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Yet Another Pixel Dungeon (YAPD) is a fork of original Pixel Dungeon. See the announcement of YAPD.

Main Features

  • Significant rework of combat, stealth, healing and wand mechanics!
  • Total rework/rebalancing of weapons, armors, potions, scrolls, wands, rings, mobs, and classes.
  • Dual wielding, shields, ranged weapons and different categories of armors.
  • Dungeon is now 31 floors deep, with every chapter consisting of 6 floors instead of 5.
  • Many mobs were moved to other chapters and most of their abilities were changed.
  • Shops are on every fifth level now, and they have much more useful things for sale!
  • Environment now affects your stealth and evasion, rewarding careful positioning.
  • Armor enchantments do not have any real drawbacks anymore, and are fully reworked.
  • Fully reworked battle with first boss (rework of other bosses is coming later).
  • Gameplay tips on loading screen and more detailed info about items and stats.
  • Improved interface - auto-aiming, extended journal, better inventory and more!

Important notes

  • Alternative quests, subclasses, golden bees, Lloyd beacon, chasm levels and some other things were cut out for different reasons (most of it will be coming back in one way or another with later patches).
  • Upgrade levels are now limited to +3 for all items (no exceptions), with all of the items rebalanced accordingly - in fact, almost everything in the mod relies on +3 being the limit, so this is not going be changed near this sector of the Multiverse.
  • Degradation system was kept, although reworked significantly to make it much more fair and realistic (please give it a try before complaining because it is quite an important part of the gameplay and balance without being ridiculously unfair now).
  • Wands, throwing weapons, and ammunition for ranged weapons now require being equipped to be used, so you have to mind your selection of equipment before engaging in combat.
  • In general, most of the strategies you are accustomed to are not viable now or are significantly weaker, so you'll have learn and adapt anew if you want to have any success with this game.
  • Worst of all, the glorious RAT KING has left for his royal vacation for some time - don't worry though, for sooner or later he will be back, and even rattier than before!

Future plans

  • Bring back subclasses and make them more interesting and deep, allowing you to combine their perks during the game to suit your own playing style (and the loot you've found so far).

  • Not only bring back alternative quests for every NPC, but also make it possible to benefit from them in some unconventional way (besides simply receiving reward from the questgiver).
  • Change most of the item/mob/chapter descriptions to partially depend on your current class to add some flavour and a bit of replayability for those who love digging in game lore as much as I do.
  • Rework all the other bosses besides the first one to make fights with them feel more epic and varied, and add an alternative boss for every chapter.
  • Add more game endings depending on your decisions - getting the best ending will not be a simple race against the hunger clock during your stroll back to the surface!
  • Give players a simple alchemy and scribing system to allow them creating scrolls and make cooking potions a bit more enjoyable. Crafting is never gonna be a big part of the game though.
  • Develop a simple spellcasting system - after all, isn't it a bit unfair that even these gnolls can cast spells, but you have to rely on wands and scrolls to do the same?
  • Make the dungeon look more interesting by adding new tiles, traps, obstacles, rooms and level feelings.
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