|Yet Another Pixel Dungeon|
Yet Another Pixel Dungeon (YAPD) is a fork of original Pixel Dungeon. See the announcement of YAPD.
This mod is based on the source code of Pixel Dungeon v1.7.5. It began as a small project with the goal to improve the original game here or there but has since gradually grown into something much, much bigger.
What makes this mod different from other mods is that it is mostly focused on tweaking game mechanics in order to make the game more interesting, diverse and balanced. It adds quite a few new things though, including new items, enemies and rooms. Despite all of this, it is still a tribute to the original game in its spirit, as general gameplay and visual style were left unchanged.
All that said, anyone who is familiar with the original game will have much to learn again in YAPD. It increases the game's difficulty a bit, but with enough time and experience, it is not much more difficult than the original game. Especially considering that YAPD aims at being much more honest about its mechanics, featuring more detailed item descriptions and a huge list of loading tips (descriptions of wands, rings and buffs are coming later).
- There are four difficulty options to provide an adequate challenge for every type of player.
- Character classes were reworked and now have different strengths and weaknesses.
- There's a variety of equipment options - dual wielding, firearms, shields, and more!
- All bosses have been completely or partially reworked and are now even more epic!
- New items, enemies, traps, and interactions added between them!
- Many old enemies gained new abilities or were moved to other parts of the dungeon.
- Loading tips and more detailed information about items and character stats.
- The user interface was improved - auto-aiming, extended journal and other stuff.
- Both new and modified potions, scrolls, wands, rings and other items...
- Healing, stealth, wand usage and item durability systems were reworked!
- Most enchantments on the weapons and armor now are more powerful than before.
- The environment now affects stealth and evasion, encouraging a more tactical approach.
- Seeds were reworked: now you find herbs, not seeds, and stepping on them has no effect. Instead, they are used for brewing potions and you can also eat them to satisfy hunger (but you'll suffer secondary effects).
- Each chapter now contains six floors (for a total of 31 floors instead of 26).
- Shops are now on every fifth depth, and their assortment has become more varied.
- Even more features are coming later since this project is still in development!
- Main article: Characters
YetAnotherPD keeps the same amount of classes, but instead of perks, it makes classes be different in their starting stats and their growth rate. The main intent was to stick to the formula "everyone can do everything, but not everyone can do everything well." Perks are going to be back, but as subclass bonuses.
Important: There aren't any subclasses in the game right now, but they will be back, and they will work in a more interesting and gradual manner.
- Warrior - bonus strength and vitality, decreased dexterity and stealth
- Brigand - bonus dexterity and stealth, decreased magic power (formerly magic skill) and attunement (formerly willpower)
- Scholar - bonus magic power (formerly magic skill) and attunement (formerly willpower), decreased accuracy and perception
- Acolyte - bonus accuracy and perception, decreased strength and vitality
Depth Generation - Gold, Terrains and Level Feelings
In YetAnotherPD gold generation per gold pile ranges from (30 + depth * 4) to (60 + depth * 8) so it will grow from 34-68 at the first depth to 150-300 at the 30th depth (gold piles are not generated on the 30th depth, but the gold loot dropped by Yog is calculated based on this). Regular enemies on each depth drop only a fraction of the normally expected gold from a gold pile, so their loot increases with depths but it is always lower in comparison to the gold piles of their depth.
YetAnotherPD's depth generation in regards to terrain is somewhat different from that of Original PD and so are its level feelings. Apart from "normal" depths with no level feeling and no special features, there are also depths:
- Flooded: "You hear the water splashing around you." The depth is filled with water and also there is a 33% chance a piranha to be placed on a water tile instead of a regular enemy (they do not spawn in groups by default though).
- Haunted: "Eerie feeling sends shivers down your spine." There is a 20% chance that a Wraith will spawn in the place of a regular enemy either during depth generation or in enemy respawning.
- Overgrown: "The smell of vegetation is thick in the air." There is a lot more high grass and plants. Animated Statues also have a 25% chance to spawn hiding among high grass instead of a regular enemy, without guarding any item.
- Secretive: "The atmosphere hints that this floor hides many secrets." More gold loot but also more traps and mimics spawn without a specific chance determined.
There is no Night Mode in YetAnotherPD and thus no relevant level feeling, and also the Chasms terrain doesn't get introduced with a level feeling or have a higher chance of special enemies spawning. Players should have in mind that in YetAnotherPD there are no Pit Rooms with loot inside a bone pile and falling into a chasm never leads to a pit room, but only to heavy bleeding damage.
