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| image = [[File:Pixel Dungeon In dev.png|thumb]]
 
| image = [[File:Pixel Dungeon In dev.png|thumb]]
 
| developer = [[User:CuteLunaMoon|Luna]]
 
| developer = [[User:CuteLunaMoon|Luna]]
| download = [https://www.dropbox.com/s/iax5pie43ss7990/core-debug.apk?dl=0 Dropbox]
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| download = [https://www.dropbox.com/s/iax5pie43ss7990/core-debug.apk?dl=0]
 
|source = [https://github.com/CuteLunaMoon/shattered-pixel-dungeon-master---Copy GitHub]
 
|source = [https://github.com/CuteLunaMoon/shattered-pixel-dungeon-master---Copy GitHub]
 
|header = {{color|2DEF44|#80 Released mod}}|version = 0.0.3}}'''Survival Pixel Dungeon''' was originally a direct fork of Shattered PD, but after its last update it has become a direct fork of [[Mod-Overgrown Pixel Dungeon|Overgrown PD]] ''(it is still a Shattered PD mod, but indirectly, through Overgrown PD)''. It borrows some features from [[Mod-Yet Another Pixel Dungeon|Yet Another PD]] and other mods too, but also offers a good amount of original content. It was first released in September 9th, 2018 by wiki contributor [[User:CuteLunaMoon|Luna]] and is currently in active developement.
 
|header = {{color|2DEF44|#80 Released mod}}|version = 0.0.3}}'''Survival Pixel Dungeon''' was originally a direct fork of Shattered PD, but after its last update it has become a direct fork of [[Mod-Overgrown Pixel Dungeon|Overgrown PD]] ''(it is still a Shattered PD mod, but indirectly, through Overgrown PD)''. It borrows some features from [[Mod-Yet Another Pixel Dungeon|Yet Another PD]] and other mods too, but also offers a good amount of original content. It was first released in September 9th, 2018 by wiki contributor [[User:CuteLunaMoon|Luna]] and is currently in active developement.

Revision as of 14:57, 18 January 2020

Overview

Survival Pixel Dungeon was originally a direct fork of Shattered PD, but after its last update it has become a direct fork of Overgrown PD (it is still a Shattered PD mod, but indirectly, through Overgrown PD). It borrows some features from Yet Another PD and other mods too, but also offers a good amount of original content. It was first released in September 9th, 2018 by wiki contributor Luna and is currently in active developement.

It is also heavily inspired by the PS4 game Bloodborne by FromSoftware and by "The Mound" short novel by H.P Lovecraft. Lore is hidden in the items' descriptions (a feature from the Soulborne games) and also is displayed in most of the game’s dialogues of the hero with NPCs.

Survival PD has fairly larger depths in comparison to Overgorwn PD. Unlike Original PD and other mods, Survival PD isn't a race against the time before resources running out. This mod slows everything down and players can have more time grinding for the best possible gear while unraveling its lore.

Alchemy – Plants – Seeds

The alchemy, plants and seeds of Survival PD are the same with those of current Overgrown PD (there are many changes already implemented from Overgrown PD, so you should better visit the link, if you are not familiar with them). A new cooking mechanic is added but it is not related to Alchemy at all.

Armors

All the armor types of Shattered PD and Overgrown PD exist also in Survival PD but also the Gambeson cloth armor, the Rivetted mail armor and the Joust and Munition plate armors are added. These new armors have adjusted stats and lore, but are mostly added for the sake of item variety and story-telling. The armor glyphs and curses are the same with those of Shattered PD and Overgrown PD.

Classes - Hero stats

Like in Overgrown PD all hero classes are available from the first run, but they have much more starting items in their inventory. Apart from the class-specific familiar items of Overgrown PD, all hero classes start on depth 1 also with:

  • an Oil Lantern and 3 Oil Urns, mostly useful during the deep night phases and when the hero starts receiving sanity damage from darkness
  • a Food Bag, a container for the various food items of the game
  • a Frying Pan and 15 tinders, mostly useful for cooking
  • 10 Medical Kits that offer minor healing but also cure caustic ooze and bleeding
  • a Shovel, mostly useful for digging
  • 500 Gold pieces
  • the Rogue specificallt has also 5 "Final Caress" throwing blades.

The frying pan and the shovel can also be equipped as weapons (they have strength requirements of 9 and 14) but they are not the best choice for the heroes, even in comparison to the starting weapons on depth 1.

