My PD
What's on your mind?
TEXT
POLL
- All951 posts
- General44 posts
- The game – Requests and Suggestions153 posts
- The game – General Discussions148 posts
- The game – Other Platforms25 posts
- The wiki – General Discussions19 posts
- The wiki – News and Announcements11 posts
- The game – News and Announcements40 posts
- The wiki – Questions and Answers31 posts
- The wiki – Gameplay Channel4 posts
- Modding – General Discussions138 posts
- The wiki – Things To Do33 posts
- Off-Topic21 posts
- Modding – Texture Packs8 posts
- The game – Strategies72 posts
- The game – Questions and Answers204 posts
Sort by
Card Layout
Привет всем, после пары лет заброса игры столкнулся с проблемой - Dm-300 выдает фразу "Подключаюсь к высоковольтной линии" и все, он не получает по словам вообще ни урона, ни дебафов, ничего. Сами же предполагаемые "линии" не ломаются даже от взрывных бомб. Вот и получается, что после 50% хп он просто перестает проходить, как быть и что делать?
Just Updated
This is a copy of an email I sent to developer. Just want to get some feedback from others.
Greetings.
Been playing for a while and have enjoyed the concept and simple overall gameplay. But... there are a few flaws that keep this game from being great. These flaws as I call them happen in game way to frequently to be simple bad luck. I'll list them from Most frustrating to least.
1. When playing Gladiator. Doing 9 to 15 damage with normal attack. Then next creature of exact type I just fought I use 10+ combo move and every single attack does 0 to 2 damage. It's like when I activate the skill the game ignores my weapon's upgrades. And my strength modifiers
.
2. Surprise attacks causing 0 damage. I mean it's a surprise attack the enemy shouldn't be able to defend themselves as well.
3. Rogue sneak attack just as useless as every other class. I mean it is a Rogue he is supposed to be the master of the sneak attack. And he's no better than the mage at it? Now you do have the skill that increases their damage by 2 when fully upgraded but that's a joke. I would for Rogue class at least, either alter the skill to make sneak attacks do better damage something like 25% at skill 1 and 50% at 2. Because frankly the skill as is is pretty worthless by level 10 of the dungeon. The 2 point increase is just not making a difference anymore. Alternate would be for Rogue clas's sneak attack does max weapon damage before modifiers of enemies defence.. this would make the Rogue more like a Rogue and not the same as every other class. Now with how the gameplay is setup this could potentially overpower the Rogue compared to some of the other classes but you could nerf the Rogue's cloak to fewer max charges and even slow the recharge a bit. This should make players of this class be more selective when to use the cloaks ability while making the Rogue seem like a Rogue.
4. Fighter class overall.
He is as weak as every other class at the start. And to boot he stays weaker longer than any other class. Example.... when playing fighter you'll save you upgrade scrolls for better weapons and armor othwise later in the dungeon you'll not survive because your weapons and armor dont make the grade so to speak. While playing mage this is not the case you'll use your scrolls to upgrade your staff early to increase your ranged and melee attacks. This means you fighter is remaining weak in all aspects melee, range and defense until he finds equipment worth using his precious scrolls on while mage gets predominantly more powerful much more quickly. Since he has same hp evasion etc as fighter. Also the mage needs only find good armor to survive later in the game yet the fighter needs to find both a good weapon and armor. If I remember correctly earlier versions had the fighter class start with 12 strength I would reinstate this to make the fighter have better survivability early game by allowing him to equip t2 weapons and armor. On second thought this potentially might overpower him. Alternate.... give him equipped armor that is equivalent to leather that only requires 10 strength at the start. This increases his survivability while looking for better equipment. And will wind up pretty useless by level 6 or 7 and would be sold off when better is found.
5. Trap detection.
The Rogue's trap detection should be better than all the other classes. Either by a skill or simply in base mechanics.
Fixing some of these issues (imo) would make the game go from good to great. As playing different classes would make more sense.
Thank you for your time.
James.
Anyway, my idea is to add a new category similar to Challenges, with the difference that not all of them are completely negative, some of them are:Challenges, with the difference that not all of them are completely negative, some of them are:
Heavy Magic:" For some reason, all dungeon magic cannot be used very far from its user."
Any object or enemy that is involved with magic will have a maximum range of three squares, this includes wands, any type of thrown magic stone (Herd stone, electric stone, explosive stone, etc.)
Alcoholic healing: "all healing seems to have alcohol in its composition"
Any type of healing will give the drunken effect, which makes you slower and less accurate but in exchange you have more strength and evasion. This effect applies to anything that Can heal, both player, allies and enemies
Living objects:"It seems that all the objects in the dungeon have come to life by an ancient curse."
This modifier (that's what I like to call them) would make every item that isn't from the shop have life, which would make it always run away from the player. In order to pick them up, the The player would have to kill them, which would be easy. As an extra fact, it seems logical to me that living objects also escape from crazy thieves and bandits.
Well, I hope you liked my idea, have a good day, or night, or evening, always.
I warn you that what I said was copied and pasted from a gmail that I sent, I don't feel like writing everything back
Talisman is really good on Rogue.
I got to level 24 with the Talisman+alchemy kit+5, cloak+8, ring of elemental+1, some sword( annoying curse+4, speed+ ), mail armor+10(stone , defense+)
Oh, with wide search+1.
(On the way I partied dozens of turns inside a room with summoning spells and I somehow throwed a potion of paralize inside it and i spent like 7 minutes to get it clear but that time with my mail armor+7 those monsters are barely doing any damage.)
(also with that armor i beat the dwarfen king without taking much damage, but it took 2 blessed ankhs to beat that DM-300)
(I accidentally cursed my sword with annoying curse and it tragically ended my run....)
