. It was made to limit excessive farming.
5. After you use a piece of equipment long enough, you identify it for free. Could the same be done for wands too?
It would make scrolls of identify useless.
6. How about when you gain XP (even if it's 0 XP), the amount you gain is displayed either in the scrolling text or as a pop up on the XP bar?
Ok, I will display exp gained in the log.
7. Any chance of getting a log book for reading the status messages that scroll by too quickly?
It's such a pain to add new UI elements at this stage of development :) I'll think of it.
8. I find I check the catalogus a lot: any chance of getting separate buttons for the scrolls and potions sections somewhere on the screen? If a log book is put in, that could be a third button.
9. An alternative to #8 is to make the menu hardware key open the character sheet, the catalogus, and/or the log book. Currently, it opens the inventory... but the inventory button is just next to it anyway.
10. I don't know if this is possible, but maybe the menu key could toggle through the character sheet and catalogus pages? So hit it once and you get the first page. Hit it again for the second page. Then touch the screen to close the page. The next time you press the menu key, you start at the *second* page because that's the last page you viewed.
This is a rather popular request, so I will implement it this way or another...
11. The Rogue as an assassin: Perhaps the rogue could do extra damage when he attacks a monster that is not aware of his presence? It would make his Ring of Shadows more valuable, and would also complement his proficiency with ranged attacks.
It's quite possible that I will add "specializations" for each character class, "assassination" can be one them.
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I used to be able to reforge my warrior's short sword to upgrade another melee weapon. Now it seems I can't anymore. Was that feature removed in a recent version? The warrior's description on the character select screen indicates that you still can...
Great game BTW! I got my 11 year old sister hooked on it too :D
Reforging is still working for me.
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bug ? :
I had all the scrolls identified, except for the scroll of weapon transformation. I had made one in a well, but I hadn't used it yet, and was carrying it when I killed DM-300. I was nearly dead. The badge award distracted me and I tried to leave the toxic area instead of drinking a potion of healing, curse it all. So I died.
But before I got the message 'DM-300 killed you' I got 'new badge: All scrolls identified'. However, either I should have got that badge when I transformed the scroll (as that was the last scroll I had not found) or I shouldn't have it now. Dying shouldn't count, I think, in the badge earning process.
Also DM-300 is now running around the screen rejoicing at my demise, despite my having killed him. Is that the way things are supposed to work? I have so never died this way before, so I do not know. I would have expected to be told that I died of toxic fumes, but I suppose DM-300 is responsible. Odd to see him running around now.
Conclusion -- I would like badges more if they were smaller, and if they did not show up in the middle of the screen where your character is.
Other Conclusion: If you aren't going to let us reset levels until we can get a tier-5 weapon and Plate Armour, perhaps you could increase the rate at which they are generated in the dungeons?
EDIT: Hmmm. looking at my badges, I don't have '3rd boss killed'. So maybe DM-300 didn't die? But in that case, what was the badge I got that distracted me? I had 'death from poison' already, and I don't see 'death from toxic gas'. My badges are: death from poison, death from fire, level 12 reached, all scrolls identified, 2nd boss slain, 150 enemies slain, 2500 gold collected.
So I now believe that DM-300 killed me, but I didn't notice that I was dead because I was distracted by the 'identified all scrolls' badge that I don't think I should have received (or should have received earlier).
This is what I think have happened:
- There were 2 unidentified scrolls in your game, at least one of them in your inventory (Scroll of Weapon Upgrade?). Otherwise you would have gotten that badge earlier.
- You were killed by DM-300 or maybe by its toxic gas.
- Upon your character's death all items in his inventory were identified and that was rewarded with the badge. It's a bug of course and I have fixed it.
Also I have changed new badges visualization a little to make it less obstructive.
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Why not just make the badge get modal? The current (original) implementation of the badge looks like it would be modal, that you have to click it to dismiss it, which is probably what led to some of the confusion.
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Badges shouldn't appear in the center of the screen....They should appear in left side.When you die,at the left can appear a badges that you were close to get and badges that you got for first time before death.
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This game is awesome :) downloaded it when it was in early stage (you couldnt go past tengu) and the game has improved a lot. I have an idea about a blacksmith in the the city of dwarves that maybe could make either a weapon to a higher tear weapon or transfer upgrades from one equipment to another or enchant wapons (or maybe u have a better idea on what he can do...)
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If you aren't going to let us reset levels until we can get a tier-5 weapon and Plate Armour, perhaps you could increase the rate at which they are generated in the dungeons?
What do you mean by this, gravling? Do you just mean that you need to be powerful in order to fight bosses a 2nd (and more) time? Even if you could, what's the point? Trying to get a bit more XP? I've never seen bosses drop items. Ankhs seem pointless to me, now.
That being said, just yesterday I started a new mage and blazed all the way through to the end of the game. Beating Goo is still far too luck-dependent, but I was lucky enough to find a +2 mace (upgraded to +4), leather armor, and at least 1 Strength potion, plus a healing potion or 2 before I got to Goo, and then he wasn't very tough.
By endgame I had a +10 Stunning mace, WOW that is a potent weapon, last boss didn't get a single ATTACK on me, let alone a hit! Most monsters too, of course. It was easy enough that I farmed golems to get up to 23 before going for the last boss.
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Pixel Dungeon 0.4.4 released! The main feature of this update is “specializations”. They are like sub-classes, there are 2 of them for each class (i.e. 6 in total). Here is the changelog from Google Play, it’s quite short:
- Added: Specializations (available after defeating the 2nd boss)
- Added: New badges
- Added: New room “Flooded vault”
- Changed: Badges visualization is corrected a little
- Changed: Some badges criteria
- Fixed: Several bugs fixed
http://pixeldungeon.tumblr.com/post/53923873812/0-4-4-released
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Can we get a list of Specializations, please? The update's not yet on Google Play, FYI.
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Can we get a list of Specializations, please? The update's not yet on Google Play, FYI.
Yeah, it usually takes a couple of hours.
Warrior: Gladiator or Berserker.
Mage: Warlock or Battlemage.
Rogue: Assassin or Freerunner.
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If you aren't going to let us reset levels until we can get a tier-5 weapon and Plate Armour, perhaps you could increase the rate at which they are generated in the dungeons?
What do you mean by this, gravling? Do you just mean that you need to be powerful in order to fight bosses a 2nd (and more) time? Even if you could, what's the point? Trying to get a bit more XP? I've never seen bosses drop items. Ankhs seem pointless to me, now.
...
By endgame I had a +10 Stunning mace, WOW that is a potent weapon, last boss didn't get a single ATTACK on me, let alone a hit! Most monsters too, of course. It was easy enough that I farmed golems to get up to 23 before going for the last boss.
What I mean is that, in games of these sorts, 'grinding' is the typical way to offset luck. So, the way the ankh worked you could make sure that you got the max possible str potions and upgrade scrolls for levels 6-9 and 11-14 just by resetting level s 6 and 11 enough. You could also make sure you got plate armour from a graveyard and a tier-5 weapon ... as long as you were willing to grind that much.
As it stands now, grinding barely helps you at all. You can still farm flies, and get scrolls from the Gnoll Shamans, but farming skeletons for better weapons doesn't work out very well as most of the items they have are cursed. Thus it is now even harder to get decent weapons and armour, and more luck dependent. So perhaps the odds should change to be a little more in our favour, that is all I was suggesting.
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Do monsters ever respawn? I can't seem to kill the Goo (yeah, I know, I'm a noob), and I thought maybe I should grind around some more for better loot. But if monsters don't respawn, then that's kind of pointless, and I'll just starve to death looking for foes to fight... :P
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Do monsters ever respawn? I can't seem to kill the Goo (yeah, I know, I'm a noob), and I thought maybe I should grind around some more for better loot. But if monsters don't respawn, then that's kind of pointless, and I'll just starve to death looking for foes to fight... :P
I think monsters respawn but the loot that you get from monsters on floor 1-5 won't really help you against the goo. Just explore every floor completly and with a little bit luck you'll beat him
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I don't think monsters RE-spawn, as such, but new monsters always appear, sometimes right behind you, from that door you just closed! :)
It does take a good bit of luck to beat Goo, but playing as Warrior, it shouldn't take THAT many tries. Read the old posts in this thread for a lot of play-tips.
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It used to be the case that you could grind yourself to level 9 before meeting Goo,as you did not starve in Garden rooms. They do not exist any more so you will starve to death if you try this now.
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I specialised my Warrior as a Gladiator. Then I promptly got killed by some piranhas. Wearing +3 plate, too. Man they are tough. :D
The thing is, when I restarted, my level 1 warrior had a tome of mastery. Was that intended, or is that a bug?
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It used to be the case that you could grind yourself to level 9 before meeting Goo,as you did not starve in Garden rooms. They do not exist any more so you will starve to death if you try this now.
Garden rooms don't exist anymore? What do you call those shadowy rooms full of plants with shafts of sunlight peeking in, then?
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He means that the garden room used heal you now u just can hide there...Don't try to fight piranhas they arr to strong. Usually there is a potion of invisibility in the same floor use that one to just sneak through. Which monster actually drops the ring of thorns never got one so far..
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I specialised my Warrior as a Gladiator. Then I promptly got killed by some piranhas. Wearing +3 plate, too. Man they are tough. :D
They are meant to be this way ;)
The thing is, when I restarted, my level 1 warrior had a tome of mastery. Was that intended, or is that a bug?
It's a kind of experiment. Probably I will remove it in the future.
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specialization? what is that?
btw,watabou,can you add darkness to the dungeon and couple of torches? That would look amazing,and scroll,fire,magic also emits light...
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Just wanted to say first off that I love this game.
But man are those piranha's nasty. The only way I've ever found to deal with the room is the potion of inivisibility, and I know I have had to go back a level with one I found lower down; so if that's the intended "solution" either it's not a guaranteed one or I just really stupidly did my potion identification mid-level. (in general I ID scrolls at the top of a stairs and then potions after I go down)
Handy tip though: Even if you're invisible, count the piranha in the room closely, then look at the chest REALLY closely. I learned the hard way that a piranha sleeping under the chest will mean you hit it, thus losing your invisibility, instead of opening the chest. Being left all the way across the room from the door, even with three healing potions in hand, was a purely lethal experience.
If anyone has found a better solution to the flooded vault, speak up.
-abs
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So does anyone know which monster drops or how you get ring of thorns?
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are those piranha's nasty. The only way I've ever found to deal with the room is the potion of inivisibility
I am pretty sure that if there's a piranha room, you are guaranteed to find an invisibility potion on the same level. Another handy clue for identifying potions. Wish there were more clues for scrolls.
No idea about ring of Thorns, I still haven't seen one.
Since the update, the game seems to be easier (in the first 4 levels), I've had much better luck with gear (especially wands) and beating Goo, though my perceptions may be skewed since I was playing Warrior again :)
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http://pixeldungeon.tumblr.com/post/54421815880/experimenting-with-a-fog-of-war-what-do-you
Experimenting with a fog of war. What do you think?
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Would be nice if you could switch from one to another. On the street, under the Mediterranean sun, the model on the left is a nuisance and I can only play indoors, but it's certainly prettier.
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I prefer how the new method shows more clearly what you can/can't target, but I don't like the curves, why not make it full squares, in true pixellated form?
Secondly, I definitely agree that it's too hard to see the game out in the Sun. I think the fogged areas should be brighter, or perhaps configurable brightness.
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This is another small update, hopefully it will be the last one before the next content update (0.5). Here is the list of changes from Google Play:
- Added: New type of items - seeds
- Added: Wand of Disintegration
- Added: New badges
- Added: New sounds
- Changed: Ring of Haggler and Ring of Thorns are not need for unlocking “all rings" badge
- Changed: Wands can’t have more than 9 charges now
- Changed: The chance of looting a Ring of Thorns is increased
- Fixed: Several bugs fixed (incl. critical ones)
http://pixeldungeon.tumblr.com/post/54587458449/0-4-5-released
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Fog of war: the fuzzier one on the left is much prettier.
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Hah, just this morning I finished the game with Mage (3/3 classes done), and then it's updated so I have to start again :P
What do seeds do?
What can you Disintegrate with new wand? Just doors? traps?
Where can we see a full list of badges? I would like to know what I don't have yet :)
What is ring of thorns, makes an enemy take damage when they hit you? Where do you get it?
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The only way to kill piranhas it's to burn the door and shot them from far away ;D
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I'm guessing seeds can be planted (by throwing, not dropping them, oddly) to lay "traps" for enemies. At least that's what their descriptions seem to imply...
I still can't reforge my short sword as a Warrior, by the way. I was a while back, but I haven't been able to recently. I have a screenshot:
https://plus.google.com/103216814673254207286/posts/E8EJFfbM8jj
Perhaps some UI change pushed the "reforge" button off the bottom of the window on my device?
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Another topic that's been covered, having the entire game in a single thread really stinks.
You can only reforge a sword/wand that is upgraded to +1 or more. Beware that further upgrades won't be reforged, you only get +1 on the target. There is no risk of disenchanting your weapon this way though.
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I'm playing a Battlemage with a Disintegration wand equipped (MWAHAHAHA) but doesn't work very well. Sometimes misses the shot even in a very short range, specially in angles, and have a maximum range too short (or it misses more at long range?)
Another point... In earlies versions, we have enough space in inventory, but now, specially with the new potions, scrolls and mainly the seeds, turns to very very small.
Perhaps when you pick up the first seed appears to "seed bag" with all the seeds that you collect, and the same with a scroll tube, you can remove and put in the tube (or have scattered in the inventory the scrolls you use quickly, and saved you will not use, because it spends a turn them out to read them)
And another detail: How about a chance that a character pick up an object identified? For example:
Everyone has a 2% base on all the objects,
The warrior has a +3% identifying weapons and armor
The rogue +3% identifyng armor and rings
The Wizard +3% to identify potions, wands, rings and scrolls.
So you might get lucky and pick up a weapon knowing it is cursed, but is difficult and lucky.
Or that these skills have a special kind of magician, "master of knowledge", and that is your strong point, do not know ... well you do not know what they pick, but one of 50 identified would come out pleasantly surprised occasionally.
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Hah, just this morning I finished the game with Mage (3/3 classes done), and then it's updated so I have to start again :P
What do seeds do?
They allow you to grow different plants. Plants work like traps for monsters.
What can you Disintegrate with new wand? Just doors? traps?
Doors, barricades, grass. And monsters of course :)
Where can we see a full list of badges? I would like to know what I don't have yet :)
It's supposed to be unknown to players :). But I think they have it on PD wiki.
What is ring of thorns, makes an enemy take damage when they hit you?
Yes.
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The only way to kill piranhas it's to burn the door and shot them from far away ;D
It's a good way to kill them, but certainly it's not the only one :)
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I'm playing a Battlemage with a Disintegration wand equipped (MWAHAHAHA) but doesn't work very well. Sometimes misses the shot even in a very short range, specially in angles, and have a maximum range too short (or it misses more at long range?)
