this post was submitted on 21 Mar 2025
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Pixel Dungeon

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Hey Dungeoneers, here's that second patch I was mentioning. Just some more smaller fixes and translation updates.

Here's the full list of changes in v3.0.2:

A Note for Steam Deck users

A bug was fixed in this patch which affected display scaling on Steam Deck. Due to a quirk in how the Steam Deck reported display dimensions, the game incorrectly thought Steam Deck's screen was about 4", instead of 7".

As a result of this fix, you might notice that the interface appears differently as it now defaults to the 'full' UI mode instead of 'mobile'. If you prefer the previous interface mode, you can swap to it in the settings by using the mobile interface mode and 5x interface scale.

Misc. Changes

  • Music muting while game is in background on desktop now also applies to blacksmith's hammering sfx
  • Improved number rounding logic when damage hero takes is affected by several modifiers at once
  • Updated translations and translator credits

Bugfixes

Fixed the following bugs:

Caused by v3.0:

  • Errors with Android golden supporter UI and full interface mode
  • Cleric's Recall Glyph spell not working with some runestones while time was frozen

Existed Prior to v3.0:

  • Game incorrectly thinking it is on a phone screen when played on Steam Deck
  • Water of Awareness buff persisting between floors if the hero is very fast
  • Various errors when saving/loading custom controller bindings
  • Visual errors when Tengu's sprite animations are frozen (e.g. via paralysis)
  • Characters still appearing as visible if knocked out of hero FOV in specific cases
  • Talisman of Foresight's scry ability not detecting hiding mimics
  • Quick-using an item from a bag not using that item's autotarget properties (for real this time)
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[โ€“] [email protected] 0 points 6 days ago (1 children)

I mean if the new quest takes away your stuff temporarily for a chance of getting imp rewards, it will be like there's a slay the spire event where you'll temporarily lose your cards and items, and I feel this doesn't feel right in a roguelike as it nullifies my previous decisions and progression? The imp idea feels unenjoyable and also a risky gamble on a high floor 17, I wish skipping the imp quest will not make his shop disappear on floor 20 ๐Ÿ˜… though perhaps the vault can be fun if it's something like ExperiencedPD, adding wacky items and becoming overpowered farming upgrades in the vault

[โ€“] [email protected] 0 points 6 days ago (1 children)

I personally prefer a dwarven arena to fight and spend tokens on, but this idea could make the vault fun. The sewers is incredibly painful with challenges and 99% of my deaths are here due to having no bag options to fight blazing crabs, swarm intelligence, etc. But by the time I reach dwarven city I've already won the game and adding another "sewer problem" RNG-check on the imp quest is terrible.

But if there's OP fun items immediately obtainable in the vault, like a staff that summons an army of minions, or a beam that turns enemies into gold, it'll close the gap between 0-chal and 9-chal making the "sewer problem" disappear. Shattered PD's ally AI is honestly one of its main charms and allies seem fun to use, it's just that summon elemental and dried rose are too weak + expensive + unobtainable in most runs. It will be fun if we have a summon army in the vault, and this will definitely close the RNG-hell difference between 0-chal and 9-chal.

[โ€“] [email protected] 0 points 6 days ago

As I've said multiple times the entire quest would be balanced around itself. Probably the items would not be outright OP and wacky but you're also definitely not going to have to basically play a second sewers.