POV a thief is attacking you and steals an item, no big deal you can just chase him and get it back, right? NO, you come around a corner and there waits a prison guard, who chains you in, then cripples you. Alright, this is bad situation. But you can still use a healing potion to get rid of crippled and continue chasing the thief, right? BUT NO, you somehow misclick and throw a potion of toxic gas right at your feet. The thief is too far away now, and you have to deal with the guard. You tank the toxic gas while fighting the prison guard and are forced to let the thief get away with your item. It's just a small loss, right? NO, THE THIEF TOOK YOUR BLESSED ANKH.
I have the entire new journey complete aside for just to trinkets (no worries on them)
And the number 8 ally can someone help I have had/seen everything else before the journal ever come out aside from this ally.
Also absolutely love how much this game has been updated over the years!
Hi, I could make It again with a cursed wand. But this time I had the Room burning because of a blazing dude... He destroyed the whole floor. Lol... I wish I could understand How to reproduce that Magic without a cursed wand.
I don't know How I did this...
I used a cursed wand and filled the whole map with tall grass... Awesome, anyways... I wanna do this again. Anybody knows How to do It?
why isn't there a site for ebony mimics?
Does anyone have more badges than me?
Can it be used on bosses if not what's the best mob to use it on
There's no exit to downstairs??? am i blind?
Before you read this, know that I know very little about programming, and that this idea could very well be impossible for all I know. Please take this idea with a grain of salt.
Idea: the idea should be self explanatory, but this will be a way to play SPD with friends. I have a small friend group where we all enjoy playing PD, but without a multi-player system we can't actually play the game with each other. So, with this system in place, you would be able to play with two-five players, given the current size of the roster. If more classes are added, the number of people that can can play at a time will increase.
How that would work: all players would spawn in on the same floor, around the entrance of the dungeon. From there, players are free to wander on any floor that doesn't have a boss. Quests cannot be activated unless all players are on the same floor. Boss floors cannot be entered unless all players are going in together. Players, if on the same floor as their teammates, will receive a status effect called familiarity, with the definition "you feel as if some one else is here...". The purpose of this status is to signify to the players that you're on the same floor as your ally. Players will not be able to see the layout of the floor but the will be able to see the location of their teammates when zoomed our over their position.
Turn rotation: this is important. Turn rotation will function identically to when there are multiple entities fighting in your view on screen, except with the added condition that you'll be moving like this anytime your teammates are on the same floor as you.
Difficulty: finally the difficulty. Now, there are several solutions to this problem, but the easiest solution is also the most effective I could come up with, at least in my eyes. The solution is to simply play on the resource management aspect of the game and keep the game functionally the same. What do I mean by that? Well, you know that items like the upgrade scrolls, strength potions, ankhs, and inventory space expanders are all in very limited supply. So I propose that we don't give teams of adventures any extras, so they're forced to spread extremely limited
resources among themselves. this will keep the game as difficult as it normally is without any major balance changes.
With a lot of math, I've calculated the maximum possible damage you can do in Shattered PD.
With a +20 Glaive, which can do up to 200 damage on its own, and having a +13 strength damage bonus, going up to 213, and rolling a max hit with the Kinetic enchantment, going up to 425 damage, and then +50% rage damage, going to 643 damage, and with a damage augment, you get another +50% damage, going up to 967 damage, and if you get an endure damage bonus of 180, and have 24 enemies around you with the skill even the odds maxed out, you deal another 432 damage, adding up to 1419 damage. Without including the damage bonuses from rings,
All pages related to Shattered Pixel Dungeon on the Pixel Dungeon Wiki start with "Shattered PD" in their titles.
This format causes confusion when multiple tabs are open because only "Shatter" appears in the browser tab, making it hard to identify the specific page.
What if we reverse the title format to "(Page Title) - Shattered PD" to easily distinguish between pages when browsing in multiple tabs?
Desktop:
Mobile:
Tonics. Tonics are made with a potion of healing, one of the seeds, and an Alchemical catalyst. They all give very strong temporary buffs with drawbacks when they end.
Tonic of Unyielding
Made with a Mageroyal seed, for 35 turns you cannot be crippled, chilled doesn't slow you down, bleeding damage is halved before being applied, deferred damage is paused until it's over, and wearing armor too heavy for you doesn't restrict your movement. When it ends, all debuffs resume, you get the "Worn out" debuff for 35 turns, which slows you down by 0.5, reduces your attack speed by 0.75%, and makes healing less effective.
Tonic of Magical Amplitude.
Made with a Starflower seed, for 40 turns all magic damage from the user is increased by 25%, all wands get 50% more charges, and artifacts and hero's armor abilities take 50% less charge. When it ends, you get the "Drained Mana" debuff for 40 turns, which makes all wands do 25% less damage, artifacts and hero's armor cannot charge anymore, and wands take 50% more time to recharge. It also makes scrolls useless until it ends.
Tonic of Flaming Spirit.
Made with a Firebloom seed, for 35 turns you are imbued with fire and get a 100% chance to set enemies on fire when you hit. Additionally, wands of fireblast and potions of dragons breath do 100% more damage while active. When it runs out, you get the "Burned Up" debuff for 15 turns. This makes you take more damage to fire and fire abilities, as well as being set on fire when you use any fire attack.
Tonic of Frozen Heart.
Made with an Icecap seed, for 35 turns you are imbued with frost and get a 100% chance to inflict chilled on enemies when you hit them. Additionally, it spreads blizzard every turn and makes wands of frost do 100% more damage and instantly freeze enemies. When it runs out, you get the "Frostbitten" debuff for 15 turns, which makes you take 50% more damage from ice attacks, gives you the chilled debuff when you use a wand of frost, and makes you instantly freeze when chilled and stepping in water.
Make more in the comments
How do I get the key for this door