Its maximum range increases with its level. I think, that there is a bug in the algorithm that calculates which tiles are affected.
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Another topic that's been covered, having the entire game in a single thread really stinks.
You can only reforge a sword/wand that is upgraded to +1 or more. Beware that further upgrades won't be reforged, you only get +1 on the target. There is no risk of disenchanting your weapon this way though.
Sorry, I just wanted to clarify my previous post on the issue with a screenshot, and bring the issue up again since nobody else seemed to be having any trouble with it.
So in order to reforge my sword, I first need to upgrade it with a Scroll of Upgrade? I thought reforging was a property unique to the warrior's starting shortsword, not something you could do with any sword, or with a wand. It only works with swords and wands, though? And is it the mage who can reforge wands, or the warrior, or everyone can reforge everything?
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You upgrade your warriors' starting shortsword or your mages' starting wand of magic missiles. One time only. Then, and only then you can use it to reforge a different weapon/wand. Rogues cannot reforge anything.
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My last wizard died on level 19. I upgraded to 0.4.5a then started a new wizard game. And now, I have a tome of mastery in my inventory, right on D1!
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I love this game! I've been playing constantly for the past week. I've made it to levels 15 and 16, but keep dieing there. The game I'm currently in is going well, but I'd like to get a little more buff before going down to the dwarves. How do you "reset" the shop keepers to buy more healing portions?
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This game is really awesome. Congrats watabou!
bug report:
Sometimes (always?), when moving over an item with an enemy on sight, the item is autopicked up and a turn is wasted.
Ideas:
Would be nice to show the items on the map, especially dewdrops.
How about a shortcut to reset the zoom to default? Double tap in the center maybe.
Sometimes, it's hard to tell if you can zap an enemy around a corner. And it's infuriating when you end up setting yourself on fire. How about showing the range in the targeting interface?
Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
Do you plan to open source it? Are you looking for contributers?
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Me and Flooded treasuries:
1. I avoid it,because piranhas were too tough...
2.I got killed,I was wearing plate armor +4 :o
3.I got pass them and got a treasure,but killed.The loot was longsword +1,that already tells that they keep some serious good loot.
4.I got pass them with Invisibility potion to get Str (strength) potion.After that I killed one with dagger! After that I obtained a Wild knuckleduster form Mr. Weapon Statue and tried to kill them,idk why,revenge,maybe? But no suck luck with knuckleduster... (I also never noticed that Rouge has dagger).
PS: R.I.P. Grammar :L
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I love this game! I've been playing constantly for the past week. I've made it to levels 15 and 16, but keep dieing there. The game I'm currently in is going well, but I'd like to get a little more buff before going down to the dwarves. How do you "reset" the shop keepers to buy more healing portions?
You cannot reset the shops any more. You used to be able to by dying, while carring an ankh, on a floor that had a store in it. The floor would be regenerated, and you would get a new shop. For extra healing potions now, you can still kill lots of flies.
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Thanks gravling. I think I'm going to take a break from the game. After grinding flies I had 18 health potions, a venomous +4 glance, and mail +5 or 6. Got all the way to my first dwarf monk, then get disarmed before I could swing. Equipped my secondary weapon, disarmed. Went back and farmed, came back to the monk, disarmed, disarmed, disarmed, dead.
The DM300 would get its butt kicked by these magical disarming monks.
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Thank you for the new release. I am having fun playing with seeds. But I, too, am running out of room in the backpack. I would like a larger backpack, or perhaps a bag to keep your seeds in?
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hey,how to backup saves? i just wanna keep it,where all classes finished the whole game for now.
If your phone (or tablet) is rooted, then check this game folder, there are files with names like warrior.dat, warrior1.dat etc.
Where is the game folder? I can't find it.
another bug: the last game played always get 5th place in ranking, even if it gets a lower score than the previous 5th game.
Also, sometimes when I drop a scroll or potion on a well of transformation, it's not changed, I have to drop it a second time. It happened in earlier versions, I'm not sure if I've tested in on the latest one.
How about giving apportation to the wand of telekinesis (pull items to you)?
About showing the wand range, maybe you could use the sharper fog of war style you experimented earlier. But with a different colour to further differentiate it from the standard LOS fog.
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Finally cleared the current content with a warrior. Lucked out with a plate +3 very early on and eventually pushed it up to +9.
Anyone know how high the upgrades can go?
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(http://i44.tinypic.com/2py3udg.png)
Is this a bug? I blasted the goo with my wand of lightning and it also killed me. I was in melee range but it doesn't hurt me usually. Or does it?
edit: ok, not a bug. I found another lightning wand, read the desc and paid more attention. It damages anyone adjacent to the target, including you.
btw, the bonus damage to monsters in water is noticeable too if you pay attention to it.
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I found a bug very painful ...
I was 2 Upgrade scrolls and a battle axe +1 wild, I dropped two scrolls of Upgrade into a well of transmutation (testing whether it transforms two or one), and my surprise was that I returned ONE of Upgrade Weapon.
Well ... At least win a +1 and maybe change the weapon's power, or add another!
But no, I was left with a poor Battleaxe +2 Wild and whitout Upgrade scrolls.
ARGHHHHH!
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The thing is, when I restarted, my level 1 warrior had a tome of mastery. Was that intended, or is that a bug?
It's a kind of experiment. Probably I will remove it in the future.
Well, I have to say that starting with a battlemage is much more fun and interesting. I really enjoyed alternating between zapping and hitting. The start is much stronger than with a warlock, but I might consider switching after Tengu if it's possible. I suppose wacking with a wand isn't going to be very useful by then. Or does the melee damage scale well with the enchantment?
There's a nice forum over there on the wiki (http://pixeldungeon.wikia.com/wiki/Special:Forum?&cb=4385). How about we lock the thread and all move there? It's a small community, we can't afford to be divided! Watabou, would you read the posts there?
To prevent farming, I suggest that you can't heal when starving. To compensate, dewdrops should also give some nutrition (and by consequence heal you even when starving). That way, when you find them at full health you can choose between nutrition now or health later (but with the nutrition cost of having to backtrack to them). Seems more interesting than the current situation when you never touch them if at or close to full HP. Maybe also raise the nutrition value of overpriced food. Vampirism probably shouldn't provide nutrition.
Btw, do you waste nutrition if you eat a ration when you just get hungry? I hope not, it would be annoying to have to wait for being starving to optimize your food.
Can the duration of clouds be reduced? It's annoying to have to wait for the poison to disperse, it takes forever.
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bug report:
Sometimes (always?), when moving over an item with an enemy on sight, the item is autopicked up and a turn is wasted.
I'm pretty sure that you are wrong, just don't try to get closer to an enemy tapping on a tile with an item. I know that sometimes it's not very convinient but still...
How about a shortcut to reset the zoom to default? Double tap in the center maybe.
It's in my to-do list :)
Sometimes, it's hard to tell if you can zap an enemy around a corner. And it's infuriating when you end up setting yourself on fire. How about showing the range in the targeting interface?
I think that if you can see an enemy then you can hit it with a wand (I'm not 100% sure, because I use completely different algorithms for LoS and trajectory calculating). But you need to select a correct tile as a target and it's not always the tile where the enemy stands...
Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been set there already?
Do you plan to open source it? Are you looking for contributers?
I'm planning to open source it after finishing it.
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I found a bug very painful ...
I was 2 Upgrade scrolls and a battle axe +1 wild, I dropped two scrolls of Upgrade into a well of transmutation (testing whether it transforms two or one), and my surprise was that I returned ONE of Upgrade Weapon.
Well ... At least win a +1 and maybe change the weapon's power, or add another!
But no, I was left with a poor Battleaxe +2 Wild and whitout Upgrade scrolls.
ARGHHHHH!
Aside from being able to drop 2 scrolls and get only 1 back, I don't see any bug here. If you want to get rid of a weapon's enchantment, keep using scrolls of upgrade weapon on it. At +3->+4 (perhaps this is random and some people have to wait
longer, but for me every time) the weapon will still go from +3 to +4 but the enchantment will also be removed. At this point you should add any more scrolls of upgrade you wish to use to improve your weapon with, and then, as the final touch you can add a last +1 and a new enchantment with a scroll of Weapon Upgrade. There is no way to get 2 enchantments on the same weapon.
If you already have a +3 or better weapon with an enchantment you like on it, then you can add an additional +1 per scroll of Weapon Upgrade you use, preserving the enchantment.
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Hello!
Thanks for making such a fantastic game!
(how to donate, btw?)
So far I have like 10h of play time and enjoyed most of it ;)
If I may throw some loose suggestions:
-Rogue needs more ranged things to use. I have just finished a game with the warrior and I had like 30 darts/shurikens etc at most. Maybe some types of ranged weapons could have a high chance of not being destroyed after hitting, but player would find them in smaller stacks? For example, 3 javelins with 90% chance on being preserved on hit.
Another idea would be using upgrade scrolls to replenish quanity of throwables along with their quality.
-Starting wand for mage is useless if not upgraded quickly.
-In general, my mages and rogues die somewhere on lvl 2-3 on average...
-...while my Warrior gets to the Goo every single time except when I do something utterly stupid like going to dungeon lvl3 with lvl 1 character ;)
-Farming is needed to beat the game but is also quite boring. I would gladly welcome more food so resting would become viable way of healing, and less (or none at all) way of farming healing potions.
-Dwarven monks, eh. I don't mind difficult enemies, but man those are annoying. I had a +7 or +8 plate mail and sword of slowness, and was overlevelled at least 2-3 levels.... but still each dwarven monk took about a minute to kill. In a world where boss battles take 15 secs that is LONG :D A bit less dodge chance on them, or slightly less chance of their... negative effect on player? :D
-Bosses are either impossible (Tengu...) or trivial, when struck with paralysis or toxic potion. I think they require some form or resistance against stuns. I did not even see what the last boss can do, because he was killed by:
1 paralysis potion
1 toxic potion
2 flame potions.
Anyway - I love the game.
Trying to see the Goo with Rogue now... ;)
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bug report:
Sometimes (always?), when moving over an item with an enemy on sight, the item is autopicked up and a turn is wasted.
I'm pretty sure that you are wrong, just don't try to get closer to an enemy tapping on a tile with an item. I know that sometimes it's not very convinient but still...
It seems to me that you're both saying that I am right and wrong, so I guess you may have misunderstand me. What I'm saying is that you shouldn't autopickup when moving over an item when there's an enemy on sight. Some other events already prevent it, don't they?
I think that if you can see an enemy then you can hit it with a wand (I'm not 100% sure, because I use completely different algorithms for LoS and trajectory calculating). But you need to select a correct tile as a target and it's not always the tile where the enemy stands...
Oh, but then there's actual aiming, that changes everything. Sounds fun, I'll have to try it :)
Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been set there already?
My idea is that when you quiver an item by long tapping, it pushes the previous one in a LIFO stack. Graphically, the previous item moves up creating a vertical bar at the right of the inventory. Limit it to 5 slots. You can tap an item in the stack to immediately quiver it. Or long tap to remove it. When you close the inventory, only the quivered item is visible but you can cycle through them with a vertical swipe. That's the general idea.
I'm planning to open source it after finishing it.
cool :)
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Quote
Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been set there already
Well.. add more quickslots between the existing one and the backpack icon... :S
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Well.. add more quickslots between the existing one and the backpack icon... :S
They won't fit in there
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Thank you for the new release. I am having fun playing with seeds. But I, too, am running out of room in the backpack. I would like a larger backpack, or perhaps a bag to keep your seeds in?
I need to think it over. Perhaps the shopkeeper will sell a "seed bag".
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The start is much stronger than with a warlock, but I might consider switching after Tengu if it's possible. I suppose wacking with a wand isn't going to be very useful by then. Or does the melee damage scale well with the enchantment?
Battlemage's melee damage bonus depends on current number of charges, the higher level of a wand, the larger number of charges, the more damage it inflicts.
Btw, do you waste nutrition if you eat a ration when you just get hungry? I hope not, it would be annoying to have to wait for being starving to optimize your food.
You don't waste nutrition if you eat a ration of food, but you do waste if you eat a pasty.
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But in my LG L5 fit two or three between the question mark and the backpack, is blank space, look the galehar's screenshot, you can't place it there?
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But in my LG L5 fit two or three between the question mark and the backpack, is blank space, look the galehar's screenshot, you can't place it there?
- You don't take into account the "continue" button, which is hidden on that screenshot.
- PD doesn't support "small" displays, but it supports "normal" ones and they can be smaller than your L5 display. I could show an additional quickslot only on devices with large enough displays, but that would be kind of unfair :).
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You don't waste nutrition if you eat a ration of food, but you do waste if you eat a pasty.
Oh, so pasty provide more nutrition? Didn't notice that. So, to optimize a pasty, then you need to wait for being starving then, right?
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You don't waste nutrition if you eat a ration of food, but you do waste if you eat a pasty.
Oh, so pasty provide more nutrition? Didn't notice that. So, to optimize a pasty, then you need to wait for being starving then, right?
Exactly.
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i don't understand... both Pasty and ration feeds you from starving to 'good'... ?¿??¿?¿
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i don't understand... both Pasty and ration feeds you from starving to 'good'... ?¿??¿?¿
Let's say the nutrition is on a scale of 10. At 10 your full, at 4 you're hungry and at 0 you're starving. Ration gives 5 and pasty gives 9. They both take you from starving to good, but you don't have to be starving to fully enjoy the benefit of a ration. You can eat it when you get hungry and it takes you from 4 to 9. However, eating a pasty when you just got hungry takes you from 4 to 10 and wastes 3 points of nutrition. At least, that's what I understand.
Note that those numbers are not the exact nutrition values, I don't know them. It's just to illustrate.
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aaah ooook!! Thank you so much, galehar! ;D
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Bug: if you drop (not throw) an item on a well, it's not transformed. You need to drop it twice.
Also, I noticed something weird. If your travel is interrupted by a monster, you kill it without moving, then after the fight you move to pickup an item, then the travel destination is not overridden. It would be nice if it happened whenever you move to a cell in LOS and not just when picking up an item.
How about a "call" button for unidentified items, like in brogue. With shops, you can guess what unidentified items might be, would be useful to be able to call them.
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aaah ooook!! Thank you so much, galehar! ;D
There's a new hunger page on the wiki (http://pixeldungeon.wikia.com/wiki/Hunger) with all the nutrition values. Ethaniel has been busy decompiling the game :)
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Bug: if you drop (not throw) an item on a well, it's not transformed. You need to drop it twice.
I have never stepped into the Well of Transmutation. It seems like a very bad idea. Would be funny if the avatar's hair grew long and took on a feminine appearance ;)
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Oh, if we're doing feature requests, how about icons for ID'd potions/scrolls (like in Crawl) so you can tell what each one does without having to tap it or remember that orange = healing this game?
