Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 513176 times)

wilsoros

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Re: Pixel Dungeon
« Reply #495 on: July 15, 2013, 03:14:54 AM »
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

Veldrin

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Re: Pixel Dungeon
« Reply #496 on: July 15, 2013, 09:17:30 AM »
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...
« Last Edit: July 15, 2013, 09:43:54 AM by Veldrin »

watabou

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Re: Pixel Dungeon
« Reply #497 on: July 16, 2013, 02:27:43 PM »
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 :)

watabou

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Re: Pixel Dungeon
« Reply #498 on: July 16, 2013, 02:40:01 PM »
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  ;).

watabou

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Re: Pixel Dungeon
« Reply #499 on: July 16, 2013, 03:23:43 PM »
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 :)

Quote from: wilsoros
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 ...?"

eastpaw

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Re: Pixel Dungeon
« Reply #500 on: July 16, 2013, 04:12:36 PM »
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?

Septa

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Re: Pixel Dungeon
« Reply #501 on: July 18, 2013, 10:37:49 AM »
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.

galehar

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Re: Pixel Dungeon
« Reply #502 on: July 19, 2013, 11:28:37 AM »
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.

gravling

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Re: 2 small bugs
« Reply #503 on: July 20, 2013, 03:36:25 PM »
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?

gravling

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Re: Tome of Mastery (Mage)
« Reply #504 on: July 20, 2013, 03:47:46 PM »
s/successfull/successful/

bsb

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Re: Pixel Dungeon
« Reply #505 on: July 31, 2013, 11:59:27 AM »
Watabou do you have any release date for the update yet? Can't wait for it ;)

watabou

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Re: Pixel Dungeon
« Reply #506 on: July 31, 2013, 01:07:00 PM »
Watabou do you have any release date for the update yet? Can't wait for it ;)
Give me a week or two :)
Quote
http://pixeldungeon.tumblr.com/post/56965636735/thats-how-new-levels-will-look-like

Stachelfresse

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Re: Pixel Dungeon
« Reply #507 on: August 09, 2013, 04:03:58 PM »
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!

watabou

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Pixel Dungeon 0.5
« Reply #508 on: August 18, 2013, 06:12:04 PM »
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…

Amnekian

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Re: Pixel Dungeon
« Reply #509 on: August 18, 2013, 08:12:05 PM »
Is there a way to play this on windows/PC?