Author Topic: Pixel Dungeon (now at v1.7.3)  (Read 513392 times)

watabou

  • Rogueliker
  • ***
  • Posts: 172
  • Karma: +0/-0
    • View Profile
    • Pixel Dungeon
    • Email
Re: Pixel Dungeon (ARRP v0.5.2)
« Reply #525 on: September 25, 2013, 02:11:33 PM »
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.

captbrannigan

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Re: Pixel Dungeon (ARRP v0.5.2)
« Reply #526 on: September 26, 2013, 04:31:20 AM »
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. :)

captbrannigan

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
Re: Pixel Dungeon (ARRP v0.5.2)
« Reply #527 on: September 27, 2013, 02:51:31 AM »
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.

watabou

  • Rogueliker
  • ***
  • Posts: 172
  • Karma: +0/-0
    • View Profile
    • Pixel Dungeon
    • Email
Re: Pixel Dungeon (ARRP v0.5.2)
« Reply #528 on: September 27, 2013, 02:35:16 PM »
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...
Quote from: captbrannigan
A popup of badges earned on death would be awesome as well.
Yes, I'm planning to implement it a little later.

Stachelfresse

  • Newcomer
  • Posts: 6
  • Karma: +0/-0
    • View Profile
    • Email
Re: Pixel Dungeon (ARRP v0.5.2)
« Reply #529 on: October 03, 2013, 09:43:44 AM »
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?

watabou

  • Rogueliker
  • ***
  • Posts: 172
  • Karma: +0/-0
    • View Profile
    • Pixel Dungeon
    • Email
Re: Pixel Dungeon (ARRP v0.5.2)
« Reply #530 on: October 03, 2013, 10:25:54 AM »
Could you program the the well like a trap, so the figure goes around the well?
Yeah, that's a good idea  8)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Pixel Dungeon (now at v0.5.3)
« Reply #531 on: October 05, 2013, 06:23:49 PM »
v0.5.3

Quote
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…
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Stachelfresse

  • Newcomer
  • Posts: 6
  • Karma: +0/-0
    • View Profile
    • Email
Re: Pixel Dungeon (now at v0.5.3)
« Reply #532 on: October 05, 2013, 08:11:32 PM »
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 ;-)

Herbrand

  • Newcomer
  • Posts: 39
  • Karma: +0/-0
    • View Profile
    • Email
Re: Pixel Dungeon (now at v0.5.3)
« Reply #533 on: October 11, 2013, 10:03:13 AM »
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?

Veldrin

  • Newcomer
  • Posts: 40
  • Karma: +0/-0
    • View Profile
    • Email
Re: Pixel Dungeon (now at v0.5.3)
« Reply #534 on: October 14, 2013, 08:51:18 AM »
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!
« Last Edit: October 14, 2013, 11:49:19 AM by Veldrin »

Veldrin

  • Newcomer
  • Posts: 40
  • Karma: +0/-0
    • View Profile
    • Email
Re: Pixel Dungeon (now at v0.5.3)
« Reply #535 on: October 14, 2013, 09:16:14 PM »
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.
« Last Edit: October 15, 2013, 08:24:27 AM by Veldrin »

watabou

  • Rogueliker
  • ***
  • Posts: 172
  • Karma: +0/-0
    • View Profile
    • Pixel Dungeon
    • Email
Re: Pixel Dungeon (now at v0.5.3)
« Reply #536 on: October 15, 2013, 01:59:46 PM »
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 ;)

Veldrin

  • Newcomer
  • Posts: 40
  • Karma: +0/-0
    • View Profile
    • Email
Re: Pixel Dungeon (now at v0.5.3)
« Reply #537 on: October 15, 2013, 03:30:05 PM »
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
« Last Edit: October 15, 2013, 04:12:59 PM by Veldrin »

watabou

  • Rogueliker
  • ***
  • Posts: 172
  • Karma: +0/-0
    • View Profile
    • Pixel Dungeon
    • Email
0.5.4
« Reply #538 on: October 24, 2013, 01:49:07 PM »
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…

Herbrand

  • Newcomer
  • Posts: 39
  • Karma: +0/-0
    • View Profile
    • Email
Re: 0.5.4
« Reply #539 on: October 24, 2013, 02:10:32 PM »
  • Changed: Toxic gas dispalces paralytic gas

Nuuuuuuuuuuu
So now I can no longer stunlock bosses to death with both potions? ;)