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Yeah, icons for ided scrolls and potions would be great!
How about reducing clouds' duration? Especially paralytic. They trivialize boss fights, paralytic gas traps can be insanely deadly and it can be very annoying to have to wait for the clouds to dissipate to cross a room.
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Hello Watabou,
So after beating the game with my Gladiator, I dropped all my gear on Level 21 on each open tile, as I thought it was cool looking. I logged back on and nothing is there, oops, my extra gear is still on level 20, so I assume this is a bug.
Another feature I think PD could use is Teleport Traps, that is they teleport you random places in the dungeon. I know it'd drive me crazy, and I'll hate myself for suggesting it.
Any chance for more character slots? I've beaten the game now with all 3 classes and 4 sub-classes. The easy mode seams to be Warlock with Vampiric sword :) so much fun. I'm going to delete the warlock to try the battle-mage next, although he's so dependent on the wand drops, we'll see how that goes.
Thanks for an amazing game!
Wilsoros
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Watabou,
I've gotta tell you I LOVE the Tome early on with the Mage, it really helps get over the hump. If you move it back to Tengu always, I'll understand, but be sad :)
Wilsoros
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Suggestions and a little... bug?
Sometimes, in a depth with 2 closed doors, one of the keys is inside one of them. If you find the free key and open the wrong door, you will never open the second closed door.
Suggestions...
First, congratulate you for the long life of your game, is extremely re-playable, i've played the game hours and hours and i'm not bored of it yet. Congratulations!
But i think... another class, or races, or little powers after each boss (stats, or things like the existing ones) will improve the game lenght.
Warrior? Human or Dwarf (Dwarf search auto hidden doors better, but moves a little slow, or uses maces, hammers and axes easily...
Mage? Human or elf (Elf starts with -5 hp an -1 str, but recharge wands faster and increases damage with wands, shots faster or more accurate...)
Rogue? Human of Halfling (Halfling moves slow but hides like a natural +3 shadow ring and find more gold, or better buy/sell ratio...)
Another class? Bard (With a item, "mandoline", works like a wand and can play "lullaby" or "Terror", but sometimes fails and cast "Challenge" if casts Terror)
Maybe Paladin, Monk... more possibilities, more lenght... ;) "The better, if longer, twice better"
After kill goo, you can choose between little bonuses like more max HP, +1 Str..., after kill Tengu, the book, after kill DM300, another bonuses like the goo, and after dwarf king... ¡Another book!.
You know, different progressions, variations, etc, not only the 'map luck', more and more different replays...
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Bug: if you drop (not throw) an item on a well, it's not transformed. You need to drop it twice.
I have never stepped into the Well of Transmutation. It seems like a very bad idea. Would be funny if the avatar's hair grew long and took on a feminine appearance ;)
You are right, I should add some minor effect for stepping into the Well of Transmutation :)
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Oh, if we're doing feature requests, how about icons for ID'd potions/scrolls (like in Crawl) so you can tell what each one does without having to tap it or remember that orange = healing this game?
Yeah, icons for ided scrolls and potions would be great!
Sorry, but this minor improvement requires too much work :P.
How about reducing clouds' duration? Especially paralytic. They trivialize boss fights, paralytic gas traps can be insanely deadly and it can be very annoying to have to wait for the clouds to dissipate to cross a room.
It's rather difficult to change the speed of gasses dispersing, but I will reduce the "volume" of potions to make bosses harder ;).
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Hello Watabou,
So after beating the game with my Gladiator, I dropped all my gear on Level 21 on each open tile, as I thought it was cool looking. I logged back on and nothing is there, oops, my extra gear is still on level 20, so I assume this is a bug.
This is another "not-really-a-bug", the last deadend level (along with all items on it) is never get saved, so don't leave your personal belongings there :)
Another feature I think PD could use is Teleport Traps, that is they teleport you random places in the dungeon. I know it'd drive me crazy, and I'll hate myself for suggesting it.
I tried this one, but it looked too confusing. Not in a sense "oh where am I?", but rather "what the ...?"
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Hi again, Watabou. This game just keeps getting better! :D
Playing a mage with several wands is awesome, there are so many tactics. But the interface is clunky when you're constantly firing different wands from the inventory. I'd love a better quiver in which you could set a few items in it and swap through them by swipping vertically the fire button.
I understand it, but I can't imagine an interface that could solve this problem (without adding one more quickslot). How would you set those items in a single quickslot (quiver)? How would you know which items have been set there already?
I would like to second that suggestion, and extend it also to armour and - perhaps - weapons. The reason for this is that swapping between "travel" armour and "battle" armour is a very basic strategy that I (and I assume most other players) often use in the early stages, and it gets a little tedious having to open the inventory and click-click before and after every fight. Being able to simply toggle between 2 different pieces of armour would speed up gameplay considerably. Having a quickslot to toggle between weapons is not really necessary, but I can imagine some players using that option (e.g., to swap to knuckleduster if disarmed by Dwarf Monk).
As for how to do it, perhaps have layered quickslots? Only one slot is visible in the interface, but long-pressing that slot swaps it out for the next slot. When we short-press a quickslot, we get a little pop-up indicating which wand is currently equipped. Finally, when we long-press on a wand, a piece of armour, or a weapon in our inventory, we equip it to the currently displayed slot of the relevant type. This would work best when only 2 slots are available per equipment type, but it probably wouldn't be that clunky for 3 slots as well.
A second solution would be to have multiple quickslots. 2 for armour and 2 (or 3) for wands would do it. This introduces more screen clutter, of course, but this method allows us to see at a glance how many charges remain in our main wands. (I think you've already said there's no room for these though.)
A third solution combines the benefits of the previous 2: layered quickslots with hidden slots peeking out slightly to indicate how many charges remain in the hidden wands.
-Dwarven monks, eh. I don't mind difficult enemies, but man those are annoying. I had a +7 or +8 plate mail and sword of slowness, and was overlevelled at least 2-3 levels.... but still each dwarven monk took about a minute to kill. In a world where boss battles take 15 secs that is LONG :D A bit less dodge chance on them, or slightly less chance of their... negative effect on player? :D
Yes please, to either suggestion!
Any chance for more character slots? I've beaten the game now with all 3 classes and 4 sub-classes.
Perhaps 2 slots per character type so that we can play as each of the sub-classes without losing our progress?
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Having the subclass available a the begining of the game make the firsts levels a lot more interesting.
Especially with the thief. Assassin and freeruner really make the gameplay feel different.
But I still feel that the begining of the game is a bit too random. Since character progression is mostly equipment based if you don't find good stuff before the goo you are screwed. Recent addition to the game like seeds or status room help but I still need ten tries to kill the goo. Perhaps I'm bad at this game. :-\
Watabou, Did you think about adding small specialized shop, enchanter or smiths in the game. Room where you can spend money to get something could be a easy way to had more rooms without a lot of coding.
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I need to think it over. Perhaps the shopkeeper will sell a "seed bag".
How about just a bag in which you can put anything? For a moderate price (scroll of id?), you get a bag which gives you 12 more slots. No manual putting things inside and outside of the bag, just more slots. Tap the bag to access the additional slots, things there can be used right away. If you buy a second one, they stack together and tapping them opens a full 24 slots inventory.
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I enchanted my +2 war hammer to +3.
I got the message:
Badge endorsed: Item of level 3 aquired.
1- That's spelt 'acquired'
2- I already have +5 Plate Mail with this char (a mage who is better at thumping than with wands :-) ) I got the plate mail in a graveyard tombstone, and enchanted it twice before it was identified to me. So it started at +3. Shouldn't I have received this badge announcement as soon as it became known that this was +5 Plate?
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s/successfull/successful/
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Watabou do you have any release date for the update yet? Can't wait for it ;)
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Watabou do you have any release date for the update yet? Can't wait for it ;)
Give me a week or two :)
http://pixeldungeon.tumblr.com/post/56965636735/thats-how-new-levels-will-look-like
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Hello Watabou,
hello guys!
Finally I got a little bit luck with my mage and kicked Tengu's teleporting ass :) , thats why I dont want to make a mistake now.. Some minutes ago, I found a plate armor+3 on stage 11 and upgraded it to +4. Now I got two Scrolls of Upgrade left and dont know how to use them right. My weapon is a Venomous sword+1 (not that good) and the wand of magic missle+1 from the beginning - I just cant find another wand :( . Can you guys give me just a small hint how to go on now? Usually, I want to find it out myself, but I needed about 250 runs to get a good run with my mage - now I dont want to a big mistake :D ! I never had a wand +5 or even +6 and I think there are better wands to upgrade, arent there? My mage is a battlemage by the way, so I need a wand as weapon instead of the sword I think...
Another question: if there comes an update in the next days, will my save states will be deleted?
Thanks for reading in advance!
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Pixel Dungeon 0.5 released! This update introduces new levels of the Demon Halls, new items, monsters and the final boss. Also now you can actually win the game by obtaining the Amulet of Yendor.
I think, that this update is very raw, but I couldn't postpone it any longer. Anyway, here is the list of changes from Google Play:
- Added: 5 new levels with new monsters and the final boss
- Added: Amulet of Yendor is now obtainable, so you can really win the game
- Added: Option to scale up UI on large screen devices
- Added: New enchantment - piercing weapon
- Added: New items
- Added: New plants
- Added: New sounds
- Added: New badges
- Added: New water tiles
- Changed: Volume of gases in potions reduced
- Changed: King of dwarves is now immune to paralysis
- Fixed: Several bugs fixed
and more…
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Is there a way to play this on windows/PC?
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I experienced a nasty upgrade bug. When I loaded my game in the new 0.5 version, I was next to a gnoll brute which was beating me up quickly while I couldn't do anything. The only thing that worked was bringing up the menu, so I tried to save and exit. But when I reloaded, the same thing happened and the gnoll repeatedly beat me to death while I was trying to unfreeze the interface.
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Is there a way to play this on windows/PC?
You can use some android emulator, it's the only way I guess.
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I experienced a nasty upgrade bug. When I loaded my game in the new 0.5 version, I was next to a gnoll brute which was beating me up quickly while I couldn't do anything. The only thing that worked was bringing up the menu, so I tried to save and exit. But when I reloaded, the same thing happened and the gnoll repeatedly beat me to death while I was trying to unfreeze the interface.
Yes, I broke my time management system, sorry about that :(. I'm working on another hotfix at this moment (the first one was released after a couple of hours after the original release)...
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Thank you for the new release. It's a lot of fun. The new seed bag is indeed, very convenient. But once you have your seeds in there, I don't find any way to sell them. Bug?
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The new seed bag is indeed, very convenient. But once you have your seeds in there, I don't find any way to sell them. Bug?
Indeed :(
Ok, it will be fixed in the next update...
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Pixel Dungeon 0.5.1 released! This update is mostly dedicated to bug-fixing, but it also includes some new features. Here is the list of changes from Google Play:
- Added: Scroll holder
- Added: Crystal chests room
- Added: Scroll of Mirror Image
- Added: New badges
- Added: New sounds
- Changed: Some monsters of the Demon Halls (incl. Yog-Dzewa) are buffed
- Changed: Frost extinguishes fire
- Fixed: Lots of bugs are fixed (incl. Lloyd's Beacon bug)
and more...
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I got a nasty bug... If I use a Scroll of Upgrade from my Scroll holder, I can use as much Upgrade Scrolls as I want, although I got only one... :D
edit: instead of using the last scroll, I can use EVERY scroll as much as i want...
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I got a nasty bug... If I use a Scroll of Upgrade from my Scroll holder, I can use as much Upgrade Scrolls as I want, although I got only one... :D
edit: instead of using the last scroll, I can use EVERY scroll as much as i want...
I have just received a message about this bug, but I can't reproduce it :(...
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I got a nasty bug... If I use a Scroll of Upgrade from my Scroll holder, I can use as much Upgrade Scrolls as I want, although I got only one... :D
edit: instead of using the last scroll, I can use EVERY scroll as much as i want...
Hahah omg awesome bug though :D But still needs a fix.
BTW Watabou you need to change piranhas, they are un-fair! Expect they kill you easly, I got more reasons why:
1. They can block the door! Sometimes I waste a invisibility potion cus they are blocking on front of door OR I get to the treasure and they block me so I cant get out.
2.The size of room can be un-fair! You need time to walk to treasure + piranhas movement around the room can make walking longer + open the chest and pick-up an item time is just TOO long and invisibility will run out while you are still in room. Nasty situation!
3.You dont know which room is! You just enter the room with,for example,low health without knowing its flooded treasure and get killed by piranhas is cheap. There should be like a water pond coming out of doors to indicate that there a flooded room.
But I also know the piranhas weakness: Wand of Teleporting! This kills then instantly, teleporting them out of water. I hope they dont get teleported to another water pond and stay there alive. :)
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I just found very strange bug. It was first a gigantic white circle that gave me a heart attack,then it became smaller and smaller...then it became normal size sprite and disappeared. Dafuq :o
(http://i44.tinypic.com/23k6g7t.png)
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Ha! Just obtained the Amulet of Yendor! :) It was *only* ;) 68th try.
It was very lucky for me to found Wand of Regrowth, so I can grind for seeds and health to buff my Gladiator ;)
I didn't found any rings.
One more thing: in one of my games I got this rare Ring of Haggler, then it was stolen from me and I've killed a thief in a shop and ... shopkeeper stole it from me ;) I think it's a bug - when you kill a monster and an item will drop in shop, it will be added to shop stuff.
Another bug (I think?) is when you use Wand of Regrowth, grass will grown in every place on level, where wand was used, not only in place where you currently used it, or maybe it is intentional?
And ;) I think I can see doors opened by monsters through fog of war.
That's all! Thanks!
BTW. piranhas are bad ass, I think levitation should prevent them from attacking .. or at last drastically decrease chance of attack and damage. Also they should be vulnerable to fire attack or maybe water can be frozen?
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Pixel Dungeon 0.5.2 released! This is a relatively small update, its main feature is Alchemy.
Here is the full list of changes:
- Added: Alchemy(find an alchemy pot to transform seeds into potions)
- Added: Rare monsters
- Added: New weapon enchantments
- Added: New missile weapon - boomerang
- Added: New badges
- Added: New sounds
- Changed: Library and laboratory rooms are slightly redesigned
- Changed: Excessive strength doesn’t grant damage bonus for missile weapons
- Changed: Items can be picked up from a distance with a Wand of Telekinesis
- Fixed: Ring of Resistance+5 bug
- Fixed: Scroll holder bug
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Great!!