All heroes start with 10 Strength, 20 HP, 200 Sanity (new stat) and no Affiliation (new attribute that depends on the amount of sanity). Two more character stats are added, Arcane and Skill.

  • Arcane increases wand damage
  • Skill slightly increases melee damage

Cooking & New Food Items

All heroes spawn on depth 1 with a frying pan and 15 tinders in their inventory, which are both necessary for the new cooking mechanic. As mentioned before, the depths in Survival PD are much bigger, but the generation rate of food rations remains the familiar one, one per depth, while the living plants inherited from Overgrown PD do not apply their effect when awakened but only in their attacks, so throwing meat on a Firebloom or an Icecap plant does not have a guaranteed outcome anymore. As a result the hero has to use the frying pan and spend tinders or a charge from a wand of Fireblast in order to cook many of the raw material he/she finds in the dungeon, in order to complement his/her food rations. Tinders get spent and the hero starts with only 15 in his/her inventory, but they are dropped very often from trampled high grass (they can't be crafted from potions of Liquid Flame or found by digging with the shovel like they used to do in previous versions of Survival PD).

A food bag is also added to the starting items in Survival PD. Apart from the familiar food items of Shattered PD, the hero also finds some new raw food items by digging with the shovel or by having them dropped by enemies. All of these new food items can be eaten raw, but their nutritional value is most of the times very low in comparison to their cooked counterpart and a few also apply debuffs when raw, so it is much better to have them cooked. Related to this is the addition of the new cooking skill, which is not displayed in the hero’s tab but affects the gameplay, similarly to how the hero’s accuracy and evasion are not shown but have an effect on the gameplay. Cooking skill is increased each time the hero cooks food in a frying pan (but not when he/she turns raw items into cooked food by throwing them to ice and fire traps, firebloom and icecap plants etc.) and at higher levels it changes the outcome of the recipes to more beneficial variants (most of the times they have a much bigger nutritional value and also either cure debuffs or heal the hero and increase sanity). Lvel 2 and level 3 cooked items are categorized as comfort food by the game and also increase sanity. A fried chicory root is also produced as a bonus item each time the hero cooks anything with the frying pan (in the case of cooking chicory root, two chicory roots are produced).

A list of all the food items of Survival PD follows, familiar and new, with their attributes and also their recipe when they have one (CS = Cooking Skill):

  • Blandfruit: has the same effects and recipes with Shattered PD
  • Burdock Root: Raw, found by digging, Satiety: 25, no bonus effect (it is named mistakenly as "ration of food" by the game, but has the burdock sprite).
    • Fried Burdock Root: Fried, CS < 50, Satiety: 215, no bonus effect
    • Spiced Sautee Burdock Root: Fried, CS > 50, Satiety: 275, grants Invisibility
  • Chicory Root: Raw, found by digging, Satiety: 425, no bonus effect
    • Fried Chicory Root: Fried, CS < 95, Satiety: 700, no bonus effect
    • Baked Chicory with Herbs: Fried, CS > 95, Satiety 700, Heals a random amount above 25% of max HP, Cures bleeding, crippled, drowsy, poisoned, slowed, weakness, vertigo debuffs (unlike the Frozen Carpaccio, it does all that at the same time)
  • Dead Rat: Raw, dropped by rat enemies, Satiety: 10, might cause the paralysis / poison / slowness debuffs
    • Tailed Cutlet: Fried, CS < 25, Satiety: 100, no bonus effect
    • Slow Roasted Rat: Fried, CS > 25, Satiety: 150, Minor healing
    • When thrown to fire the dead rat becomes Chargrilled meat and when thrown to ice Frozen carpaccio, regradless of the hero's cooking skill.
  • Fatpack: It is named "ration of food" and has the sprite of mystery meat. When eaten it has exactly the same effects with mystery meat and gets spent, but it is mostly useful in turning it into an oil urn by choosing its "no text found" option. It is dropped rarely by werewolves.
  • Food Ration: Found or sold in dungeon depths, uncookable, Fully satisfies hunger even when starving.
    • Overpiced Food Ration: Sold in dungeon shops, uncookable, Satiety: 275
    • Pasty: Found or sold in dungeon depths, uncookable, Fully satisfies hunger even when starving, increases sanity by 1.
  • Giant Puffball: Raw, found by digging, uncookable, Satiety: 700. Currently it does not seem to drop from high grass, although it exists in the game code.
  • Hunter Soup: Sold by the stew shop, uncookable, Satiety: 125, it also reduces Sanity
  • Mandrake: Raw, found by digging, uncookable, Satiety: 15 but is sold for 125 gold, when dug out it sets off an alarm and heavily poisons the hero.
  • Mystery Meat: Raw, dropped by various enemies, satisfies half satiety, it might cause the Burning / Poisoned/ Rooted / Slowed debuffs
    • Chargrilled Meat: Burned, CS has no effect, Satiety: 225, no bonus effect
    • Frozen Carpaccio: Frozen, CS has no effect, Satiety: 125, Heals a random amount above 25% of max HP / Cures bleeding, crippled, drowsy, poisoned, slowed, weakness, vertigo debuffs / grants Invisibility / grants Barkskin
  • Peanut: Raw, dropped by the Peanutpetal plant, satisfies half satiety, no bonus effect
  • Truffle: Raw, found by digging, uncookable, Satiety: 10 but is sold for 500 gold
  • Wild Berries: Raw, foraged from bushes, uncookable, Satiety: 35, Minor healing to warrior, Recharging buff to mage, no effect to the other two classes
  • Wild Carrot: Raw, found by digging, Satiety: 225, no bonus effect
    • Fried Carrot: Fried, CS < 50, Satiety: 255, no bonus effect
    • Tender Roasted Baby Carrots: Fried, CS > 50, Satiety: 275, grants Barkskin

