Right so after the ghost reaches that location it will be willing to move a few tiles away in order to engage enemies that it sees (and will return to the set position when the enemy is gone). There isn't a permanent 'ignore enemies' option. If you gave it a reach weapon it would correctly keep a distance while attacking.
Generally when you tell the ghost to stay in a position it wants to guard that position, and so will try to engage enemies nearby once it reaches that position. If it hasn't reached its destination yet though, it will prioritize moving.
The notes aren't describing the difference very well here. Bubbles were changes to ALWAYS be visible, which could leak the position of the alchemy room when you've never seen it at all. What I really wanted was for bubbles to stay visible if you've ever seen their position (or mapped it), even if you then leave the room.
Ah, I wasn't aware that /e/OS didn't use seedvault by default =S. Hopefully there's a setting for it as making you use their cloud service for backups isn't exactly very good of them.
So I'm actually in a similar boat to you! I've switched to an almost completely degoogled phone over the last few months for largely the same reason, and have been slowly ditching google services over the last year or so.
Two things to note here:
I'm actually going to be trying and working with the F-Droid folks a little after v4.0 and will hopefully be able to start officially endorsing their release of Shattered in the future (again). The biggest improvement here is getting reproducible builds working so that F-Droid can start releasing a version of Shattered signed by me.
Regarding backups, I'm afraid I am still against putting tools in the game itself that players can obviously use to cheat. I can't stop all cheats of course, but I draw the line at having tools to enable cheating in the game itself. That being said, there are OSS tools you can use to transfer data now that you're off Google. Shattered is fully compatible with Android's built in backup systems, which seedvault ties into. Of course, Google's never going to let you export a Google cloud backup to a seedvault format.
Unfortunately I've had to remove this as it appears your seed finder is made in whole or in part by generative AI (lots of commits authored or co-authored by Claude).
GenAI content (ALL kinds) is banned in this community, see rule 3.
FYI, AI generated content is also banned on the PD Discord, and I believe the PD subreddit moderators are currently having an internal discussion and are strongly considering banning it as well.
There isn't actually any logic to make water more or less likely in the sacrifice room currently. There will probably be a slight reduction in potential water, but it will still be possible for water to appear.
So how would the player opt-in to such a system without it either pausing things every time they lose control or just being a toggle in the settings? If it's an opt-in it creates the tedium is described above, if it's a toggle then 95% of players won't know it exists, and 5% will get to choose between auto-skipping or having to manually process turns every time.
I am generally aware that paralysis effects (especially from lightning traps) are currently a pain-point for lots of players though, it's something I'm considering making changes to generally.
Seeing the player can't act on the turns when danger indicators appear while paralyzed anyway I don't think this is an issue. The other ones are user-prompted, and I suspect making the player skip over each turn would make those effects very tedious.
Yeah while I was scanning over all the icons I made a few tweaks here and there too. You can see that I also changed the horn to use a variant that's partly full.
The entire asset file for this is 31kb currently, so it's a drop in the bucket. In general pixel art assets take up very little space versus stuff like splash arts (~200kb each after lossy compression) or audio (~400kb per minute after lossy compression)
I agree that increasing visual detail has to be carefully considered in the context of the game, it's something we've always been aware of and will probably be the number 1 thing we pay attention to as these visuals are implemented and refined. I don't think exaggerating like that helps your argument much though, it ends up sounding like "new thing bad because new", which unfortunately isn't helpful feedback.
The answer to any form of toggle suggestion is almost always no. Players incorrectly think of it as the best of both worlds, but in reality 95% of players will only ever use the default, and so the main impact of the toggle is more bloat in the settings menu.
I agree that a lot of the original art is iconic, but it's also true that Pixel Dungeon's art has always been basic. This isn't the first time that I've made in-game art changes, and if past trends are anything to go on then there will be some change resistance and eventually people will view the new visuals as a strict improvements in retrospect (as long as I get it right, of course). The 2.5D walls are the best example of that, initial feedback on them was fairly mixed.
The goal with the new item sprites is to try and make better visuals, but keep the style the same or similar. A LOT of attention has been paid behind the scenes to try to come up with new sprites that are more of an extension of the current style than a replacement for it. Think of it a bit like the new title screen visuals that released last year, it's grander and higher detail but the core ideas are still the same.
So you're the second person to mention preferring the wavier scrolls, which is interesting to me. As I mentioned in another comment, the earlier feedback I got on them was that players overwhelmingly preferred the flatter symbol design, even though it does cheat the perspective a bit. The wavy symbols were too big of a change and too hard to read vs. the flat ones.
So you agree that there's a design motif, but don't see a problem with breaking that motif? Based on your table, seeds and darts wouldn't vary by shape, which is already how they are. If I added shape variance then seeds/darts would also appear in the same cell as stones.
I agree that adding icons is a bit redundant for stones (immediately discernible by shape), in the exact same way it would be redundant for seeds and darts (immediately discernible by color), but there are some cases where it may be helpful for players who have a hard time discerning by color (colorblindness, in the extreme case), and it would be inconsistent to add symbols for seeds/darts and not also for stones.
