Hey folks, the beta for Shattered Pixel Dungeon v2.4.0 should be ready to start this coming week!

The beta will have everything I’ve shown off so far, including a new item category, changes to alchemy, and changes to the Duelist. There are also some levelgen additions! Entrance and exit rooms in particular are going to become more visually varied.

  • Pickyfan@lemmy.world
    link
    fedilink
    English
    arrow-up
    5
    ·
    2 months ago

    The stairs to an entrance located on a big room and no visible doors?

    As someone who goes up and down stairs to run away from enemies, I find this a bit concerning

    • 00-Evan@lemmy.worldOPM
      link
      fedilink
      English
      arrow-up
      5
      arrow-down
      1
      ·
      2 months ago

      Not every entrance will be as open as this one, and it’s worth noting that the game does perform some checks so that enemies won’t initially spawn within vision of the entrance stairs.

      • Pickyfan@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        2 months ago

        Ahh, that’s good to hear

        Can’t wait to try out the new beta, it looks really good

    • 00-Evan@lemmy.worldOPM
      link
      fedilink
      English
      arrow-up
      10
      arrow-down
      2
      ·
      edit-2
      2 months ago

      Oh yeah, you shouldn’t ever assume seeds will produce the same dungeon on different game versions.

      Edit: not entirely sure why this is being downvoted. New game versions change the content that’s in the game, which would thereby also change what dungeon will be generated for a particular seed. There’s no avoiding that.

      • GWLexx@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        2 months ago

        Considering there’s a Random.pushGenerator(); statement, allowing additional randomness without affecting further dungeon generation, most minor changes should be able to preserve seeds. But I get that it doesn’t always help to preserve seed generation if there are major changes to say adding new items in game.

        Changing seed generation between versions easily though cause confusion to players reading topics on lemmy or elsewhere, using seeds that’s perhaps not older than days or weeks.

        • 00-Evan@lemmy.worldOPM
          link
          fedilink
          English
          arrow-up
          5
          ·
          2 months ago

          Pushing a new generator is mainly useful so things like progression-dependant item drops (e.g. guidebook) don’t affect levelgen otherwise. I can’t really do things like keep adding generator pushes for new content I add, it would become a mess, not work in all contexts, and the levels would still be different unless I did something like put in an option to just not include the new content. Every update since I’ve added seeds has done something that changes the dungeon and that’s just the nature of the seed system in a game that gets updates.