[Also, after the latest beta once an item/ a heap of items is found, it remains visible to the player, despite the fog of war.]
Enemies: Regular and Special
- Main article: Enemies Regular and Special
Some of the enemies were moved to other chapters, and almost all of them had their abilities changed in one way or another. Additionally, all of the enemies were divided into four categories (evasive, accurate, ranged and strong/healthy), with their stats being calculated depending on the current chapter, their XP value and category. Among the regular enemies there are also enemies which are Magical, with common resistances and weaknesses, and a separate group of enemies which are Special, meaning that they are more dangerous and can appear in any chapter, far less often than the chapter's regular enemies though.
Enemies: Chapter Bosses and Yog-Dzewa
- Main article: Chapter Bosses
Some of the bosses (Goo, Dwarf King) were reworked to be more challenging and interesting. Other bosses are going to be reworked as well, but currently they are simply buffed somewhat.
There aren't any new chapter bosses in the game right now, but alternative bosses are planned and will be implemented sooner or later (most likely later though). The current chapter bosses of YetAnotherPd are the same with those of Original PD, but all with differences in their behavior and attacks (folow link above for details):
Yog-Dzewa is almost the same with the boss of Original PD, with its only difference being that it doesn't spawn larvae on hit. The Burning and Rotting Fist are also almost exactly the same in behavior with those of Original PD (follow links for details), with a minor difference being that the Rotting Fist also releases Corrosion gas. Lastly, an extra difference is created by the availability of the Bomb Bundle item in YetAnotherPD, as four of them can take down a Fist in Normal difficulty. As all the previous chapter bosses Yog-Dzewa drops gold, from 1,150 up to 2,100 gold pieces.
- Main article: Mechanics
Most of the game mechanics were changed. There are new attributes now; most of the old attributes had their effects changed (at least slightly), and there are lots of things to learn anew. It is highly recommended to get familiar with the main article for a better understanding of how the game works now.
- Dexterity (in YAPD it is synonym with evasion)
- Magic power (formerly Magic skill)
- Attunement (formerly Willpower)
Alchemy - Herbs
- Main article: Alchemy - Herbs
Alchemy is redesigned as a whole in YetAnotherPD. Now you find herbs, not seeds, and stepping on them has no effect. Instead, they are used for brewing potions and you can also eat them to satisfy hunger. Until the latest beta sometimes you would suffer secondary effects by eating them (and if you are not a beta tester, you still do), but since the latest beta eating herbs has only beneficial effects.
- Main article: Armor & Shields
Armor was divided into several categories. Light and heavy armors differ only in their armor class, strength requirements and weight penalties, but Cloth Armor also provides bonuses to one of the wearer's attributes (the Rogue Garb increases stealth, the Mystic Robe increases attunement/willpower and the Elven Cloak increases perception). This bonus is equal to 5 % + 5 % per every upgrade level. All types of armor can get found enchanted or cursed or they can become enchanted / get sold already enchanted.
Shields can be used in your offhand slot. They increase your armor class while wielded, but they also can be enchanted / cursed like armors, and they can be used to block attacks (weapons can be used for that as well while dual-wielded or when one hand is empty), allowing to counter attack your enemy with 100 % chance to hit and bonus damage if both block and counter checks were successful.
Important: There isn't special class armor in the game right now and most likely will never be. The sprites of the older class armor were used for Cloth Armor.