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Added: Rare monsters
Omg, that rare thief sucks! He stole from me multiple times, and I think I killed him (didn't check text, had a shaman blasting at me) but he only dropped the last item he stole! Made off with 8 potions of healing, seed pouch, and a sword I was just going to sell. That is just brutal! I'm cool with him blinding on attack, that's a sweet ability for a boss thief to have. But damn man, that's mean that he can gank you silly. Maybe since he can steal every hit, you could change him to drop your gear on hit instead of 1g. That way he takes your stuff and blinds you, and you have to risk letting him escape with the rest or pursue without your wand of slow or something.
Haven't made it to dwarf city yet, so not sure what the rare is there, but so far kind of disappointed by them. I've killed that albino rat a dozen times or so, and it doesn't do anything special or drop anything. I suppose it must have more hp, but it doesn't seem to hit harder or be really any tougher. Maybe when the rat bites he can disease you, temporarily causing -mending and -satiety. Nothing too serious, he's not the Goo after all. Would also be nice if rare monsters dropped rings or wands or potions or something extra, ya know? Rings can be in very short supply, especially since I missed out on the era of carting everything back to 1 to suicide for a new set of maps. That seems like a feature you should bring back too. I know I've made it down to hell a few times without a single ring, and having a that chance at more loot would be so helpful. I mean, I'd still probably step on a fire trap and lose everything, or play it too close on hp when fighting skeles or something. :)
Unstable enchantment.. boss. Haven't see any other new enchantments, but that one is pretty damn awesome.
Haven't gotten an alchemy pot yet, so haven't been able to play with making potions yet.
I really like the new furniture for library and lab, nice to have more than just statues everywhere. *EDIT* This sounded worse than I meant it. I liked the design originally, I just like the additional color and tone the bookshelves add.
Wand of Tele picking up items is also a super sweet addition, finally a way to get around those piranha rooms that are too long for a single potion. Altho if you had a wand of tele, you could also just port the fish to a very likely death on dry land...
Got into this game right after you added multiple classes, and I really enjoy the how the pacing changes with different classes. I spent a long time on easy mode (warrior), but am now hooked on battlemaging. Surprisingly I made it to level 14 on my first try with a rogue, whereas it took me probably two dozen lives to make it to Tensu on the mage. Anyways man, thanks so much for all the work and updates.
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I loaded up that save to play through some more... ya, that thief didn't get some sword. He got my Ankh. That is just crazy that he jacked a full stack of potions, seed pouch, and an Ankh. I had 1/2 a pack full of potions and some rando loot! Of all the stuff to swipe, and all I get back is the invis potions he grabbed as he was going down?! Huge warning to you guys, beware the red thief. :(
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That is just crazy that he jacked a full stack of potions, seed pouch, and an Ankh. I had 1/2 a pack full of potions and some rando loot!
That's weird :o. Are you sure that it was the same bandit?
About rare monsters. Yes, they are not something epic, they are just... rare :). I've added them for the same reason as bookshelves - to make things a little bit more various. They differ just slightly from their common counterparts, dropping the same loot and yielding the same experience.
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That would be pretty fast for another rare to spawn wouldn't it? I cornered him against a locked door and when we were trading blows he went to town on my pack. He may have got some other stuff along with those, but I stopped playing when I realized I was out all my healing potions and when I came back to see how far I could push it, I found out the bulk of what he had taken I did not get back and were the best things he could have taken. Random number generators can do that to you though. :)
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Is there a way you could update the way that badges are displayed, so we can see how many times we've collected each? A popup of badges earned on death would be awesome as well.
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Is there a way you could update the way that badges are displayed, so we can see how many times we've collected each?
Do you really need it? Never seen such thing in other games...
A popup of badges earned on death would be awesome as well.
Yes, I'm planning to implement it a little later.
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Hi watabou,
could you please change the "walking behaviour" in a room with wells? For example, between the door and my figure is a well of healing (but my hp are full). If I click on a point behind the door in another room, my figure goes - of course the shortest way - through the *edit* well DIRECTLY. Thats pretty annoying if you want to use the well's effect at another, later point. Could you program the the well like a trap, so the figure goes around the well?
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Could you program the the well like a trap, so the figure goes around the well?
Yeah, that's a good idea 8)
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v0.5.3
Ok, Pixel Dungeon 0.5.3 is released. There is one more class now, it’s a Huntress! This character class is unlockable, you need to slain DM-300 to unlock it (but you don’t need to slain it again, if you did it before). There are also very many small changes in this update and I’m too lazy to list them all :)
Added: New character class - Huntress
Added: New badges
Added: Plants descriptions
Changed: Rogue’s perks have been changed a little
Changed: Some rooms have been changed a little
Changed: Some effects have been changed a little
Fixed: Bug with blobs (i.e. fire, gases etc)
Fixed: Bug that cause a crash when fighting statues
Fixed: Bug with throwing equipped missile weapons
and more…
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Thank you for the fast fix :D ! About the ranking: wouldnt it be intresting to insert something like a timer? At the moment, the main point seems to be the level of the character. For me personally, it would be more exciting to beat a certain time.. just an idea ;-)
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Thank you for the update, awesome job.
Just one thing - is it still possible to farm healing potions from the flies? Because now that the "reset level trick" with the Ankh is ruled out, if we can't even farm potions the only hopes of victory lie in finding a Plate Armor in the first 10 levels... did someone else had this impression?
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Hello Watabou do not know if you remember me , I proposed to help translate the Spanish game a while ago.
I kept playing the game and I'm enjoying it a lot, but one thing that will be quite frustrating to new players : the Slayer.
Making unlockable class is WORSE than the basics I think is a mistake. It should be much stronger than the other characters, but also the challenges stronger . For example up to 50 % of the monsters life , and / or do they have small bonuses , like a short poison for rats , for gnolls a little stun , shamans can teleport 20% of the attacks ...
It is strange to see a character progressed worse , I know you've done with ' hardcode ' and perhaps ask too much , but you should at least consider .
I would also suggest a couple of specialties for Huntress, who does not have book yet.
-Pathfinder: 6 squares of a monster can detect, 4 if there is a door between, 2 if there is a wall, floor or watch the trail of a flying monster when it happened a few turns and the direction in which he walked.
-Sharpshooter: It is VERY effective with ranged weapons and projectiles can recover 50% of the time even having hurt the enemy.
And for the love of God, make him wear a bow or crossbow or something! hahahaha
Great job, anyway. Contratulations. :)
A salute!
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I mean, I like greater challenges, but not weakening the character, instead give greater challenges, and tools to overcome them, not to depend only on luck.
More monsters per level, or more traps ... but not weakening the character ...! The feeling is very strange! I've beaten the game several times with each character, three the warrior, I think two with the mage and at least one with the rogue, but with the Huntress I've only beaten the first boss once! And not because they know how to play, but because it only depends on luck, and frustrated.
PD: A Canteen in the shops for save up to 10, 15 or 20HP in dewdrops will be cool too. If you are full of health, the dewdrop hit point goes to the canteen instead lose it.
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Making unlockable class is WORSE than the basics I think is a mistake.
First of all she is not WORSE. Maybe she is harder to play, maybe she is too hard. But you could only call her weak if she was like a rogue without better trap detection or like a mage without faster wands recharging or something like that. In reality she is just different and she is meant to be played differently. Yes, she starts with less health, but it's compensated with better dew healing. She is very slightly less proficient with melee weapons, but she is much better with missile weapons.
Also I can't see a problem with making an unlockable class harder than basic ones. If you've managed to unlock it, then it means that you know how to play this game. I don't think that skillful players should be rewarded with an easy way to beat the game, I think, that they should be rewarded with a DIFFERENT way to beat the game ;)
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I did not understand me ....
I completely agree with reward advanced players with major challenges, but as it is the Huntress, that difficulty is based on parameters that the player can not handle, like finding equipment or drink the potion right, has no an ace with the to be handled.
So I proposed major challenges, and one character at least at the level of the others. Folsky seems that it is more difficult, when in fact just the character has fewer tools. Without Extra Strength, Stealth, less health and without knowing scrolls or potions, sorry to say that it is not a major challenge, is simply a character with no skills to face the same challenge as other...
Namely weaker :-P
'weaken' the character is not bad, but leave it capabilities to meet the challenge heading left to chance, that's my complaint. The Rogue is weaker than the Wizard, but it is playable.
Hell!, I have come to die in the first level when I have crossed three rats in a row ...!
Greater difficulty YES, but avoid tying the hands of the player cleverness
"In reality she is just different and she is meant to be played differently."
In my opinion, this boomeang not a different "style" of management, and that by itself does not give chances, even improved, and it seems that from certain depths will be more anecdotal than anything else, because it does not improve enough, seems to happen like magic missile wand.
To really work differentlywould have to have a hat trick. Why not a bow with three arrows recoverable, but to make a slightly more serious injury, or to improve the bow actually doing so appetizing? She would not be able to riddle at will, as she does with the boomerang, but his superior ability would be useful with ranged weapons
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Pixel Dungeon 0.5.4 released! The focus of this update was mainly on visual aspect of the game, I tried to make it a little more animated. But there are also some new features in a sense of gameplay. For example, now you can find remains of your previous hero, perhaps even with some of his equipment 8).
- Added: Animated level features
- Added: New wands visual effects
- Added: New visual effects for gases, fire etc.
- Added: Skeletal remains
- Added: More variance in rooms decoration
- Added: New sounds
- Added: New badges
- Changed: All wands get identified after the first use
- Changed: Potion of Purity is renamed to Potion of Purification and now it can be drunk
- Changed: Toxic gas dispalces paralytic gas
- Fixed: A whole lot of bugs
and more…
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- Changed: Toxic gas dispalces paralytic gas
Nuuuuuuuuuuu
So now I can no longer stunlock bosses to death with both potions? ;)
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On a side note, I manager to "win" the game the other day for the first time after the floor 25 patch.
It was hard, but the again at one point I opened a door and inside a found a Plate Armor and a War Hammer... and I knew I had won :)
War Hammer +8 / Plate Armor +4 > Pixel Dungeon.
That, and a load of healing potions, of course.
Those evil eyes were murder... in one instance I was trapped in a room with 3 of them - teleport scroll saved me.
Also, the class-specific armor is useless for a Warrior - I got the kit, but used on a spare armor I had laying around - not gonna give up that +4 bonus.
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So now I can no longer stunlock bosses to death with both potions? ;)
Now it's less effective, but still possible. But actually I tried to reduce a number of casualties from successive triggering of toxic and paralytic traps :).
I got the kit, but used on a spare armor I had laying around - not gonna give up that +4 bonus.
You don't lose the bonus after using an armor kit, you just can't upgrade your armor anymore.
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Now it's less effective, but still possible. But actually I tried to reduce a number of casualties from successive triggering of toxic and paralytic traps :).
Oh, I see. Never happened to me though - do you have logs of how many people died from such a combo?
You don't lose the bonus after using an armor kit, you just can't upgrade your armor anymore.
[/quote]
Really? So +4 only adds to the damage reduction interval, or also makes the hit roll harder?
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Hi all,
I have been playing Pixel Dungeon since the days where there was only one class. And I love the game, so today I have some spare time and I thought it would be good to leave some feedback.
First, I have to say that having tried all the free games advertised as roguelikes in the play store, this is by far the best! Thanks a lot for developing this game and especially for distributing it for free and without ads. And also thanks for the plans to opensource it after finishing. I'd like to get into Android game development and I think there would be no better example to look at and get motivated!
I'd like to make some criticisms about the game though, so that it can be improved. Note that this criticism comes from someone who loves the game, i.e., I see many more positive things about the game (graphics, sounds, gameplay in general are superb) than negatives, but I think negatives are important for improvement.
I think the worst thing about this game is that the early game (first 5 levels) is rather unbalanced and surviving or not depends a lot on luck. I know this is a comment that newbies to roguelikes often make just because they don't know how to play, but I don't really think it's my case as I have finished Nethack, ADOM or Powder for example. ADOM has the fame of having a very difficult early game, but when you are experienced you can survive it the vast majority of the time, because there are many resources at your disposal that you can use.
In Pixel Dungeon I feel that too much depends on finding good weapons and armor in the first four levels. If you find a good set of weapons and armor, you are set for the boss at level 5 and likely to be able to descend much further, as by level 6 you'll begin to build up an inventory with various resources to deal with things. If you don't find weapons or armor and have to face the boss with cloth armor and the basic weapon (or something only marginally better than that), most of the time you are screwed. You are likely to need to use most of your consumable resources in order to get past crabs, and even if you don't, having three or four utility potions and three or four scrolls will likely still not help much against the boss. Those items can give you more chances to attack and less to get hit, but if you have very weak base damage and weak armor, it tends to just not be enough.
I think maybe part of the problem is that the difference between the starting items and even weak items that you find is pretty huge. Out of experience I find that even a +1 leather armor makes my chances to survive much greater than cloth armor: when you have a small amount of HP and attacks make a small amount of damage, shaving a couple of damage points off attacks is really a big deal. Maybe making some slightly-better-than-basic items (leather armor and quarterstaff?) guaranteed in the first levels could help a lot. Because now, my feeling is that surviving the first 5 levels is determined much more by whether I find some decent items or not than by my skill, skill plays a much larger role afterwards.
I don't know, maybe it's just me. It's an opinion and it can be ignored, but I think it could be helpful.
Anyway, I reiterate that this is a really great game. This is the only thing I would improve about it, but I keep playing again and again and that means something :)
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Great game indeed.
One feature request: It would be useful if there were some way to see whether you have read a scroll of magic mapping in a dungeon level before, even if the entire level has been explored. Perhaps by keeping a blue glow around the borders of the level.
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Awesome game, the difficulty and randomness makes every play unique!
Could you implement a feature on the rankings to be able to see your heroes (equipped) equipment?
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Could you implement a feature on the rankings to be able to see your heroes (equipped) equipment?
That's in my plans 8)
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Speaking of rankings, they seem quite... arbitrary. In particular, the 5th slot always seems to be taken by my most recent character, even if he is level 1. What algorithm is used to rank characters?
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Pixel Dungeon 1.6.0 released!
- It’s not beta anymore!
- Added: Backstory texts
- Added: New NPCs (more in next updates)
- Added: New terrain type - chasm
- Added: New missile weapon - tomahawk
- Added: New enchantment - lucky weapon
- Added: New sounds
- Added: New visual effects
- Added: New perks for Huntress
- Changed: Javelin applies Criple debuff
- Changed: Wild and piercing weapons always proc
- Changed: Enchantements on degraded weapons work like on +0 weapons
- Changed: Freezing traps are replaced with Gripping traps
- Fixed: A lot of bugs
…and more…
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Thank you so much for your work and for hear the players!
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Awesome job indeed!
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Congratulations and thank you watabou!
Wild and Piercing weapons always proc? Excuse me, but what is 'proc'?
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Wild and Piercing weapons always proc? Excuse me, but what is 'proc'?