Digging

Another starting item for all heroes is the shovel, which can be used for digging in tiles of high grass. By digging the hero might find raw edible items, tinders, mandrakes and truffles which are edible but satisfy little hunger, nevertheless they are sold for 125 and 500 gold each, but can also make a Skeleton or Wraith spawn (so digging in very early levels is not recommended). Also when dug out mandrakes set off an alarm and heavily poison the hero. Very rarely also a tinder might also drop from high grass. Having the Sandals of Nature equipped and especially upgraded increases the drop rate from digging much.

Enemies

Original PD's enemies as well as from Shattered PD are kept. Additionally, there are some new enemies added. Enemies are stronger in this mod, so additional scrolls of Upgrade are sold at the shops.

Sewers' New and Changed enemies

Goblin SPD
Goblin
These short, green demi-human have the height and strength of a human child. But don't let them fool you. They infest the city sewers, festering and inbreeding, and often kidnap cattle and maiden to eat and breed. They are infamous for coating their daggers with feces and poisonous herbs.

Goblins are weak enemies but capable of inflicting poison on hit. Approach with caution.

There is also the Leech Collector enemy added that appears from depth 4 of Sewers and also in early Prison and that spawns a lich with each melee hit.

Moreover, the Albino Rat has become a common enemy and the Fetid Rat and Giant Crab mini-bosses from the Sad Ghost quest appear also as regular enemies, the Fetid Rat mostly in the first two depths and the Giant Crab in the last two depths and in early prison. The Crazy Thieves have benn moved from the Prison to the Sewers. They all retain their familiar abilities.

Prison's New and Changed enemies

In addition to the familar enemies of the Prison, the Gnoll Brute and the Cave Spinner are moved to this chapter and are not encountered in the caves anymore. A Skull Shaman enemy is also added that has a ranged attack like regular shamans, but is stronger and can also burn or poison on hit.

Caves' New Enemies

All the enemies of the caves are new and are heavily inspired by the Bloodborne game.

Huntsman SPD
Huntsman
On the nights of the hunt, the citizens of Loran form parties and roam the streets to hunt werewolves and monsters. Unbeknown to them, the hunters themselves were infected with the plague. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. Perhaps through their murky, infected eyes, humans are seen as the true beasts.

These unarmed huntsmen have a tendency to run away when encountered in close range. They can inflict a poison debuff on-hit.

TorchHuntsman SPD
Huntsman with Torch
Huntsmen are inhabitants of Loran who have been infected by the plague, though they are in the early stages of the infection. They show signs of their inevitable transformation into beasts, such as an imposing height, cataracts afflicted eyes, and hair that covers their entire face. When night falls, citizens of Loran form hunting parties in order to hunt werewolves and outsiders alike. Perhaps because of their infection, they are unable to tell the difference between men and beasts.

These huntsmen will inflict a burning debuff on-hit.