- Cloth armors - Rogue Garb, Mystic Robe, Elven Cloak
- Light armors - Studded Armor, Mail Armor, Scale Armor
- Heavy armors - Disc Armor, Splint Armor, Plate Armor
- Shields - Round Shield, Kite Shield, Tower Shield
Like Original PD and most other mods, there are various badges in YetAnotherPD with some of them higher in hierarchy, that replace the lower badges with a higher badge. Some badges of Original PD are missing though, and some new badges are added. The badges of YetAnotherPD are:
- 10 Enemies slain > 50 enemies slain > 150 enemies slain > 250 enemies slain
- 100 Gold collected > 500 gold collected > 2,500 gold collected > 7,500 gold collected
- Level 16 reached > Level 21 reached > Level 26 reached > Level 31 reached (this last badge is obtainable only by drinking potions of Wisdom, as at level 30 no enemy gives XP apart from Yog, whose XP is not enough for the hero to reach level 31)
- All potions identified
- All scrolls identified
- All bags bought
- 1st boss slain > 2nd boss slain > 3rd boss slain > 4th boss slain
- 1st boss slain by Warrior, Scholar, Brigand & Acolyte
- 1 potion of Strength used > 3 potions of Strength used > 6 potions of Strength used > 10 potions of Strength used
- 10 pieces of food eaten > 20 pieces of food eaten > 30 pieces of food eaten > 40 pieces of food eaten
- 1 scroll of Upgrade used > 3 scrolls of Upgrade used > 6 scrolls of Upgrade used > 10 scrolls of Upgrade used
- Amulet of Yendor obtained on Easy difficulty > Amulet of Yendor obtained on Normal difficulty > Amulet of Yendor obtained on Hardcore difficulty > Amulet of Yendor obtained on Impossible difficulty
- 3 potions cooked > 6 potions cooked > 9 potions cooked > 12 potions cooked
- Happy end
[Notes: Many of the badges mentioned in the YetAnotherPD github are currently unobtainable in it (for example the "Monster killed by an unholy weapon" or the "All rings identified" badges), so they are missing from this list.
Also, in the current YetAnotherPD beta doors in the starting room of the 2nd depth are hidden until certain badges get unlocked, as a mini-tutorial in searching for the new player, but they become visible after the any of the "1 potion of Strength used / 1 scroll of Upgrade used / 1st boss slain" badges is obtained.]
- Main article: Curses
Another difference of YetAnotherPD is in its curses. Unlike Original PD and most other mods, YAPD's armor and weapon curses are most of the times its enchantments and glyphs reversed: for example the glyph of acid ward, which covers enemies in caustic ooze on hit and decreases damage from acids, is reversed to the curse of corrosion, which covers the hero in caustic ooze on hit. This difference creates one extra difference, that when a weapon or armor gets uncursed specifically by a scroll of Upgrade, its curse is reversed to to the relevant enchantment (so the armor of corrosion of the example will become an armor of acid ward). Sometimes weapons and armors have "plain curses" though, and in this case the scrol of Upgrade will just uncurse them. Cursed rings will have the opposite effect from their uncursed version (for example a cursed ring of Shadows will reduce the hero's stealth), and cursed wands will miscast or have negative effects for the hero (they sometimes work as if they are not cursed though). All cursed items are non-unequippable like in Original PD.
Generally items sold in shops, given as quest rewards, guarded by two animated statues or found inside tmobstones are never cursed (the last one is the most important to keep in mind, as many mods apply the exact opposite). Items guarded by piranhas or found in trapped rooms can be cused though, still with a lower chance than the loot found in the regular dungeon rooms. Also in the latest beta curse chances for rings/wands have become dependent on chapter rather than depth number. No cursed rings/wands are supposed to spawn in the Sewers, but later in the game the chance to get blessed/cursed rings/wands should grow to almost as high as 50%/50% chances. This does not apply to cursed weapons or armors though, which can also spawn in the Sewers.
There is no scroll of Remove Curse in YetAnotherPD, but there are a few alternative ways of uncursing:
- the scroll of Banishment apart from disrupting evil magic and harming magical enemies will also attempt to uncurse the whole inventory, most often decreasing all negative levels to zero (but always from 1 to 3 negative levels in all items).
- getting resurrected by an Ankh will also attempt to uncurse the whole inventory, most often decreasing all negative levels to zero (but always from 1 to 3 negative levels in all items)..
- a potion of Blessing in its area of effect (either thrown or drunk by the hero, in which case its effect will also apply in the hero's inventory) will decrease the negative levels of cursed items from 1 up to 3 levels.
- scrolls of Enchantment and Upgrade will also attempt to uncurse fully an item, most often decreasing its negative level to zero (but always from 1 to 3 negative levels). If the item has a specific curse, the scroll of Upgrade will reverse the curse to the relevant enchantment, while the scroll of Enchantment will just erase the curse.
In YetAnotherPD there are no challenges at all, like there are in Original PD and most other mods. Players who wish to challenge themselves should try instead the Hard and Impossible difficulties. There are four difficulties available in YetAnotherPD:
- Player character receives less damage.
- Bosses have 20% less health.
- Mobs have their health minimized.
- Players can't earn any badges on this difficulty,
- Player character receives normal damage.
- Bosses have normal health.
- Mobs have their health randomized.
- This difficulty has no special features.
- Player character receives normal damage.