It's suprisingly hard for me to explain :)
http://www.wowwiki.com/Proc
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Thank you. Also, I have yet to turn a seed into a potion via the alchemy pots. I try planting them in the pots, throwing them into the pots, dropping them into the pots -- nothing happens but I get a seed on top of the pot. Does this only work with certain seeds (and I am trying the wrong ones) or am I supposed to be doing something else?
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Rotberry bug?
When I picked it up I got a message. Twice. Was that intentional?
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Thank you. Also, I have yet to turn a seed into a potion via the alchemy pots. I try planting them in the pots, throwing them into the pots, dropping them into the pots -- nothing happens but I get a seed on top of the pot. Does this only work with certain seeds (and I am trying the wrong ones) or am I supposed to be doing something else?
It works like this: http://pixeldungeon.tumblr.com/post/62059028767/alchemy (in short: you should drop at least 3 seeds into the pot).
Rotberry bug?
When I picked it up I got a message. Twice. Was that intentional?
What message?
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The 'piercing cry' message. (rats, I was hoping not to have to spoil this.)
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Graphics bug for the chasm?
Screenshot here.
http://www2.openend.se/~lac/PD/chasm.png
So it looks like there is a wall on the other side of the door. But you can walk on it, as I found out the hard and painful way. :( That's why I am in such rotten health ....
It's even worse before the room is visited so that all you see is the 'wall' on the other side of the door.
Idea:
It would be nice if when the potion of levitation wears off, if you are over a chasm you float gently down to the bottom, instead of falling (crash) with a damaging thud.
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Aha, I now have got the alchemy to work. Thank you. However there is a slight problem. If you are carrying your seeds in a bag, there is no way to drop 1 seed -- you have to drop all of them. Getting one potion for 8 seeds of one sort seems a bad trade....
But, on further experimentation, you can throw 3 seeds at an alchemy pot and get a potion. So perhaps the message you get when you examine an alchemy pot should be changed from 'Drop some seeds here to cook a potion' to 'Throw 3 seeds here to cook a potion.' ?
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Problem with the rotberry
If I save a game with a rotberry in my seed sack, when it is time to load it again I get
!ERROR
Something went wrong.
and the game will not load.
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Bug: The Wizard who wants the rotberry can be created on the stairs going up to level 7. This means when you go down to level 8 you arrive standing right on top of him.
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Bug: Drinking from a well of identification doesn't reveal the location of the rotberry plant.
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Rotberry plants can be created under items -- at least under gold for sure. This can cause a nasty surprise. Intentional?
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Bug:
My backpack is full.
I have 6 rations of mystery meat in there.
I stepped on a firetrap, and caught on fire.
I was told that my mystery meat burnt up. (Just one of them, it seems). And then I was told that my pack was too full for the chargrilled meat. But the chargrilled meat was not left on the floor -- it just vanished. And I only have 5 rations of mystery meat in my pack now.
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Beat it tonight! (1.6.0)
2nd time ever beating, but since the update it's somehow even more challenging. I died at the Dwarf King once two days ago, was he or his minions buffed recently? I had a hard time with him this time as well.
In the end I had a Longsword +6 and a Plate +5 - and indeed, damage-wise I was kinda light-weight, and yes perhaps I should have waited for a better weapon to start than a Vampiric Longsword +0.
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The 'piercing cry' message. (rats, I was hoping not to have to spoil this.)
I can't reproduce it...
Graphics bug for the chasm?
Well, you wouldn't be able to see the pedestal, if it really was a wall behind the door. Also there are semi-transparent specks flying over those tiles like over the rest of the chasm. And anyway I don't have a better idea how to visualize it without just painting all chasm tiles in plain black...
Bug: The Wizard who wants the rotberry can be created on the stairs going up to level 7. This means when you go down to level 8 you arrive standing right on top of him.
I hope to fix it in the upcoming hotfix update.
Bug: Drinking from a well of identification doesn't reveal the location of the rotberry plant.
It shouldn't because rotberry shrub is not an item.
Rotberry plants can be created under items -- at least under gold for sure. This can cause a nasty surprise. Intentional?
It will be fixed.
Bug:
My backpack is full.
I have 6 rations of mystery meat in there.
I stepped on a firetrap, and caught on fire.
I was told that my mystery meat burnt up. (Just one of them, it seems). And then I was told that my pack was too full for the chargrilled meat. But the chargrilled meat was not left on the floor -- it just vanished. And I only have 5 rations of mystery meat in my pack now.
This is a rather exotic situation :). I will fix it, but probably not in the hotfix.
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Beat it tonight! (1.6.0)
2nd time ever beating, but since the update it's somehow even more challenging. I died at the Dwarf King once two days ago, was he or his minions buffed recently? I had a hard time with him this time as well.
In the end I had a Longsword +6 and a Plate +5 - and indeed, damage-wise I was kinda light-weight, and yes perhaps I should have waited for a better weapon to start than a Vampiric Longsword +0.
Gz! :)
No, neither the king, nor undead dwarves were buffed.
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re: graphics bug for the chasm ...
Alas, that image is from after I fell in. Before I didn't see a pedestal. I will see if I can reproduce it, and if so I will send you a proper screenshot.
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2 more screenshots:
http://www2.openend.se/~lac/PD/rotberry.png
This shows the rotberry screaming twice after I have picked it up. I get this every single time, so for me at any rate it is perfectly reproducible.
and
http://www2.openend.se/~lac/PD/tengu.png
I opened the door, stepped in, got the 'gotcha' message, and oops I am standing on top of the tengu. I am not sure if he teleported to the square where I am standing, or whether he was created there.
Phone info:
Samsung Galaxy gt-I9000 Android OS 2.2 Firmware version 2.2
Baseband version Samsung Galaxy gt-I9000 AndroidI900XXJPP
Kernel version 2.6.32.9 root@SE-S&08#1 Build number FROYO.XWJPA
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Yesterday after getting the (win item) I came back around level 6-7 to farm more potions, and not only the flies, but every single enemy never dropped anything for me.
Is drop disabled or does it get progressively hard to obtain when your level is too high than the enemy you beat?
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Fromhttp://pixeldungeon.wikia.com/wiki/Tips#Farming_Potions_of_Healing
Warning: Farming has been nerfed in update 0.5.4: Enemies drop something only if the Hero’s level is up to maxLevel+2. Consequently, Potions of Healing can be farmed on swarm of flies until level 12 only, and on vampire bats until level 17.
This is the Hero's experience level that is being talked about here, not the level of the dungeon. I'd say you were too high level to receive anything.
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I see - so there's only one chance to stock up on potions before going downstairs?
Good to know - in that case I won't buy them from the sellers until I really need them.
Those days I leave area 2 with around 15 Healing potions in my pack - but it may be a bit tight, as last day I only had 2 left when I beat the game.
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I see - so there's only one chance to stock up on potions before going downstairs?
Yes, kind of
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Buying things from stores shouldn't make a difference. But if your character is a level-13 or better char, then there is no point in making big swarms of flies as your chance of getting a potion is 0%. Vampire bats won't drop potions if you are level 18 or better, either. So don't drink those potions of experience until you are 18 or better if you still want to find potions....
Edited: just had a fly drop a potion and I am a level 12 character. so changed 12 to 13 and 17 to 18 in the above message ...
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Selling a tomahawk is a bit odd.
My tomahawk is good for 7 throws. But selling it works like selling darts, javelins, etc. ... I get offered the chances to
sell 1 for 20 g
sell all for 140 g
Nevermind
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Thanks for your work, merry christmas and a happy new year ;)
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Perhaps the wording of the description of rings needs to be changed.
Right now they say: 'cured rings can <do bad things for you>'.
But it really is 'rings that are -1 or worse can <do bad things for you>'.
A corpse of a previous me left a cursed ring of +3 accuracy around; I am wearing it now; and it is <doing great things for me> :)
Happy Holidays, everybody.
And thank you, watabou, for so much fun this year.
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Please can you do something about the way strength works?
I have played several games where strength potions absolutely refuse to spawn. In shops or By level. And while for a rogue or mage this isnt a big deal, for a warrior Its absolutely damning. He needs strength far more than any of the cast, and trying to beat the tengu with just 11 or 12 strength, with a inventory chalk Full of weapons and armor you cant wear is infuriating to no end.
Perhaps let him gain a 1 point in strength every 3 or so levels? I mean he is a warrior, why cant he naturally gain strength on his own? Im not saying give him a bucket loads to make the game easy mode. Just a little.
I apologize if there are typos. Wrote this on my phone.
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Explore the entire map of each deep. You must find at least 2 potions before face the Goo, sometimes 3, and if you are lucky enough (very lucky), 4, but 11 or 12 facing the Tengu... impossible if you look for good.
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Is there any way to transfer save files from one device to another? I just got a tablet but all my stuff from my phone isn't there :(
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Titanium backup moves save files just fine, but your devices need to be rooted.
The files you need to move are data/data/com.watabou.pixeldungeon/files/ which, again if you are rooted, you can move by hand using adb. See http://pixeldungeon.wikia.com/wiki/Save_files. But since you probably want your save files from other games as well, it is easier just to have TB make a full backup and then move all of the stuff you want.
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Old wandmaker/rotberry bug:
I am on the oldwandmaker level. I have read a scroll of magic mapping and visited every room, picking up every item on the floor. I have read a potion of mind vision, and there are no thieves around. (Besides, I have a seedbag, so the seed would be in there if I had it).
No rotberry plant on the level. The only think I can think of is perhaps the old wandmaker is standing right on top of it? Because I have explored everywhere else.
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Old wandmaker/rotberry bug:
I am on the oldwandmaker level. I have read a scroll of magic mapping and visited every room, picking up every item on the floor. I have read a potion of mind vision, and there are no thieves around. (Besides, I have a seedbag, so the seed would be in there if I had it).
No rotberry plant on the level. The only think I can think of is perhaps the old wandmaker is standing right on top of it? Because I have explored everywhere else.
Ah, I think I know what happened. I think I forgot to talk to the old wandmaker, so the bush never spawned. <blush>. Sorry about that.
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Titanium backup moves save files just fine, but your devices need to be rooted.
The files you need to move are data/data/com.watabou.pixeldungeon/files/ which, again if you are rooted, you can move by hand using adb. See http://pixeldungeon.wikia.com/wiki/Save_files. But since you probably want your save files from other games as well, it is easier just to have TB make a full backup and then move all of the stuff you want.
That's insanely paranoid on Google's part. I don't need to void the warranty on my PC just to access my applications' save data. Why should I need to do it on Android? It's my freaking data!
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Titanium backup moves save files just fine, but your devices need to be rooted.
The files you need to move are data/data/com.watabou.pixeldungeon/files/ which, again if you are rooted, you can move by hand using adb. See http://pixeldungeon.wikia.com/wiki/Save_files. But since you probably want your save files from other games as well, it is easier just to have TB make a full backup and then move all of the stuff you want.
That's insanely paranoid on Google's part. I don't need to void the warranty on my PC just to access my applications' save data. Why should I need to do it on Android? It's my freaking data!
Your outrage is perfectly justified, but possibly aimed at the wrong target. Why should rooting your phone void its warranty? Depending on your phone, there are many 'deroot' kits these days. So you can root your phone and do whatever you like and then revert it back to its non-rooted state in a way that nobody can tell you ever rooted it, in case you ever need to use its warranty.
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And, after giving this a moment's thought, it's really only the tablet you need to have rooted, as you need to write to the data partition, which is the thing you cannot do as non-root. Being able to grab the files should be relatively straight-forward. For instance, if your phone happens to run 4.1 or a more recent android OS you can probably use this tool http://www.xda-developers.com/android/ultimate-backup-tool-no-root-required/ to backup your files. But I haven't tried this myself, since I just root everything.
And the trick, of course is putting the files where you want them, in the data partition of your tablet.
What make and OS version is your phone? your tablet? With a little more information we can probably figure something out.
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Well, to be honest, it wouldn't be all that useful to transfer the data if it's one-time and one-way. I'd ideally like to be able to play on both my phone and my tablet with the same set of data. But I suppose that's entirely unrealistic, perhaps even with a rooted phone... ::)
My phone is a Galaxy Nexus running Android 4.2, and my tablet is an Acer Iconia running Android 4.1. I'd like to update it to a newer version, but for some reason the updater says there's no newer version available. I wonder if 4.2 isn't compatible with my tablet for some reason? I find the latest release of Chrome to be quite buggy on the tablet, so I have to use the shipped version, which is a bit out of date. And the battery widget which works fine on my phone doesn't actually show the battery level on the widget itself on my tablet, only on the notifications bar...
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You may be in great luck, then. With 4.1 Google finally made it possible to backup your data even if your phone isn't routed.
http://android.stackexchange.com/questions/28296/full-backup-of-non-rooted-devices is a pretty good place to start.
Is your PC a linux box, a mac, or a windows machine? And do you have the android SDK installed on your PC? And is it possible for you to root your tablet?
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Old wandmaker, again:
I am playing a Huntress. I am finding that if I talk to the old wandmaker, but do not give him the rotberry -- because I am having too much fun seeing how many monsters I can kill with a permanent reloadable toxic cloud -- that every wand I find subsequently has its type (though not its number of charges) already identified.
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If a vampire bat is flying over a gravestone, and you kill it, and it drops a potion of healing instead of the usual 'potion jumps and lands on the ground' animation, instead the gravestone jumps. And you cannot get the potion without disturbing the gravestone (since it is underneath). Not that wraiths are a big deal when you are strong enough to kill vampire bats.
But is this a bug or working as intended?
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Old wandmaker, again:
I am playing a Huntress. I am finding that if I talk to the old wandmaker, but do not give him the rotberry -- because I am having too much fun seeing how many monsters I can kill with a permanent reloadable toxic cloud -- that every wand I find subsequently has its type (though not its number of charges) already identified.
And once you turn your rotberry into a potion -- alas not the strength one I wanted :( wands you find go back to needing to be used once to be identified. I wasn't finding buckets of wands with this character, so it is possible that only the wands that the old wandmaker would have given me are the ones that do not need to be identified. In which case turning the rotberry into a potion may have been irrelevant.
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You may be in great luck, then. With 4.1 Google finally made it possible to backup your data even if your phone isn't routed.
http://android.stackexchange.com/questions/28296/full-backup-of-non-rooted-devices is a pretty good place to start.
Is your PC a linux box, a mac, or a windows machine? And do you have the android SDK installed on your PC? And is it possible for you to root your tablet?
Hmm, that's interesting. But it looks like it will only do a full backup/restore, erasing any data already on the target device. Is there any way to do a partial backup/restore, replacing only data for specific apps? (And of course even if I could do that, keeping things in sync between two devices would require repeated backup/restore of the same data...)
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The command is:
adb backup [-f <file>] [-apk|-noapk] [-shared|-noshared] [-all] [-system|nosystem] [<packages...>]
and you can specify which packages you want to back up, which is the <packagtes> part. So don't use the -all option ( :))
I won't be back where my other phones and tablets are for a few days, or I would test this for you. Right now I am not sure how adb wants you to refer to pixeldungeon, the package, and I am not sure that it is smart enough to grab the correct data files when backing up the package -- just getting the apk would not be sufficient, but that is the place to start.