TorchHuntsman SPD
Huntsman with pitchfork
Poorly armed with farming tools and inappropriate weapons to hunt beasts, the huntsmen use their sheer number to slay beasts, an advantage they are losing over time, for each one of the huntsmen were unknowingly infected with the beast plague themselves. Perhaps because of their infection, they are unable to tell the difference between men and beasts.

These huntsmen will inflict a bleeding debuff on-hit and their attack can extend through 2 tiles, much like spear and glaive in Shattered Pixel Dungeon.

TorchHuntsman SPD
Huntsman with Sword
On moonlit nights, when the scourge of beast is at its worst, the great bell of Loran tolls and its citizen gather for a fiery, gruesome werewolf purge. Drunk with blood and driven mad by the intoxication of the hunt, the mob were slowly transformed into the creature they hunted. Perhaps through their murky, infected eyes, humans are seen as the true beasts.


These huntsmen will inflict a bleeding debuff on-hit and have higher attack speed than any of their comrades.

TorchHuntsman SPD
Large Huntsman with Pitchfork
Large Huntsmen are inhabitants of Loran who have begun their transformation into Werewolves. Although they still retain some degree of their humanity, their appearance has become much more bestial and they started to avoid their former comrades, indicating the onset of the scourge of beasts.


These huntsmen behave similar to the Huntsman with Pitchfork and in addition they will go into rage mode after losing 50% of their HP.

There is also a Walking Mushroom enemy added that releases Corrosive or Toxic Gas upon death and also a Werewolf enemy that drops rarely fatpack.

Also generally almost all of the familiar enemies' stats in the chapters from the Prison and on are much higher than in Shattered PD.

Lastly have in mind that Fadeleaf plants don't teleport necessarily to hidden rooms but instead very often to rooms filled with enemies.

Items changed and new

Generally some of the items' descriptions now reveal part of the lore.

  • 5 "Final Caress" throwing knives are also among the starting items of the Rogue class. They have the unique attribute that they can be thrown without the Rogue breaking his invisibility.
  • The Frying Pan, Tinder and Shovel items have already been described in the Cooking and Digging sections.
  • The Huntress' Bow has now a chance for a "head shot" with increased damage. The chance depends on the Skill of the Huntress.
  • The Madman's Skull can be often found as loot in the dungeon. It increases Arcane Skill but also very often reduces Sanity by 3-4 with each use (less often it does not).
  • The Medical Kit item is added that offers minor healing but is much cheaper than a potion of Healing and also cures Bleeding and Caustic Ooze. Note that there is a minor bug involved with this item, as it gets used when the "Throw" option is selected.
  • Scroll of Raise Skeletons is a new scroll that raises up to friendly 3 skeletons. They are much less durable than their enemy version, though.
  • Scrolls of Upgrade are also sold at every regular shop but at a price that scales up by each chapter (250 gold in the sewers' shops, 500 in the prison's shop etc.). Consider a detour to visit the shops you encounter earlier to buy some extra scrolls of Upgrade at a much better price.
  • The Tome of Mastery now increases also some stats.

Light – Hero’s Oil Lantern

Sometimes the dungeon enters a Deep Night phase with the hero having only 1-tile-range vision and also from depth 4 and on the darkness of the dungeon reduces the hero's sanity. Especially in these cases the hero will find useful to use the new Oil Lantern item, which is borrowed from Yet Another PD and similarly to this mod it can light the surroundings, and can also burn flammable tiles. The lantern is filled with an oil urn, which gets slowly spent by lighting but gets spent at once by burning. Each hero spawns with 3 of them in the inventory, and 15 more (in stacks of 3) are sold in Doctor Io's clinic on depth 1 and an oil urn might also spawn from time to time as loot in the dungeon. Note that filling the lantern is supposed to be a two-step process, as the player must first choose the "Refill" option from the oil urn, which will increase the lantern's "spare flask" counter, and when he/she wants to actually refill the lantern, then he/she will choose the "Refill" option of the lantern. Unlike Yet another PD oil urns can also be thrown at enemies to drench them in oil, which makes them receive double fire damage.

Note that there is a minor bug in work with the oil urns from Doctor Io's clinic, as although the oil urns are 15 in 5 stacks of 3, they might not stack in the inventory or become less after they get stacked, and the hero might end up with les oil urns. Because of this bug, it is better to use all existing oil urns -> buy one stack of oil urns -> refill the lantern -> buy another stack of oil urns -> refill the lantern etc. Moreover, werewolves drop rarely fatback, which can also be rendered into oil to refill the lamp. Lastly, oil urns found in the dungeon very often have a "no text found" option in the place of "refill".