- Bosses have 20% more health.
- Mobs have their health maximized.
- Players have to beat the game on Normal to unlock this difficulty.
- Player character receives more damage.
- Bosses have 50% more health.
- Mobs have their health maximized.
- Players have to beat the game on Hardcore to unlock this difficulty.
The hunger mechanics of YetAnotherPD are not very different from Original PD and most other mods, but there are a few differences.
- Starving at first doesn't hurt the hero, but only blocks regeneration. After the passing of a good amount of turns (appr. 200) it gets abruptly damaging and afterwards very damaging (the messages are: "starving gets worse", and "starving becomes unbvearable"). Before the metropolis, where food gets plenty because of the dwarf monk drops, it is better to eat only when the damaging phase of starvation starts or when you want to rest and heal.
- Until the latest beta YAPD's food items were basically the same with Original PD, with only the extra option of herbs being edible, but for their beneficial effects and not their nutritional value, as they restored very slittle satiety. In the latest beta there were many changes made, the most important of which are that raw meat is now safe to eat and that it can also be cooked with herbs, to restore more satiety and also grant the herb's beneficial effect for an extended amount of turns. You can read details about the beta changes here.
Light - hero's Oil Lantern
The Oil Lantern item has been added to YetAnotherPD, which somewhat replaces the Original PD's torches, but its functionality is more complex in comparison to them. All classes start with an oil lantern filled to 100% which can be used to "Light" the surroundings or "Burn" a tile of choice. Lighting will increase immensely the hero's range of vision and his/her ability to detect hidden doors or traps, but it will also negate any stealth he/she has and will make him/her very easily detectable by enemies. When the hero no longer needs increased light he/she can "Snuff" the lantern.
The oil lantern can be filled with extra oil flasks found in the dungeon: there are always two oil flasks per chapter, plus one in every shop, and there is also a low chance to find more among the normally generated loot (so there is no hard cap, but at least 15 oil flasks per run are guaranteed to spawn). The lantern will never display a percentage higher than 100% after an oil flask gets added to it, but it will have the numbers 2, 3 etc. displayed. Lighting spends 1% of the lantern's oil every 4 turns, but Burning will consume all the lantern's oil at once and it will either make it to become refilled, or with no extra oil flasks availabe to become temporary unusable. The waterskin is always a part of the inventory and cannot get dropped or sold.
Healing - Waterskin - Water Wells
This is an innovation of YetAnotherPD which basically replaces the dew vial of Original PD and most mods. All classes start with a full waterskin containing 5 portions of water, from which the hero can Drink when in low HP to partially restore his/her health. One waterskin is sold in each dungeon shop, so the hero who reaches the Demon Halls and has bought all waterskins will have 10 portions of water available in a full waterskin. The waterskin is always a part of the inventory and cannot get dropped or sold.
Each game chapter spawns at least one Water Well on its fourth depth, which the hero can use to fill his/her waterskin and is a creative adaptation of Original PD's Well of Health (the hero cannot heal by just stepping in YetAnotherPD's Water Well though). Additional water wells might spawn in each chapter, but at least one, that of the fourth depth, is guaranteed. The amount of water in the wells increases from 4-8 in the first chapter to 8-12 in the last one, but that's only if the well was generated on the fourth depth of the chapter (in the latest beta the amount will be halved otherwise).
Apart from "Drink" the waterskin gives also the option to "Pour" water, which can be used: a) to extinguish fire, b) to wash off caustic ooze, and c) to water tiles with low grass to make them grow high grass, and to water tiles of high grass to make them grow a random plant. The Wells of Awareness and Transmutation are removed from YetAnotherPD.
[In the latest beta a water well also always spawns on the 25th depth and potions of Thunderstorms now can be used to refill wells.]
Items' level cap, upgrading, degradation, disenchanting and reforging
Upgrading items is now limited to +3 level without any exception, but the items' stats are also rebalanced accordingly and a high quality +3 weapon or armor are very strong even in Impossible difficulty. Nevertheless no ring or wand can get so strong with upgrades that the hero's survival can rely mostly on them like in some other mods.
A difference with most mods and a similarity with Original PD is that armors, wands, melee and ranged weapons in YetAnotherPD degrade by getting used (but not rings), nevertheless degradation is generally much slower than that of Original PD, while it is in contrast even slower for high level items and not quicker like in Original PD. You can read details about the specific speed of degradation for each type and level of item in the Mechanics page. Also there are all types of repairing items available: arcane batteries for wands, armor kits for all armors apart from cloth, crafting kits for cloth armors and ranged weapons, whetstones for melee weapons, while upgrading repairs items as well. Generally, with a bit of occasional care for the hero's equipped items, players will never find degradation a problem in YetAnotherPD.
