this post was submitted on 29 Jun 2024
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Continuing the trend of interface improvements coming to Shattered Pixel Dungeon in the next update, I'm adding a new window when you try to upgrade items!

Currently the only way to know how the stats of an item change with upgrading is to actually spend an upgrade scroll, but with this new interface you'll get a helpful little summary first! The window includes almost every stat in the game that scales with item level.

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[–] SeemSurprised 6 points 4 months ago (1 children)

Ooh this looks great! Small request though, can the "upgrade" and "back" buttons be swapped? In most other UIs (both in the game and elsewhere) the confirm/primary function is on the right, with the cancel option on the left. Either way, this seems like a great QoL change!

[–] 00_Evan 5 points 4 months ago (2 children)

That actually varies by device. Shattered usually puts confirm on the left (or above) and cancel on the right.

[–] SeemSurprised 1 points 4 months ago

Oh ok. Thank you.

[–] ShortFuse 1 points 4 months ago* (last edited 4 months ago)

On Android and iOS, primary actions are on the right.

Windows is left:

Sometimes this changes based on RTL languages, but this is the case for English as least. I sometimes don't bother flipping it for Windows and instead focus more on making sure the keyboard works as expected (Enter, Escape, Tab)

[–] Lilly1509 5 points 4 months ago

This looks sooo nice! Definitely a feature I didn't know I needed :D

[–] Pickyfan 4 points 4 months ago (1 children)

:O

Definitely a big help for newer players

Will we able to see how much power it gives to enchantments and glyphs when upgraded?

[–] 00_Evan 6 points 4 months ago

I decided against showing enchant and glyph stats atm as they're already less specifically described by the game, and I don't think that info is as critical to player decision-making as seeing direct stat scaling is.

[–] [email protected] 4 points 4 months ago (1 children)
[–] MrRedstoner 1 points 4 months ago (1 children)

Strength required. Probably trying to use a shorter description to make the UI look consistent

[–] 00_Evan 1 points 4 months ago (1 children)
[–] [email protected] 1 points 4 months ago

Oh thank god.

[–] [email protected] 2 points 4 months ago (1 children)

Nice, but the back button still spends the scroll, right? That's how it works right now as well unless something changed recently, you use your scroll or it goes poof.

Then again I am wondering why there needs to be a back button (or as of now, cancel button) if you are just being asked if you are sure, since you are going to lose the scroll anyway. Like, in what situation would that be something one would want to do?

[–] 00_Evan 8 points 4 months ago

The cancel button does not spend the scroll in this case, as the game isn't revealing any info the player shouldn't be able to know beforehand. Cancel will kick you back to selecting an item, which will only force-use the scroll if it wasn't already IDed.

[–] polyduekes 2 points 4 months ago (1 children)

just a random question but it won't be like this for unidentified items right? like you won't show the change in weight, damage etc if the item is unidentified right?

[–] 00_Evan 4 points 4 months ago (1 children)

If the item is unidentified then it'll always show stats as if it going from +0 to +1, and will let you know that.

[–] polyduekes 2 points 4 months ago

ah, that sounds great, cool qol changes you are bringing then, looking forward to them :)

[–] [email protected] 1 points 4 months ago
[–] CrayonRosary 1 points 4 months ago

The best part of this change is the ability to make sure you're enchanting the right item. I've only enchanted the wrong thing 3 or 4 times over hundreds of games, but it really sucks.

[–] greencactus 1 points 4 months ago

Looks amazing!!

[–] TrashboxBobylev 1 points 4 months ago

The horror I will have to feel on adapting this for using millions of scrolls at once...