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Perhaps the wording of the description of rings needs to be changed.
Right now they say: 'cured rings can <do bad things for you>'.
But it really is 'rings that are -1 or worse can <do bad things for you>'.
You are right, it will be fixed.
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I am finding that if I talk to the old wandmaker, but do not give him the rotberry -- because I am having too much fun seeing how many monsters I can kill with a permanent reloadable toxic cloud -- that every wand I find subsequently has its type (though not its number of charges) already identified.
Indeed there is a bug with the wandmaker and wands identification, it will be fixed in the next update.
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If a vampire bat is flying over a gravestone, and you kill it, and it drops a potion of healing instead of the usual 'potion jumps and lands on the ground' animation, instead the gravestone jumps. And you cannot get the potion without disturbing the gravestone (since it is underneath). Not that wraiths are a big deal when you are strong enough to kill vampire bats.
But is this a bug or working as intended?
It's not really a bug, all "heaps" (my internal term) work this way. The same thing happens with chests (incl. locked ones) for example.
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If you find a garden room, and there is a sungrass plant there, and you decide to leave it for later ....
and then you go downstairs a level and get badly smashed up and think ... aha! this is later! ...
when you go back the plant is gone and there is just tall grass there.
Bug? Or intended to work this way?
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- Added: Armor glyphs
- Added: New quest-giving NPC
- Added: New badges
- Added: New visuals
- Added: New images for some items
- Changed: Burning provides illumination
- Changed: Interaction with a mirror images lets you change places with it
- Changed: Catalogus now displays all potions and scrolls (incl. unidentified)
- Changed: Cloth, leather & chain armors are slightly buffed, plate armor nerfed
- Changed: Different aspects of game balance are tweaked
- Fixed: Tons of bugs
…and more…
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It seems my save games from the previous version are no longer valid? I just get an error when I try to load them, but I can start new games.
Is this intentional (stop whining and live with it) or is there a fix in the works?
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It seems my save games from the previous version are no longer valid? I just get an error when I try to load them, but I can start new games.
Is this intentional (stop whining and live with it) or is there a fix in the works?
I've just submitted a hotfix for it, it should become available in an hour or so
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The hotfix mostly works, but we are back to 'cannot restore games where you have a rotberry seed in your seedbag'.
Hmmm. I spoke too soon. I have a save that won't load, but others with a rotberry seed do, so, whatever the problem with this one is, it seems to be something else.
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The new hotfix works great in that I can load my savegame but when I deliver the rotberry seed the game crashes. In the save game I already have the rotberry seed and after it crashes it's gone from my inventory but I can find it again on the level.
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A thief stole all of my scrolls of upgrade!
I killed him in the store.
My scrolls ended up on top of some other scroll.
And I had to buy them back!
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Idea:
I think if you have inscribed a glyph of bounce on your armour, the exploding bones from a dead skeleton should bounce right off, doing no damage.
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I tossed a piece of mystery meat on one of the fire traps surrounding the Troll blacksmith and then was able to rob him of the armours he had in his shop. And politely used the plate armour there to upgrade the plate armour I had been wearing ....
Surely he should notice such things and get angry and refuse to deal with thieves, or something ... which gives me the idea that he could refuse to deal with you if you are wearing a ring of the Haggler.
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If you are standing in one of those rooms with lots of firetraps all around, and toss a piece of mystery meat on one that is diagonal from you, so that it bursts into flames -- a skeleton which was keeping his distance because he knew not to walk on fire traps will happily walk into the burning square and light himself on fire. Clearly whatever logic is preventing him from stepping on squares that have firetraps on them should be updated to make him avoid squares where the trap is triggering and all is a-flame.
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Bug?:
A crazy thief stole my scroll of weapon upgrade. Unidentified, but since I made it, I knew what it was. It was the only scroll I was carrying. I hit the thief twice with my unstable quarterstaff. The first time it showed "frightened" over the thief. The thief tried to flee but only managed toi move 1 square, and I could hit him again and so did. When he died he dropped a gold but no scroll.
Is this just a bug? I don't think that I made him catch on fire with my staff with the second blow, but maybe I missed this. If I had, could that have made the scroll he is carrying burn up? If so, could we have a console message about this?
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Bug.
If you are a berserker, and you are standing on an earthroot plant, and you become furious your earthroot armour buff goes away. (And then Goo kills you ...)
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There's a unfair fact in the first 5 levels, you can die easily. i suggest a "one-shot" load game. Only works in the firts 4 levels, and only once.
If you die on floor 1-4, the game respawn you at the start of your death floor.
Result: You can die once, but only to prevent the "accidentally death" when you step a trap and find one or two monsters when you go poorly equipped yet, or something else, and giving the chance of keep playing, prevent a little the multiple die and restart. .. before face the goo
When you step the 5th depth, the Save is destroyed and you can't load the game.
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There's a unfair fact in the first 5 levels, you can die easily. i suggest a "one-shot" load game. Only works in the firts 4 levels, and only once.
If you die on floor 1-4, the game respawn you at the start of your death floor.
Result: You can die once, but only to prevent the "accidentally death" when you step a trap and find one or two monsters when you go poorly equipped yet, or something else, and giving the chance of keep playing, prevent a little the multiple die and restart. .. before face the goo
When you step the 5th depth, the Save is destroyed and you can't load the game.
Never.
This. Is. A roguelike!!
Permadeath. Take it or leave it.
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I tossed a piece of mystery meat on one of the fire traps surrounding the Troll blacksmith and then was able to rob him of the armours he had in his shop. And politely used the plate armour there to upgrade the plate armour I had been wearing ....
Surely he should notice such things and get angry and refuse to deal with thieves, or something ... which gives me the idea that he could refuse to deal with you if you are wearing a ring of the Haggler.
The logic of the troll quest is bugged a little, sometimes its state (given, completed etc) gets corrupted. It doesn't break the game, so I don't release another hotfix for it. But you are free to take armors and weapons in his room at any time, it's not a bug.
...Clearly whatever logic is preventing him from stepping on squares that have firetraps on them should be updated to make him avoid squares where the trap is triggering and all is a-flame.
Not a bug. It's too hard to determine is it worth to take some damage from fire or not. For the same reason monsters ignore clouds of toxic and paralytic gases.
If you are a berserker, and you are standing on an earthroot plant, and you become furious your earthroot armour buff goes away. (And then Goo kills you ...)
It's the other way around: after some time herbal armor goes away -> your berserker starts to receive damage -> he becomes furious
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There's a unfair fact in the first 5 levels, you can die easily. i suggest a "one-shot" load game. Only works in the firts 4 levels, and only once.
If you die on floor 1-4, the game respawn you at the start of your death floor.
Result: You can die once, but only to prevent the "accidentally death" when you step a trap and find one or two monsters when you go poorly equipped yet, or something else, and giving the chance of keep playing, prevent a little the multiple die and restart. .. before face the goo
When you step the 5th depth, the Save is destroyed and you can't load the game.
Well, that's how Ankh works. But I think, that you don't need it at first levels, because not too much time is invested in the game session and it's easier to restart.
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Infinite rotberry bug. in 1.6.b (46)
Talk to the old wandmaker. He says 'Oh how pleasant ....' and sends you off to get a rotberry. A rotberry plant is spawned.
Get it.
Exit the game.
restart.
Talk to the old wandmaker. He says 'Oh how pleasant ....' and sends you off to get a rotberry. A rotberry plant is spawned.
Get it. Now you have 2.
Exit the game.
repeat as often as desired.
I will go back and check about the berserker, but I think that it was starving that triggered the getting furious. I suppose the same click in time could make me simultaneously lose my earthroot and give me 1 damage in starvation that triggered the furious.
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Infinite rotberry bug. in 1.6.b (46)
Talk to the old wandmaker. He says 'Oh how pleasant ....' and sends you off to get a rotberry. A rotberry plant is spawned.
Get it.
Exit the game.
restart.
Talk to the old wandmaker. He says 'Oh how pleasant ....' and sends you off to get a rotberry. A rotberry plant is spawned.
Get it. Now you have 2.
Exit the game.
repeat as often as desired.
I will go back and check about the berserker, but I think that it was starving that triggered the getting furious. I suppose the same click in time could make me simultaneously lose my earthroot and give me 1 damage in starvation that triggered the furious.
Hmm. This is happening in some of my games but not all. Not sure what makes the ones where it happens different than the ones where it doesn't. Perhaps using Lloyd's beacon at some point with the seed in your sack?
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This is happening in some of my games but not all. Not sure what makes the ones where it happens different than the ones where it doesn't. Perhaps using Lloyd's beacon at some point with the seed in your sack?
I think I've fixed this bug (along with a bunch of other quest-related bugs).
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This is happening in some of my games but not all. Not sure what makes the ones where it happens different than the ones where it doesn't. Perhaps using Lloyd's beacon at some point with the seed in your sack?
I think I've fixed this bug (along with a bunch of other quest-related bugs).
Thank you.
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Hi!
I know, i know... I start to be become bored with my ideas XDDD
I've a new idea to extend the interest in the game, giving customizations to the next game. You must buy it each time you start a game, something like this:
You can start use when beat twice the game.
Every time you beat the game without advantages, gain some points of advantage.
Warrior: 6 AP
Mage: 8 AP
Rogue: 10 AP
Huntress: 12 AP
You can start a game with "customizable hero" and use this points to buy advantages, in example:
+5 HP start: 3AP
+1 HP each level: 6AP
+10% detection: 10AP
10% identify items automatic (acumulative): 10AP each 10% (buy twice to gain a 20%)
+1 Strength start (like warrior): +5AP
+recharge wands speed (like Mage): +5AP
Etc, etc, etc....
This 'customizable hero' don't give extra Ap when beat the game (or very few), but can be interesting to play, and do not break the game balance in the other heros
I hope you like the idea!
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dungeonfights.tumblr.com -- please check :D
Dear Watabou.
I have a lot of ideas but do not have time now... I'll give some in one week, i hope ;/
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I returned with 21 pieces of ore to the troll blacksmith. He was happy and upgraded my glaive. But I still had the ore and the pickaxe in my pack when he was done.
Also in this game I have found 0 potions of strength between levels 11 and 15, and used a scroll of magic mapping on each level, so there are no hidden rooms. Is this a bug, or is this just the way things happen sometimes?
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I returned with 21 pieces of ore to the troll blacksmith. He was happy and upgraded my glaive. But I still had the ore and the pickaxe in my pack when he was done.
It will be fixed in the next update.
Also in this game I have found 0 potions of strength between levels 11 and 15, and used a scroll of magic mapping on each level, so there are no hidden rooms. Is this a bug, or is this just the way things happen sometimes?
And this one probably won't be fixed in the next update :(
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- Added: New glyph - armor of stench
- Added: New glyph - armor of viscosity
- Added: New quest-giving NPC
- Added: Dew vial
- Changed: New Rankings screen
- Changed: Some glyphs are tweaked
- Changed: Items dropped atop of shopkeeper's goods can be picked up for free
- Fixed: Loads of bugs
...and more
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Thank you for the new release. It doesn't load old save games, though.
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Thank you for the new release. It doesn't load old save games, though.
Hotfix is coming soon.
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Absolutely love this game highest is lv 17 killed by fire elemental but love it nonetheless
I would like to suggest a new class for pixel dungeon the cleric
Potions of healing identified from beginning
Starts with clerics staff unique weapon that improves slightly as you level up good vs undead/dark magic enemies (skeleton warlock shaman)
Staff also inproves natural regeneration rate when equipped (or in inventory) how does it sound?
Sub classes are
Priest
Resistant to magic eg shaman and warlock enemie ranged attacks
Paladin
Heals 33% of damage rounded down on hit
That's just the basic outline for now but it could open up new strategies for gameplay which is always exciting!
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Very good update, watabou! i love the dew vial and the new NPC.
I suggest another thing, only a little esthetic change:
The lvl 11 shopkeeper is a troll (maybe with another troll in the shopkeep, as 'bodyguard' or non-quest giving blacksmith, only for esthetic), and maybe a change of the room, with leather in the walls, skulls...
The lvl 16 shopkeeper is a dwarf, maybe of another city or non-crazy one, which is up enough to save his sanity. Or maybe 2 or 3 sane dwarves refugees with tents around a campfire...
A little chat screen (like the scrolls when step a new zone) when you first enter the shop will be cool. And a special sign with the name of the shop at the side of the door will be cool too.
In addition, with the little chat you can give a "not a very good quest", like this: Each shopkeeper needs some type of item (armors, weapons, scrolls, potions...) and pay x1.5 each, or something. Random each game you play, of couse.
Ideas, ideas... Sorry for the annoyance.
Bye!
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thanks for the hotfix watabou!
I rage quitted today before hot fix was installed as it would not let me continue despite possesing ankh on pressing "carry on" it came up with error and was as good as dead so thanks for the fix
btw dew jars are awesome!!!
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This may sound like a silly question.
I have windows 8 and a laptop. Can I play this?
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Pixel Dungeon is only for Android
Look in www.softonic.com for any "Android emulator" and download it to run the game.
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I just received a +4 ring of mending from the ambitious imp. Lucky, lucky me!
But now I am curious. This is the first >+3 item I have ever found in PD, what is the max for imp-given rings?
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Hey! Mee too!
The ambitious imp has a list of rings, or is truely random and gravling and me we hace the same luck? XDDDD
Playing the Huntress, was saved the Upgrades scrolls until i've found a beastplate (i've a +2Chainmail from depth 2...) When upgrade the beastplate, on depth 8... was +9 beastplate!!! OMG!! 55 Defense, and added another to reach +10 beastplate, 60 Def, 7, 7!!! Strenght requeriment XDDDDDD
Is the few, very few times i've win wit a huntress :)
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This is the first >+3 item I have ever found in PD, what is the max for imp-given rings?
The ambitious imp has a list of rings, or is truely random and gravling and me we hace the same luck? XDDDD
The imp should reward you with a random +3 or +4 ring, but there is a bug in the current version and you can receive a useless +0 ring. Imp's rings are always cursed.
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Today I did something I do not think I repeat in a while: I drank my first healing potion in depth 15, facing the DM300. With the dew drop vial full! (More below the sewers is difficult to fill, I saved for another critical moment)
Beign a Berserker, of course. :P
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Hello! I recently started playing Pixel Dungeon and I love it!
I play it on my phone (gnex CM11) and my tablet (HP Touchpad CM10.2). This morning I wanted to find a way to keep the games current on each so when I play I can pick up where I left off, no matter what device I am using. Eventually I came to the conclusion that I can directly use ADB to pull and push the game information to make backups and transfer those between my devices.