Although the Troll Blacksmith still reforges an item and adds its levels to another similar item of choice, the Scholar's wand of Magic Missile and the Warrior's Short Sword are not disenchanted and reforged anymore.
Lastly, scrolls of Enchantment and Upgrade in YetAnotherPD behave differently depending on the state of the item they are applied to:
|S, of Enchantment||S, of Upgrade|
|Uncursed unenchanted armor or weapon||Enchants||Upgrades*|
|Uncursed enchanted armor or weapon||Upgrades||Upgrades|
|Cursed unenchanted** armor or weapon||Uncurses||Uncurses|
|Cursed enchanted** armor or weapon||Uncurses||Transforms curse to enchantment|
|Uncursed ring or wand||Upgrades||Upgrades|
|Cursed ring or wand||Uncurses||Uncurses|
|Unenchanted item of +3 level||Enchants||Repairs only or nothing|
|Enchanted item of +3 level||Repairs only or nothing||Repairs only or nothing|
* Upgrading items in non-perfect condition always also repairs them.
** Cursed enchanted armors or weapons are those that they have a specific malicious enchantment - curse, like the armor curse of Corrosion or the weapon curse of Mercy. These curses are transformed to their equivalent enchantments when a scroll of Upgrade is applied (in the specific cases the armor will get the Acid Ward enchantment and the weapon the Heroic enchantment). Cursed unenchanted armors and weapons have curses with no special features and are just uncursed by the scroll of Upgrade.
- Main article: Potions
Potions were made in such a way, so they are more balanced against each other, with no potion being too powerful or too situative. Also, they became more dangerous to identify them by use, but this means that they are more useful once identified.
Additionally, potions were designed in such a way so that there isn't an optimal way to identify all of them in a single session - for example, while the Potion of Liquid Flame is much less dangerous if there is water nearby, the Potion of Thunderstorm has increased damage if you are standing on a water tile.
The effect of most potions (except potions of Strength/Wisdom) depends on the amount of potions identified, so their duration/effect is usually increased by 1 turn/10 percent for every known potion (except potions of Strength/Wisdom). It is like a simplistic representation of an "Alchemy" skill.
- Potion of Blessing (separated to the potions of Blessing and Shield in the beta)
- Potion of Corrosive Gas (removed in the beta)
- Potion of Frigid Vapours
- Potion of Invisibility
- Potion of Levitation
- Potion of Liquid Flame
- Potion of Mending
- Potion of Mind Vision
- Potion of Overgrowth (changed to potion of Webbing in the beta)
- Potion of Strength
- Potion of Thunderstorm
- Potion of Wisdom
[Current beta testers should have in mind that some potions were changed, removed or added in the latest beta, so they should visit the link just before for details.]
- Main article: Rings
Rings have their effects streamlined and more balanced against each other. All of them now have a secondary effect to make them more satisfying to use, and all of them have their effects stacked while using two rings of the same type.
Some of them can be very powerful when two maxed rings of the same type are used together.
- Ring of Accuracy
- Ring of Awareness
- Ring of Concentration (Mysticism in the beta)
- Ring of Durability
- Ring of Evasion
- Ring of Fortune
- Ring of Knowledge
- Ring of Protection
- Ring of Satiety
- Ring of Shadows
- Ring of Sorcery (Willpower in the beta)
- Ring of Vitality
- Main article: Scrolls
Scrolls became more dangerous as well, and some of them may even ruin your run if used recklessly. The idea is that some of them should be used while there aren't any enemies in sight, while others.. shouldn't.
Effectiveness of some of them is based on character's willpower/attunement attribute, so they may be more useful for a Scholar but not as useful for a Brigand.
- Scroll of Identify
- Scroll of Transmutation
- Scroll of Sunlight
- Scroll of Clairvoyance
- Scroll of Banishment
- Scroll of Darkness
- Scroll of Phase Warp
- Scroll of Challenge
- Scroll of Torment
- Scroll of Raise Dead
- Scroll of Upgrade
- Scroll of Enchantment
- Main article: Wands
Wands are now required to be equipped in your second hand to be used, and cannot be used from your Backpack anymore; however, their effectiveness and recharge rate was increased a bit to compensate. Also, their power can be bolstered even further by using weapons with corresponding enchantments.
