Hey Dungeoneers, after two weeks I’ve just released the first patch for Shattered Pixel Dungeon v3.0!

v3.0 ended up not needing any urgent changes so I’ve taken my time with it. I’m planning one more smaller patch a bit later, and then it’ll be on to v3.1!

Here’s the full list of changes in v3.0.1:

Balance Changes

So far the Cleric is doing surprisingly well balance-wise! There are definitely some things to adjust, but nothing that’s serious enough to need doing in a patch. I’m just making one change to put a limit on ring of energy shenanigans for the Paladin:

  • Holy Weapon and Ward can now be extended to a max of 100 turns at a time.

After v3.0’s nerf to the Mossy Clump, I’m going to experiment with scaling back its absurd upgrade cost. Hopefully it’s at a power level now where it doesn’t need to cost massively more than other trinkets:

  • Mossy Clump upgrade energy cost reduced to 10/15/20 from 20/25/30. This is now the same as other ‘higher cost’ trinkets.

Misc. Changes

Firstly, two trinket changes that are meant as QoL, but are effectively mild buffs:

  • Salt Cube’s regen reduction now automatically disables itself during boss fights, the trinket doesn’t need to be dropped.
  • Waterskin drinking now more intelligently handles the extra healing from vial of blood, no longer consuming excess dew.

And some other things:

  • Updated Translations
  • Cursed wand pitfall effect no longer drops items if triggered via wondrous resin
  • Feint armor ability no longer autotargets
  • Removed support for runs in progress from prior to v2.3.2
  • Removed internal code for old blacksmith quest from prior to v2.2

Bugfixes

Fixed the following bugs: Caused by v3.0:

  • Enemies getting many actions after recovering from transmogrification
  • Save/load errors with sniper’s mark buff
  • Incorrect shielding amount shown when using Warrior’s remains item
  • Various uncommon crash bugs

Existed Prior to v3.0:

  • Exploit involving unidentified crossbow and curse infusion
  • Exploit involving placing wards on a necromancer’s summoning position
  • Shocking enchantment missing valid targets in some cases
  • Rare cases where bees would refuse to attack near enemies vs. far ones
  • quick-using an item from a bag not using that item’s autotarget properties
  • Alchemy guide items being greyed out in main menu
  • Various rare crash bugs
  • Various minor visual & textual errors
  • PlumBrake@lemmy.world
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    2 days ago

    Love the update so far! Cleric’s Trinity is well-designed and makes bad items like divination and darts useful. If I may, I’d like to give one suggestion for 3.1 warrior. He might feel better if he stays simple but also provides optional complexity. For example, his Hold Fast talent could simply give him extra armor that’s unaffected by FIMA, but allies also get the armor with higher amount. This allows optional minion builds for warrior, preventing minions from getting instakilled as they’re often frail. Cleric’s other spells are also well-designed and have this trait of being useful for both solo-hero and minions, and it’d be great for summoner builds to have more skill support like this as they’re just too weak. I’d rather not have Warlock Soul Siphon though, as this skill is strictly for minion builds and doesn’t benefit solo heroes.

    I’d also love for summoner builds to always be possible in runs, as dried rose and summon elemental aren’t guaranteed craftables, not to mention they’re too weak without investment! Finding dried rose too late is also a problem as you can’t find the petals anymore. I think summon elemental should always be craftable in runs, and make it very cheap as the potion and transmutation imbue cost afterwards are expensive. I recommend one arcane stylus and 3 energy as the alchemy recipe for 5 summons! The elemental embers unique effect can instead be a weak reusable bomb, like rotberry seed throw.