Almost immediately I realized that this would become tedious, so I made a little batch file to pull a backup then push that backup onto a different device. I figured that maybe other people would find this useful, so I made it a bit more sophisticated and user friendly.
(http://i.imgur.com/cVVL1Qe.png)
Pixel Dungeon Savegame Utility v0.1 (http://www.mediafire.com/download/blc99877txgpbqw/pdsg-util.zip)
by brewton
FEATURES
Back up and restore your Pixel Dungeon files
Restore the most recent backup, or a specific backup
YOU WILL NEED
Android SDK (http://developer.android.com/sdk/index.html?utm_source=weibolife)
A rooted Android Device
Edit the .bat file with Notepad and edit these lines to point to the correct locations on your computer.
:: CHANGE THESE VALUES TO THE LOCATIONS ON YOUR COMPUTER
:: ADB IS YOUR ADB DIRECTORY. PIX IS YOUR SAVE GAME DIRECTORY.
SET ADB=d:\android\sdk\platform-tools\
SET PIX=d:\pixeldungeon\
NOTES
- This program is Windows based. I might throw together a Linux version. Probably won't have Apple support.
- Right now this can only restore a complete backup.
In future it will be able to restore specific character classes, rankings, and badges.
- Definitely do not disconnect your Android device while the file is running. It would be bad.
If you want to download the files from one device and upload to another you must restart the program.
I will probably fix this at some point.
DISCLAIMER
Use at your own risk. I take no responsibility for damage to your device, computer, or loss of data.
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Hello Watabou, I've been developing an open source program over here (https://github.com/mdsimmo/PixelDungeonPhotoMaker) to create images for the Pixel Dungeon Wiki. However, for the program's completion it would be nice if I could add the game's image assets to the project. But before adding the assets, I thought it would be best to get your permission. So can I add the images?
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Hello Watabou, I've been developing an open source program over here (https://github.com/mdsimmo/PixelDungeonPhotoMaker) to create images for the Pixel Dungeon Wiki. However, for the program's completion it would be nice if I could add the game's image assets to the project. But before adding the assets, I thought it would be best to get your permission. So can I add the images?
Sure, no problem
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Hello Watabou, I've been developing an open source program over here (https://github.com/mdsimmo/PixelDungeonPhotoMaker) to create images for the Pixel Dungeon Wiki. However, for the program's completion it would be nice if I could add the game's image assets to the project. But before adding the assets, I thought it would be best to get your permission. So can I add the images?
Sure, no problem
Thanks!
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- Added: Journal
- Added: Alternative quest for the troll blacksmith
- Added: New glyph - armor of displacement
- Added: New glyph - armor of entanglement
- Added: Non-rectangular rooms
- Added: New fonts
- Added: Additional info in rankings
- Changed: New level layouts
- Changed: Field of view is "round" now
- Changed: Inscribed armors are more common now
- Changed: Arcane styli are rarer now
- Fixed: Several bugs and typos
...and more
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I've continued to play this awesome game and love it to death. I have a couple complaints. First is that the characters seem to play the same. To win with a warrior is fairly straightforward: save your upgrade scrolls, hope for good armor early, or from the roaming ghost, upgrade that quickly then pick up a good weapon as you continue. However, I've found no unique advantages to playing the other characters any differently. If you can pick up a wand of slow or a ring of evasion or accuracy, it makes like much easier. The wizard's health gain is awesome for farming flies, but he isn't any better with a wand than anyone else. The rogue may dodge a bit better in leather, but plate's absorb makes light armor pointless. The can upgrade the girl's boomerang, but it doesn't do enough damage to be worthwhile. So I end up playing all the characters in almost the exact same way. They are just a little more difficult to win with than the warrior is.
Secondly, I now tend to skip the demon levels entirely. The eyeball beams hit WAY too hard to be worth fighting, and the succubi aren't dangerous - they're just annoying. There aren't enough health potion drops in the levels to make up for fighting those creatures, so you're better off skipping the levels. I'll use potions of mind vision and maps of magic mapping to completely skip the last 4 levels and still beat the final boss easily. I'd like to see these levels tweaked so that they're a bit more in line with the difficulty, or at least have enough health potions to make them worthwhile to fight through: I hate it when you're motivated to skip portions of the game.
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Secondly, I now tend to skip the demon levels entirely. The eyeball beams hit WAY too hard to be worth fighting, and the succubi aren't dangerous - they're just annoying. There aren't enough health potion drops in the levels to make up for fighting those creatures, so you're better off skipping the levels. I'll use potions of mind vision and maps of magic mapping to completely skip the last 4 levels and still beat the final boss easily. I'd like to see these levels tweaked so that they're a bit more in line with the difficulty, or at least have enough health potions to make them worthwhile to fight through: I hate it when you're motivated to skip portions of the game.
TOTALLY TRUE, I ALSO DO JUST THAT
You don't need anything more in this depths, maybe you look for one Upgrade o Strenght in the first or first and second levels, but after that, flee to the stairs for not lose too many potions!
I save Magic Mapping Scrolls to evade the traps too, at these levels these are very deadly.
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I think there may be a problem with the new layout code. It may be that I am just not used to it.
Screenshots here:
http://www2.openend.se/~lac/PD/level1.png
http://www2.openend.se/~lac/PD/level1_right_hand_side.png
Even on maximum zoomed out, there is no way I can get the whole screen to fit on my tablet for one screenshot, so there are 2. The right hand side one is just to show that there is nothing special there either, just walls.
So -- level 1, which means no secret doors. But no jar for holding dew, either, so I think there is a room somewhere, I just cannot reach it. And in the bottom left hand corner (of level1.png only) there is a very suspicious looking width-of-a-door wide 1 tile of bookshelf.
So, just unfamiliarity, or a real problem?
Playing a huntress, if it matters.
LATER: aha, dew drop vials are no longer guaranteed to show on level 1. So perhaps nothing is wrong at all with the above. The limited mind vision that a huntress has wasn't showing me any rooms, at any rate.
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If your device is rooted you can use Titanium Backup for this, which has the advantage that people who don't have any sort of PC, just phones and tablets can use it. Tell TB to backup your files to something removable -- an sd card or a USB memory stick, and you are in business.
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If the troll blacksmith can no longer pronounce 'th' and says 'dan' and 'dis' and 'dat' he had better say 'dem' when talking about "reforging them into a better" :)
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LATER: aha, dew drop vials are no longer guaranteed to show on level 1. So perhaps nothing is wrong at all with the above. The limited mind vision that a huntress has wasn't showing me any rooms, at any rate.
Yes, it is spawned now on a random level from 1 to 3.
If the troll blacksmith can no longer pronounce 'th' and says 'dan' and 'dis' and 'dat' he had better say 'dem' when talking about "reforging them into a better" :)
I wasn't sure how many "th" I could replace with "d" while keeping it readable :)
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- Changed: Field of view is "round" now
Any particular reason for this change? Does it take more time/energy to move diagonally than orthogonally? If not, this doesn't reduce asymmetry; it introduces it!
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- Changed: Field of view is "round" now
Any particular reason for this change? Does it take more time/energy to move diagonally than orthogonally? If not, this doesn't reduce asymmetry; it introduces it!
It does introduce asymmetry (if I understand you correctly), but I don't think it's a problem. And the reason for this change is aesthetic: I think that the new field of view looks better like on this image.
(https://31.media.tumblr.com/871c67616bc79aa3f66b547040602018/tumblr_inline_n1apg23Sqh1rci6kk.png)
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Yike! Just got the update and the change to non-square levels introduces a much higher level of difficulty. In the past you could always find a hidden room with some work. Now, it's not worth trying. That room could be anywhere around the outside, and you'll be starving before you've checked even a couple walls. That's a lot of golden keys, scrolls, and potions folks won't be able to find. That means the game just got much, much harder.
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...In the past you could always find a hidden room with some work. Now, it's not worth trying...
Certainly it is not worth trying if you are searching for the sake of making sure that there are no more hidden rooms.
...That's a lot of golden keys, scrolls, and potions folks won't be able to find...
That's not true. Hidden doors weren't that common in previous versions and they are even rarer now. And in most cases there are empty rooms behind them, not room full of golden keys, scrolls and potions.
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Well, after playing for a while, you can count me as thinking the old layouts were more _fun_ to play. There is just a feeling of satisfaction you get when you say 'rigfht, done this level. onward!' which now is replaced with uncertainty. And I liked the feeling ...
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Idea:
It is really hard to get a Huntress up and going, especially now when the dew vial is not guaranteed to be on level 1. I wondered if we could start her in +1 leather armour (that she fashioned herself out of the skins of the animals she hunted)?
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Hi, I got two questions:
1)
I also got the feeling that the "new" game mode with non-square maps is much harder than the old system. Maybe other people think different, but couldnt you create two buttons in the main screen to led the player decide which game mode he wants to play (square or non-square)?
2)
I like the idea with the dew vial. Did you ever think about letting the player decide whether to put the dew in the vial OR to heal instead of healing automatically if the energy is not full? Imagine you are in a real dungeon.. Maybe its a bad idea because everyone would put the dews into the vial first to get the revive effect first... But if you are starving, you have bad chances to fill the vial anyway :-( !
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First off, thank you watabou for a great game.
A few comments on the new update:
1- There is a bug where (usually on level 2) there are two golden chest created in the same room but only one golden key is generated on the level.
2- Regarding the new non-square layout, I much preferred the old layout. Now I feel like I am spending more time just walking from place to place. The game feels a lot slower now.
3- Good armour and weapons seemed a lot more common before. I regularly could get to the troll and have or find plate armour or a war hammer. Now I am regularly stuck with only (at best) scale armour.
4- I don't seem to be finding as many potions of strength, though this is just a feeling. This 'feeling' could just be because the warrior starts with only 11 strength now instead of 12.
5- The game is definitely harder, I have not been able to make it to the last level once since the upgrade :(
I still like the game and play it but I'm not enjoying it as much and regularly get frustrated :)
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I recently picked this game up and I like it a lot. I haven't gotten far yet, but I'll keep trying. Good work
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The two chests and only one key is not a bug. These chests are transparent, with the ? you can see what is inside. But you only get to take one of them.
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The two chests and only one key is not a bug. These chests are transparent, with the ? you can see what is inside. But you only get to take one of them.
You are right as always :)
Regarding the new non-square layout, I much preferred the old layout. Now I feel like I am spending more time just walking from place to place. The game feels a lot slower now.
This game may be said to be about walking from place to place :). But perhaps levels need more rooms and less passages...
Good armour and weapons seemed a lot more common before. I regularly could get to the troll and have or find plate armour or a war hammer. Now I am regularly stuck with only (at best) scale armour.
There were no changes in loot generation in last updates. So it's probably just a bad luck streak.
I don't seem to be finding as many potions of strength, though this is just a feeling. This 'feeling' could just be because the warrior starts with only 11 strength now instead of 12.
With the new layout it's easier to miss something on a level, but the rate is still the same: 2 potions of strength per each 5 levels. The warrior have always started with 11 point of strength.
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I like the game, I use to play 10 - 20 games per day;
After last update It got kind of "boring" to walk that much and don't find enough rooms.
I have a suggestion;
Once I played late in the night and found that there is difference when playing night, you also get a message saying that the dungeon would be more dangerous.
Why don't you make the day in-game last like 8 hours? because then we all from everywhere could play while night. It's cool, there are more monsters and it's seems faster to level up.
--
I also would like to ask,
When is the new update coming? It feels like its taking longer since last update.
I login to Play Store twice a day to check for new updates.
Also, can you give us a preview of what is coming up next?
@watabou
Congratulations for the great game. I've never played another game like this before, It took hundreds hours of my life already. I have 600+ games played already.
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- Added: Ring of Power (replaces Ring of Energy)
- Added: Ring of Elements (replaces Rings of Cleansing and Resistance)
- Added: Ring of Herbalism
- Added: Wand holster
- Added: Alternative Imp quest
- Added: Level feelings
- Added: New sounds
- Added: Bright mode
- Added: Numerous UI improvements
- Changed: Boomerang can be enchanted
- Changed: Frost damages fire elementals
- Changed: Only seeds can be placed into an alchemy pot
- Fixed: Lots of bugs
…and more
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This is how roguelikes should work not only on mobile phones but desktop computers too. User interface 10/10, graphics 10/10, audio 7/10, gameplay & balance 9/10. Very well done.
Stealth is interesting but small part of the game, I think you can get more out of it by making it more useful. Sneaking would be more satisfying if monsters couldn't hit you in the same turn they go into alerted state, for example. They also wake up rather easily, too soon for sneaking to be interesting. In case powering up stealth makes it too easy I'd just add more monsters.
I agree with most other people square-bound level design was better. The new layout requires to many touch-screen gestures just to decide where to go next, constant need to zoom in and out makes it pretty inconvenient. There was also a feeling of satisfaction when you knew you cleared the whole floor, I think that was more valuable than whatever it is we gained with the new design.
It might be interesting tactical addition if the attack after waiting a previous turn is more likely to hit or make more damage. Pausing before attacking would work like some kind of "focus", with the effect similar as using doors, only this would use up your turn which seems to be adequate trade-off.
Different sections of the dungeon cry for different background music.
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"I agree with most other people square-bound level design was better. The new layout requires to many touch-screen gestures just to decide where to go next, constant need to zoom in and out makes it pretty inconvenient. There was also a feeling of satisfaction when you knew you cleared the whole floor, I think that was more valuable than whatever it is we gained with the new design."
+1000 agree.
I play much less since the layout change :S
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I disagree +1000
Too many people complaining, trying to make the game easier. Keep it hard, keep it interesting. You're not supposed to know everything about a level at a glance. Of course I would like to know when I've discovered everything, but that's a risk for starvation and health that you have to be willing to take to find out. I don't seem to have a problem with starvation. Typically it's just an annoying debuff.
Also for stealth you only get hit in the same turn you are discovered if you have a slow weapon equipped. Hence the mob getting two turns, one for discover, and one for attack.
One thing I would like, is a tool tip telling me what an enchantment/glyph does. Sometimes you can't figure it out. I had to go online to the wiki to know what they were.
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In the libraries, 9/10 the pedestal in the middle is empty. Is this by design?
Also, if there is an unidentified armor on the lower levels, most of the time it's cursed. Which means death, because rarely do i find a remove curse scroll before the shop owner. Ironically, i find plenty of remove curse if this doesn't happen. Probably just dumb luck on my end.
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- Added: Now it's possible to leave the dungeon after obtaining the amulet
- Added: New caves tiles
- Added: New water textures
- Added: New Freerunner's perk
- Changed: The dew vial can be filled in a well of health
- Changed: Drinking from a well of awareness reveals all secrets on a level
- Changed: Items cannot be dropped into a locked chest
- Changed: At least one well of transmutation per game
- Changed: Wand of Lightning is buffed
- Fixed: Numerous bugs
and much more...