NPCs

[WIP] Several more NPCs are added to the mod, many of them in the first four sewers depths. A few of these NPCs are quest givers and reward the hero in various ways.

[For the NPCs that are locked inside houses, their name is displayed by selecting the door tile or by talking to them. In the following bullets the parts inside brackets are not displayed by the game, but are written to distinguish the NPCs more easily. Some NPCs will change their behavior if the hero has a negative affiliation - sanity below 200. You can read all the messages of the NPCs locked inside houses in the game's github.]

Shopkeepers generally

In the sewers one shopkeeper with his shop is located on every depth near the depth's entrance. As expected, the first three shops sell the game's containers. From the prison and on, the shops appear in their regular amount of one shop per chapter on the first depth of each chapter. Every shop in Survival PD sells 3-4 scrolls of Upgrade and 1-2 Elixirs of Might.

Sewers

Depth 1

  • Doctor Io: She has a shop-clinic that sells Healing potions in stacks of 5 for 750 gold, Medical Kits in stacks of 5 for 175 gold, Oil Uns in stacks of 3 for 375 gold, and a wand of Transfusion for 375 gold. See Oil Lantern section for the bug related with storing the oil urns in the iventory. In addition she offers to heal the hero for 500 gold.
  • Dweller [Hungry]: He is located inside one of the locked houses. He asks from the hero for 5 food rations, but has no different reacton when the hero returns with 5 rations.
  • Dweller Young Girl: She is located inside one of the locked houses. At the first interaction she is afraid and two Exham Priory's Rats are summoned next to the hero (more if there are more empty tiles available). At the second interaction she asks from the hero to look for her mom and dad in the city of Loran.
  • Delapore Family Descendant: They are located inside one of the locked houses. In all interactions they are delirious and two Exham Priory's Rats are summoned next to the hero almost every time he/she interacts with them.
  • Fox-morph Innkeeper: It talks with a heavy German accent and is a shopkeeper that sells food rations in stacks of 5 for 250 gold and pasties for 100 gold each. By talking with it about the various subjects it offers for discussion you will get some elements of the game lore, but no quest.
  • Gardener: Inherited from Overgrown PD, he offers the Sandals of Nature artifact in exchange for 10 different seeds.
  • Guard Captain: He asks from the hero to collect goblin ears for a gold reward (he buys them for 24 gold each, but he does not say the price). Note that goblin ears have the same sprite with mystery meat, but they are stored in the main inventory and not in the food bag.
  • Old Male Dweller: He is located inside one of the locked houses. He asks from the hero to go away and if the hero insists on interacting with him, he sets of an alarm the third time.
  • No text found [Man with lantern]: He asks for 5 Blood Vials from the hero (it was the name of the Healing potions in previous game versions). When the hero returns with 5 Healing potions, he will ask the hero what is his/her past and depending on the hero's answer, he will raise a different stat: Military Veteran/Street Urchin - Strength and Skill, Practicer of Arcane Art - Arcane Skill, Bush Ranger - HP, Strength and Skill but less in comparison to the other answers. After he raises the hero's stats, he dissapears. Until the just previous version he was located on depth 4.
  • Paranormal Investgator Jonathan: He asks from the hero to bring him whatever remain of ghosts from Lower Loran for a reward. This is rather vague, but what he actually means is that Exham Priory's Rats and Wraiths always drop ectoplasm (a dew-like item with a "no text found" description) and the hero can take the ectoplasms to Investigator Jonathan for a reward of 50 gold each.

Depth 2

  • Dweller [Afraid]: They refuse to open the door, but offer a sword to the hero (nothing appears in the inventory though).
  • Dweller - Loran Brothel: They are located inside one of the locked houses. At first they think that the hero is an angry housewife and then say they are not working during the hunt.
  • Dweller - Stew Shop: They are located inside one of the locked houses. At first they say that they are still preparing thier soup, but then they offer to sell soup to the hero and are available to talk about the soup and the hunt. Soup costs 15 gold and satisfies hunger by 125 but also reduces sanity by 10. If the hero has no money they still give them soup, but ask the hero to bring some meat the next time as an exchange. Nevertheless, even if the hero has meat and no money, they don't take the meat.
  • Silver Rank Adventurer: He makes various random remarks about goblins. Very often he also gives to the hero 5 poisoned darts.
  • Old Female Dweller: She is located inside one of the locked houses and always refuses to lalk to the hero.