As for the 'elevated' bit, in general I don't want to add a lot of specific and awkward to explain gameplay interactions like that.
Adding details that are mostly cosmetic in order to make game spaces feel less empty or 'liminal' is sort of the point here. I agree that there's a risk of over-detail though.
Right so after the ghost reaches that location it will be willing to move a few tiles away in order to engage enemies that it sees (and will return to the set position when the enemy is gone). There isn't a permanent 'ignore enemies' option. If you gave it a reach weapon it would correctly keep a distance while attacking.
This should be fixed now as of BETA-2
Venomous is correct, this should be fixed now.
Generally when you tell the ghost to stay in a position it wants to guard that position, and so will try to engage enemies nearby once it reaches that position. If it hasn't reached its destination yet though, it will prioritize moving.
The notes aren't describing the difference very well here. Bubbles were changes to ALWAYS be visible, which could leak the position of the alchemy room when you've never seen it at all. What I really wanted was for bubbles to stay visible if you've ever seen their position (or mapped it), even if you then leave the room.
That's very nice pixel art of Yog-Dzewa, did you make it yourself? If not, make sure to give credit to the artist.
Ah, I wasn't aware that /e/OS didn't use seedvault by default =S. Hopefully there's a setting for it as making you use their cloud service for backups isn't exactly very good of them.
So I'm actually in a similar boat to you! I've switched to an almost completely degoogled phone over the last few months for largely the same reason, and have been slowly ditching google services over the last year or so.
Two things to note here:
Unfortunately I've had to remove this as it appears your seed finder is made in whole or in part by generative AI (lots of commits authored or co-authored by Claude).
GenAI content (ALL kinds) is banned in this community, see rule 3.
FYI, AI generated content is also banned on the PD Discord, and I believe the PD subreddit moderators are currently having an internal discussion and are strongly considering banning it as well.
There isn't actually any logic to make water more or less likely in the sacrifice room currently. There will probably be a slight reduction in potential water, but it will still be possible for water to appear.
So how would the player opt-in to such a system without it either pausing things every time they lose control or just being a toggle in the settings? If it's an opt-in it creates the tedium is described above, if it's a toggle then 95% of players won't know it exists, and 5% will get to choose between auto-skipping or having to manually process turns every time.
I am generally aware that paralysis effects (especially from lightning traps) are currently a pain-point for lots of players though, it's something I'm considering making changes to generally.
Seeing the player can't act on the turns when danger indicators appear while paralyzed anyway I don't think this is an issue. The other ones are user-prompted, and I suspect making the player skip over each turn would make those effects very tedious.
Yeah while I was scanning over all the icons I made a few tweaks here and there too. You can see that I also changed the horn to use a variant that's partly full.
The entire asset file for this is 31kb currently, so it's a drop in the bucket. In general pixel art assets take up very little space versus stuff like splash arts (~200kb each after lossy compression) or audio (~400kb per minute after lossy compression)
I agree that increasing visual detail has to be carefully considered in the context of the game, it's something we've always been aware of and will probably be the number 1 thing we pay attention to as these visuals are implemented and refined. I don't think exaggerating like that helps your argument much though, it ends up sounding like "new thing bad because new", which unfortunately isn't helpful feedback.
The answer to any form of toggle suggestion is almost always no. Players incorrectly think of it as the best of both worlds, but in reality 95% of players will only ever use the default, and so the main impact of the toggle is more bloat in the settings menu.
Thanks for the feedback,
I agree that a lot of the original art is iconic, but it's also true that Pixel Dungeon's art has always been basic. This isn't the first time that I've made in-game art changes, and if past trends are anything to go on then there will be some change resistance and eventually people will view the new visuals as a strict improvements in retrospect (as long as I get it right, of course). The 2.5D walls are the best example of that, initial feedback on them was fairly mixed.
The goal with the new item sprites is to try and make better visuals, but keep the style the same or similar. A LOT of attention has been paid behind the scenes to try to come up with new sprites that are more of an extension of the current style than a replacement for it. Think of it a bit like the new title screen visuals that released last year, it's grander and higher detail but the core ideas are still the same.
So you're the second person to mention preferring the wavier scrolls, which is interesting to me. As I mentioned in another comment, the earlier feedback I got on them was that players overwhelmingly preferred the flatter symbol design, even though it does cheat the perspective a bit. The wavy symbols were too big of a change and too hard to read vs. the flat ones.
So you agree that there's a design motif, but don't see a problem with breaking that motif? Based on your table, seeds and darts wouldn't vary by shape, which is already how they are. If I added shape variance then seeds/darts would also appear in the same cell as stones.
I agree that adding icons is a bit redundant for stones (immediately discernible by shape), in the exact same way it would be redundant for seeds and darts (immediately discernible by color), but there are some cases where it may be helpful for players who have a hard time discerning by color (colorblindness, in the extreme case), and it would be inconsistent to add symbols for seeds/darts and not also for stones.
As for the 'elevated' bit, in general I don't want to add a lot of specific and awkward to explain gameplay interactions like that.
Adding details that are mostly cosmetic in order to make game spaces feel less empty or 'liminal' is sort of the point here. I agree that there's a risk of over-detail though.