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LOL!!!
The Rat King do something or is just a WTF!? XDDDDD
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LOL!!!
The Rat King do something or is just a WTF!? XDDDDD
He does do something, he rules his kingdom! :)
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Would it be a lots of hassle to code an optional control mode? I feel an on-screen d-pad would work better, at least for me - somehow cant` get used to the present system. Maybe it works better on phones, but I find it quite a chore playing on a tablet .
Plus, the diagonals would be guaranteed then - at the moment I lose turns quite often when fighting because of mis-tapping the enemy.
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Would it be a lots of hassle to code an optional control mode? I feel an on-screen d-pad would work better, at least for me - somehow cant` get used to the present system. Maybe it works better on phones, but I find it quite a chore playing on a tablet.
I consider the present system to be an advantage of the game and it's too much of work to implement an alternative scheme, sorry.
Plus, the diagonals would be guaranteed then - at the moment I lose turns quite often when fighting because of mis-tapping the enemy.
When you are standing next to the enemy you are supposed to use "attack button" in most cases. Or are you talking about something else?
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If anyone's interested: http://pixeldungeon.tumblr.com/post/86213859470/open-source (http://pixeldungeon.tumblr.com/post/86213859470/open-source)
As I promised several months ago, I’m going to open the source code of Pixel Dungeon.
When? I think it will happen in about 3-4 weeks. I will need to fix some bugs of the latest update (and release a corresponding hotfix) and after that it will take about a couple of weeks to clean and tidy the code (but don’t expect to see an example of good code style :) ).
How? I have zero experience in maintaining open source projects and I have no idea how it’s usually done. So I’m just going to create a public repository on GitHub without collaborators - anybody will be able to make a pull request to get a copy of the code. Probably some kind of a license will be included there.
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WoW!
We'll see soon 'mods' of Pixel Dungeon? ¡Great!
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Hey, i've found a bug, important one!
I play mostly by night, because i have more time at night to play. (hard! sometimes too much!) At night, more enemies, more exp. in the firsts levels, found a exp potion, for more exp :P
but... i've arrived to the imp, (with almost 2 level more than depth) he needs 8 token from monks, i have 6, and find another exp potion (in a warlock, i think), and make another in an alchemy pot, drink both, and i gain no exp from monks... ¡But no token!! i can't end the quest!! :S
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Hey, i've found a bug, important one!
I play mostly by night, because i have more time at night to play. (hard! sometimes too much!) At night, more enemies, more exp. in the firsts levels, found a exp potion, for more exp :P
but... i've arrived to the imp, (with almost 2 level more than depth) he needs 8 token from monks, i have 6, and find another exp potion (in a warlock, i think), and make another in an alchemy pot, drink both, and i gain no exp from monks... ¡But no token!! i can't end the quest!! :S
Yeah :-[, it will be fixed in the next update.
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1.7.1 released!
This is a really small update. Probably this is the smallest update of Pixel Dungeon ever! It was supposed to be a hotfix, but while working on it I’ve added a couple of new features, so it cannot be counted as a hotfix :). Anyway, here is the list of changes:
- Added: Shake effect
- Added: New room type
- Changed: Inventory improved
- Changed: Class armor usage is restricted
- Changed: Leaving the dungeon at night
- Changed: Some visual are modified
- Fixed: Several bugs
Usually I add "and more…" here, but this time that’s actually all.
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I think I found a bug with the huntress. When you use the Fan of Spectral Knives while enchanted by a succubus, you harm yourself with the fan. (If this is intended then feel free to ignore!) I killed myself sending a fan out to a couple of them :D Learning experience if nothing else.
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I would like to try making a "resource pack" for pd, I started making new sprites and sounds but I haven't trying testing it yet. It supposed to set game to futuristic time where big crisis occurs, and you going to investigate underground Russian laboratories that were taken over by secret organization rather than venturing onto dungeon for an artifact. It is Deus Ex inspired. This organization had captured latest tech, they are sabotaging cities water supplies and power plants, releasing various and deadly viruses, causing major chaos to whole country and soon goverment have fallen into economic crisis. When government shuts down completely, they will take over whole Russia and start the world conquering. Thats why government granted their finest elites a surgery that will change their lives forever. They are sent into sewers under Moskva to search for laboratories, and then, search for a Energetic Power supply and denotate it. You can either denoate it now and probably die or escape with it and use it to power up war factories, leaving laboratories to run off Energetic Power, becoming dark and dead silent, mostly important, not functional anymore.
The way it replaces items are that scrolls are represented as unknown devices that do stuff, such as teleporting device, alarm device (scroll of challenge), neuro-hacking device (scroll of terror), etc.
Potions are represented as a vaccines that you can inject or shoot from your crossbow that you wear on your wrist (all characters wears it, expect Huntress (she uses magnetic force (characters are featured differently).
Rings are represented as a Portable Implants that you can install without needing a surgery. All characters have two slots available in their system. Its like when you place your sd card in your device. :D
Wands are represented as a SREG, Self-Recharging Energy Gun, and energy they project can differ. There are toxic, pyrokenetic, teleporting, cryokenetic (slowness), neuro-hacking (amok) and a lot more types of SREG.
Seeds are represented as a trap kits that you can assemble on ground. They use a cloak feature, which makes them invisible to anyone espect those who assembled them. Healing and teleporting seeds are represented as a temporary contraptions that you can use when you step on. Healing one is a one-use vaccination arm and teleprong one is a cloaked telepod.
Food is packed inside special containers that prevent bacterias and from being expired. Chests are security containers, keys are keycards and money is some sort of credit card that you can scan and upload to your Online Bank Account and later use them to buy laboratory equipment from a jobless scientists. Yeah, due to economic crisis, those poor guys stole everything from their workspace to sell so they can survive in urban environment. Melle weapons are still there in present. Economic crisis is also reason why they don't have guns and ammunition, expect SREG, which isn't effective weapon but it is atleast cheap and it has unlimited ammo.
Charachters: Warrior is featured as a Cyborg, he can install one of two equipment from a Cyberpack (tome where you choose the path to go), Over-clocked arm (gladiator) or an Agressive-Defense system (berserk).
Rouge is featured as a Augmented, he can install either Improved Reflexes (assassin) or a Improved Movement (freerunner)
Mage is featured as a Cyberlord, he can install either Corpse Leech (warlock) or a Energy Drain (battlemage)
Huntress is featured as a "Energia", she can install either Advanced Targeting System (sniper) or a Biological Intelligence (warden)
Texure design (or tiles) goes from sewers being sewers, prison being Military Research Laboratories, caves being Chemical and Cyber-Medical Laboratories, drawen city being Genetic and Biological Laboratories, and final destination: demon halls being Energetic Laboratories.
Sounds and music will be made by me. I have already done some sprites. In case you are wondering, you can access applications assets by opening it as a zip file with total commander. I also want to figure out how to edit text, and write more of the story there. And how to test it too! What do you think? I can upload some images to show you but I think I need watabous approval since he made those sprites originally and I just edited them privately (uploading it will make edited image public). Sound and music, however, are created by me. I have been working on this a year ago but I never said a word about it. I'm still working on whole story and everything.
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I think these are some dungeon generation bugs. The one with locked room that has well in corner, I was unable to find a key to unlock it. I did read Magic Mapping but no keys found in any room. I saved Magic Mapping so I can see where that damn key was but looks like I got this weird room. Unfortunately my tablet wasn't rooted, I would be given myself extra key to see what more was in that room. Other two, weirdly generated chasm rooms, were completely empty. Da hell? :P
(http://i60.tinypic.com/28kkkmf.png)
*Rooting tablet atm, can't post more screenshots, sorry!*
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Those rooms are not bugged, the key to them is inside and you can get in by jumping in chasm on upper level. Inside you will find a skeleton with some loot and a key to those doors.
The well is dead though :(
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Question on reforging. I have a two battle axes. One is +4 or +5 and the other is +1. I don't want to screw up my first axe. What would reforging doing in this case. Is it worth the risk?
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Question on reforging. I have a two battle axes. One is +4 or +5 and the other is +1. I don't want to screw up my first axe. What would reforging doing in this case. Is it worth the risk?
You'll get a battle axe +5 or +6 (depending on the level of your first battle axe). No risk whatsoever in your case.
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Desktop of version of Pixel Dungeon is now available:
http://pixeldungeon.watabou.ru/desktop.html
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1.7.3 released!
- Added: Better landscape orientation support
- Added: Badges synchronization across multiple devices*
- Added: New challenge - Forbidden runes
- Added: Numerous UI improvements incl. the second quickslot
- Changed: Goo’s behavior & visuals (slightly)
- Changed: Wands get autoidentified after a number of usages
- Changed: King of Dwarves & Rotting Fist are now immune to vertigo
- Changed: Challeges are renamed
- Changed: “Sniper’s mark” is replaced with “Zeroed in”
- Fixed: Several minor bugs
and more…
*This one may be potentially buggy.
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Thank you watabou, love the game, it's what every roguelike on a touchscreen should be!
One little request: I play on a 3.5 inch phone, so I can't see much of the map, and spend a lot of time scrolling around trying to find any areas I haven't fully explored yet.
Could you please add a map button that lets us instantly see the whole map (just the parts we've already explored, or course!) quickly and clearly, so we can find where we want to go? In other words, zoom all the way out to minimum zoom in one touch, and then back to the previous zoom level with a second touch.
Cheers!
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Would it be a lots of hassle to code an optional control mode? I feel an on-screen d-pad would work better, at least for me - somehow cant` get used to the present system. Maybe it works better on phones, but I find it quite a chore playing on a tablet .
I disagree, I love the current system. A big improvement over d-pads.
Plus, the diagonals would be guaranteed then - at the moment I lose turns quite often when fighting because of mis-tapping the enemy.
You can hit them by tapping the red enemy tab in the corner.
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Desktop version of Pixel Dungeon is updated to 1.7.2:
http://watabou.itch.io/pixel-dungeon (http://watabou.itch.io/pixel-dungeon)
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hey, Watabou
1st of all u have made a great game, a few which worth to have on the android device (never tried desktop ver). i got few sugestions to make this game even better ;)
so, i think the the food eaten by warrior, warlock kills and the sleeping should restore % of the health instead of fixed number. this will ballance late game experience. i think this will make the vial useful mid/late game. im not sure about mending and vampire enchants. also scroll of teleportation should not teleport u in locked room without havning a propper key into the inventory or inside the room. about ui, pls add: landscape rotation 0°-180°; option to enable confirm movent and attacking (to avoid fat-fingers missclicks).
i hope this will be useful for u. gl ;)
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Question: why can I kill myself with a Wand of Firebolt? I was fighting an Evil Eye with my trusty Firebolt Wand +10 and suddenly I just kill myself for having clicked too close to me. It really sucks to lose a game that I already pretty much won this way. Perhaps a "are you sure?" box would be in order, at least for stupid things like firing at a wall you are directly in front of.
Seriously, I started playing again after a few months but after this it was instant uninstall.
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Question: why can I kill myself with a Wand of Firebolt? I was fighting an Evil Eye with my trusty Firebolt Wand +10 and suddenly I just kill myself for having clicked too close to me. It really sucks to lose a game that I already pretty much won this way. Perhaps a "are you sure?" box would be in order, at least for stupid things like firing at a wall you are directly in front of.
Seriously, I started playing again after a few months but after this it was instant uninstall.
It seems that you like to click a lot and don't care too much about aiming. I suggest playing Diablo instead.
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It seems that you like to click a lot and don't care too much about aiming. I suggest playing Diablo instead.
Listen scrub, I play roguelikes since Rogue on my 286, I play this game since its beginning and beat it with all four classes.
If you cannot tell the difference between losing for game mechanics and losing because your smartphone touchscreen became too moist, you are the one who should be playing something else.
Bah, assholes on the internet...
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Listen scrub, I play roguelikes since Rogue on my 286, I play this game since its beginning and beat it with all four classes.
If you cannot tell the difference between losing for game mechanics and losing because your smartphone touchscreen became too moist, you are the one who should be playing something else.
I never miss any opportunity to offend a touch screen user :).
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I really wanna try your game, but...
I've been stuck with some 1.7_jre ever since, but it didn't matter much because it ran on both my desktops. Today I've ran the update through Win only to try 1.7.3_PDungeon yet again, but it failed miserably.
Just to let you know, I've downloaded both builds that supposedly run on desktops - the only difference is with the "launcher" you've set up to summon the java enviroment.
Another thing worth mentioning is that I've never had issues with java apps prior to this. What perhaps matters only to me is that I don't really own an android device, and I've enjoyed RL games for what seems eternity now.
Cheers.
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Since everyone seems to enjoy this game very much, I just dropped by to say the above post was only relative to driver problems, and it was never an error on the developer's end.
There are a lot of forums sharing just about the same discussion, about RL/indie titles and incompatibility with certain driver software. For example, hundreds of people have flooded Minecraft forums, complaining they couldn't start the game due to some OpenGL error.
See, that's a driver issue. Both M'craft and P'Dungeon use Java, which relies on up-to-date OpenGL drivers. However, both these games fail to start (miserably) if your GPU drivers are locked on Generic (Windows), or OpenGL 1.1 to be certain.
The issue was solved the minute I've tracked down the driver problem (Vista) and installed more recent drivers.
Sorry, and thx for understanding.
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I'm happy to announce that Pixel Dungeon is now on Steam Greenlight!
https://steamcommunity.com/sharedfiles/filedetails/?id=414658954
Please vote for us :)
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Pixel Dungeon has been greenlit in just a week and a half. Many thanks to everyone who voted for us, we’ll try not to disappoint you :)
We are going to publish a list of additional features for the Steam version later this week.
Stay tuned!
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Congrats on getting Greenlit! 8)
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- Steam integration - Achievements.
- Steam integration - Stats.
- New GUI optimized for desktops.
- Legacy play mode - no degradation! (but also no badges and no rankings).
- Improved keyboard support.
- Stereo sound effects.
- A lot of mostly small visual improvements.
This list is not final, so feel free to share your ideas with us! Also we have more plans for future releases, from game controller support and additional Steam integration to a new sountrack and multilingual support.
http://steamcommunity.com/sharedfiles/filedetails/updates/414658954/1429702939 (http://steamcommunity.com/sharedfiles/filedetails/updates/414658954/1429702939)
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A chinese application store provides a free iOS PD to download.They says undercarriage(?) the app needs send Software copyright certificate to us@kuaiyong.net
i think i need to tell you :o ,Chinese are playing PD and download it from playstore and appstore,but more frequently on other places
http://fanyi.baidu.com/transpage?from=auto&to=en&query=http%3A%2F%2Fcoolapk.com%2Fgame%2Fcom.watabou.pixeldungeon&source=url&ie=utf8&render=1&aldtype=16047
a mechanical translation page for a application store