- Wand of Magic Missile
- Wand of Avalanche (changed to wand of Force Blast in the beta)
- Wand of Firebolt (changed to wand of Firebrand in the beta)
- Wand of Disintegration
- Wand of Lightning
- Wand of Harm (removed in the beta)
- Wand of Entanglement (removed in the beta)
- Wand of Freezing (changed to wand of Ice Barrier in the beta)
- Wand of Phasing (removed in the beta)
- Wand of Blink (removed in the beta)
- Wand of Flock (removed in the beta)
- Wand of Charm
Note: It is most probably already obvious that In the latest beta the wands of YetAnotherPD were completetly reworked (some new wands were also added, which are not mentioned here), so current beta testers should visit the above link of the wands' page for details.
The traps of YetAnotherPD are somewhat similar to those of Original PD. YetAnotherPD's types of traps are:
- Alarm trap (same)
- Blade trap (physical damage)
- Boulder trap (damages and causes Vertigo)
- Fire trap (same)
- Lightning trap (same)
- Poison trap (similar, as it has the same effect of getting hit by a poison dart)
- Summoning trap (same)
- Toxic Gas trap (it realeases a cloud of corrosive gas, which applies the Caustic Ooze debuff). Trapped vaults are filled with these traps.
[In the latest beta the poison dart trap was changed into confusion gas trap and the toxic gas trap now releases toxic gas instead of corrosive gas. Trapped vaults now can also be filled with summoning traps.]
- Main article: Melee weapons
All melee weapons were separated into four categories. These categories determine which combinations of equipment are allowed with these weapons. If the combination is not allowed, then strength requirement of this weapon will be increased by the amount equal to strength required by a weapon/shield in another hand.
Light OH weapons can be used as offhand weapons, but they will get their strength requirement increased while doing so. Light TH weapons can be used with shields, but cannot be dual-wielded with another melee weapon. Heavy TH weapons are not allowed to be used with shields and with another melee weapon, but they still can be used with throwing weapons and wands.
Important: All items in the game have their upgrade level limited to +3 with no way to increase this limit. All of the items were rebalanced accordingly.
Also, all melee weapons can get found enchanted or cursed or they can become enchanted / get sold already enchanted.
- Light one-handed - Dagger, Knuckleduster, Shortsword
- Heavy one-handed - Quarterstaff, Mace, Broadsword
- Light two-handed - Spear, Glaive, Halberd
- Heavy two-handed - Battleaxe, Greatsword, War Hammer
- Main article: Ranged weapons
All ranged weapons require appropriate ammunition to be equipped in your second hand to be used, effectively taking both hands to be used. The accuracy of your attacks with missile ranged weapons is decreased by 12.5 % for every tile of distance between you and your target though.
Flintlock weapons also need to be reloaded before use, (and they require half a turn and some amount of gunpowder to reload) and they may attract unwanted attention on use, but they ignore distance penalties and armor class of your target. They are still quite difficult to use properly.
- Ranged missile - Sling, Bow, Arbalest
- Ranged flintlock - Pistole, Arquebuse, Handcannon
- Ammunition - Bullets, Arrows, Quarrels
Also, all ranged missile and flintlock weapons can get found enchanted or cursed or they can become enchanted / get sold already enchanted.
- Main article: Throwing weapons
Throwing weapons can be equipped in your second hand, and they only have a 5 % chance to be broken on use. However, most of them do not provide any special effects besides inflicting damage. Exceptions to this are Darts (poison), Bolas (ensnare), Boomerangs (stun), and Harpoons (move you or your enemy closer).
Also, Boomerangs return to your hands on misses, Chakrams return to your hands on successful hits and Harpoons return to your hands no matter what, but their secondary effect depends on your strength versus the target's max damage value.
- Special throwing - Darts, Bolas, Boomerangs
- Light throwing - Throwing Knives, Shurikens, Chakrams
- Heavy throwing - Javelins, Tomahawks, Harpoons
- 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!
Gameplay tips and Quirks
YAPD has implemented many changes that differentiate it from Original PD and most other mods. Visiting all the different pages of the YAPD category in the wiki will give the reader a detailed picture of this mod, but for the most important differences and idiosyncrasies the reader can visit the Gameplay tips and Quirks page.
- 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.
- 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.