Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 513254 times)

watabou

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Re: Pixel Dungeon
« Reply #240 on: May 13, 2013, 12:29:10 PM »
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).

gravling

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Re: Pixel Dungeon
« Reply #241 on: May 13, 2013, 12:29:40 PM »
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.
« Last Edit: May 13, 2013, 01:01:19 PM by gravling »

watabou

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Re: Pixel Dungeon
« Reply #242 on: May 13, 2013, 12:33:00 PM »
...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.

gravling

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Re: Pixel Dungeon
« Reply #243 on: May 13, 2013, 12:34:56 PM »
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.

gravling

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Re: Pixel Dungeon
« Reply #244 on: May 13, 2013, 12:39:37 PM »
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.

watabou

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Re: Pixel Dungeon
« Reply #245 on: May 13, 2013, 01:05:14 PM »

watabou

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Re: Pixel Dungeon
« Reply #246 on: May 13, 2013, 02:50:53 PM »
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  :)

gravling

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Re: Pixel Dungeon
« Reply #247 on: May 13, 2013, 03:01:52 PM »
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.

gravling

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Re: Pixel Dungeon
« Reply #248 on: May 13, 2013, 03:05:25 PM »
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.

Veldrin

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Re: Pixel Dungeon
« Reply #249 on: May 13, 2013, 05:44:50 PM »
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

gravling

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Re: Pixel Dungeon
« Reply #250 on: May 14, 2013, 07:03:28 AM »
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.
« Last Edit: May 14, 2013, 07:07:55 AM by gravling »

gravling

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Re: Pixel Dungeon
« Reply #251 on: May 14, 2013, 07:13:17 AM »
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? 
« Last Edit: May 14, 2013, 07:52:13 AM by gravling »

Herbrand

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Re: Pixel Dungeon
« Reply #252 on: May 14, 2013, 08:54:15 AM »
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?

irajacobs

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Re: Pixel Dungeon
« Reply #253 on: May 14, 2013, 09:09:25 AM »
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?

gravling

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Re: Pixel Dungeon
« Reply #254 on: May 14, 2013, 09:31:35 AM »
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 ...