Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 513179 times)

gravling

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Re: Pixel Dungeon
« Reply #255 on: May 14, 2013, 09:37:20 AM »
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.

Herbrand

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Re: Pixel Dungeon
« Reply #256 on: May 14, 2013, 09:43:50 AM »
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.
« Last Edit: May 14, 2013, 09:46:52 AM by Herbrand »

Herbrand

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Re: Pixel Dungeon
« Reply #257 on: May 14, 2013, 09:45:35 AM »

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?

Herbrand

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Re: Pixel Dungeon
« Reply #258 on: May 14, 2013, 10:15:11 AM »
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?

watabou

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Re: Pixel Dungeon
« Reply #259 on: May 14, 2013, 01:48:00 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.
Curently wands cannot be transformed in the well, but probably I will change it in the future

watabou

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Re: Pixel Dungeon
« Reply #260 on: May 14, 2013, 02:10:47 PM »
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...
Quote
-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 :)
Quote
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 :)
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Potion Blast: Damage, fire, smoke, destruction, and collapse of some boxes, use with caution.
There will be a scroll with a similar effect.
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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.
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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 :)
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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.

Septa

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Re: Pixel Dungeon
« Reply #261 on: May 14, 2013, 03:53:25 PM »
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 ?

Veldrin

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Re: Pixel Dungeon
« Reply #262 on: May 14, 2013, 04:30:25 PM »
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

gravling

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Re: Pixel Dungeon
« Reply #263 on: May 14, 2013, 06:00:46 PM »

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.

gravling

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Re: Pixel Dungeon
« Reply #264 on: May 14, 2013, 06:05:27 PM »
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.
« Last Edit: May 15, 2013, 01:29:22 AM by gravling »

gravling

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Re: Pixel Dungeon
« Reply #265 on: May 15, 2013, 01:33:42 AM »
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.

Aron0621

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Re: Pixel Dungeon
« Reply #266 on: May 15, 2013, 05:41:59 AM »
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!).

Septa

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Re: Pixel Dungeon
« Reply #267 on: May 15, 2013, 10:12:11 AM »
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.

irajacobs

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Re: Pixel Dungeon
« Reply #268 on: May 15, 2013, 10:39:19 AM »
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. 

Aron0621

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Re: Pixel Dungeon
« Reply #269 on: May 15, 2013, 12:17:14 PM »
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