Hey Dungeoneers, sorry for being a little quiet here lately!
I’ve just released Shattered Pixel Dungeon v2.4.2, which is mostly focused on followup balance tweaks, but also fixes a few bugs. Here’s a link to the changelog on Steam: https://steamcommunity.com/games/1769170/announcements/detail/4185612701676471088
Harvest bleeding is amazing; makes it the scythe really strong
W change making the scythe/sickle ability deal DMG to enemies immune to bleed, it made floors 6-8 annoying if you had a sickle from f 1-5 since the skeletons just ignored your abilities
Yeah I’m trying to do a little more playtesting these days and ran into this exact situation. Nobody has mentioned this to me but it felt awful basically having no class bonus against 1/2 of the enemies in the prison. The % buff is more of a response to analytics data though, we’ll see if that needs to be scaled back a bit with both benefits combined.
I honestly thought that it was an intended weakness for the scythe, so I never even thought to mention it.
I’ve always had this as question in my mind, do you balance the game around 9 challenges? I feel like all the classes are balanced so well even at 9 challenges, except the berserk, it’s hard to build around armor
Also, I know you are doing some quality of life changes next patch, can I recommend making the alchemy recipe book more visible for PC players?
I watch a lot of newer players on YouTube, and the alchemy book (that green one) is so small that people almost never find it.
And even if the find out about recipes, I’ve seen people exit the alchemy station to look for recipes in the journal instead of using the alchemy book in the alchemy station.
Maybe put it somewhere in the middle so it’s easier to find, it would be more in focus?___
It sort of was an intended weakness, but I hadn’t really thought too deeply about how much it in invalidates the ability at certain points in the game.
I do try to consider challenges a bit, but the game is not balanced around them. 0-chal is the target for game balance.
I was planning on improving the alchemy UI for desktop/landscape in 2.4 actually, but didn’t end up having time. It’s likely to happen in 2.5.
Thanks for answering
I understand
Also, what happened to the third variant of the blacksmith quest? I haven’t seen a mention of it in a while
The blacksmith quest ended up taking way longer than I thought it would, so I postponed the 3rd variant in favor of working on other content. It will happen but not until after the cleric at least.
Hello developer.I would like to ask if the game has considered adding multi threading optimization. There are many monsters placed on the SPD based sandbox dungeon, but it runs very slow. Upon checking the CPU usage of the phone, it was found that only one core is in use, while the other cores are not.
I’m not familiar with Sandbox Dungeon, but if it isn’t being developed by Evan, shouldn’t you ask the Sandbox dev to optimize it?