Depth 3

  • Dweller - [German]: They are located inside one of the locked houses. They say in a German dialect that nobody is ill inside the house and about the Church of Good Blood.
  • Dweller [Impolite]: They are located inside one of the locked houses. They wish death to the hero.
  • Dweller [Polite]: They are located inside one of the locked houses. They feel sympathy for the hero but refuse to offer any help.
  • Dweller [Thirsty]: She is located inside one of the locked houses. They ask for Blood Vials from the hero (it was the name of the Healing potions in previous game versions). If the hero returns with 5 healing potions she just laughs at him/her an does nothing with the potions.

Depth 4

  • Dweller - [Angry 1]: They are located inside one of the locked houses. They refuse to speak to the hero and if the hero insists they poison and cause bleeding to him/her.
  • Dweller - [Angry 2]: They are located inside one of the locked houses. They refuse to speak to the hero.
  • Dweller - [German 1]: They are located inside one of the locked houses. They speak in German at first, then with a German accent and say that they give to the hero something in order to leave, but nothing appears in the inventory.
  • Dweller - [German 2]: They are located inside one of the locked houses. They speak with a German accent randomly at first and then about Cthulu.
  • No text found - Shopkeeper: They sell different types of crossbows (bow gun for 200 gold, heavy crossbow for 400 gold, mini catapult for 500 gold and dragon slayer for 12,500 gold) darts in stacks of 10 for 300 gold and javelins in stacks of 10 for 1,200 gold. They have the same sprite with the Fox-Morf Innkeeper.

Prison

Depth 6

  • Sad Skeleton: It has the sprite of the sad ghost, follows the hero constantly and when talked to, it asks from the hero to slay a fiend, who is not little Lucy anymore. A quest-specific enemy spawns afterwards in the depth with the sprite of a Dwarf Walock and a "no text found" description but attacks from it always crash the game, so better avoid talking to the Sad Skeleton. It is the only added NPC to the Prison.

The Sad Ghost and Old Wandmaker appear on the same depths and offer the same quests and rewards as they do in Shattered PD.

Caves

The Troll Blacksmith appears on the same depths and gives the same quests and rewards as he does in Shattered PD. There are no added NPCs in the Caves.

Dwarven Metropolis

The Ambitious Imp appears on the same depths and gives the same quests and rewards as he does in Shattered PD. There are no added NPCs in the Metropolis.

Demon Halls

There are no added NPCs in the Demon Halls.

Sanity

From depth 4 and on the hero will start receiving steadily 1 sanity damage approximately every 40 turns because of the darkness around him/her and his/her affinity will start changing from "nothing" to various negative states from 100 Sanity and below. Depending on the negative state the hero wil be facing different negative consequences:

  • "Fearful" and "Hopeless" cause slowness and reduce sanity even further.
  • "Hallucinated" might spawn wraiths.
  • "Irrational" causes vertigo.

Some enemies (Fetid Rats, Leeches from the leech collector, Wraiths et al.) damage the hero's sanity as well. When the sanity counter reaches 0, the hero will die. There are two ways to avoid death because of zero sanity:

  1. To cook food items of high level, that have the side effect to also increase sanity apart from satisfying hunger and from their other various buffs.
  2. To keep the Oil Lantern constantly lighted.

As by depth 4 the hero will most probably not have the cooking skill or the items needed in order to cook enough high level food items, keeping the oil lantern constantly lighted will be in the beginning the only way for him/her to keep some sanity in the dungeon.

Weapons

Weapons melee and missile from Shattered PD and the additional ones from Overgrown PD are kept. Also two totally new ranged weapons are added, the heavy crossbow - arbalest and the pellet crossbow.

Miscellaneous

  • Bookcases are searchable like in Overgrown PD and might drop scrolls or display book titles. Currently they don't display the lore of Survival PD, like they did in previous versions.
  • Mobs drop loot regardless of character level.
  • A new type of vegetation tile is added, the Shrub (the sprite is from Sprouted PD). There are two variants of it: Blooming Shrub and Berries-bearing Shrub. Each Garden Room now has 1 Berries-bearing Shrub which can be foraged for food and immediately afterwards it becomes a plain Shrub. After a while, the Shrub blooms and regrows into a Berries-bearing Shrub. The Shrub is flammable and cannot be regrown by any means, so avoid fighting in gardens with fire-enchanted weapons.