this post was submitted on 22 Jan 2025
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Pixel Dungeon

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submitted 1 week ago* (last edited 1 week ago) by 00_Evan to c/pixeldungeon
 

Hey Folks, I've just released another beta which adds the Cleric's Paladin subclass!

With this things have lurched quite a distance toward release. I'm hoping to get the Cleric content-complete in about another two weeks.

Here's a little GIF of one of their spells: Wall of Light

(Image Description: A short GIF of the Cleric casting the wall of light spell toward three enemies. The enemies are knocked away and momentarily stunned, and a large diagonal white wall appears between them and the Cleric.)

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[–] TropicalDingdong 3 points 1 week ago (1 children)

Just paid for the steam version, even though I only play on my phone on the fdroid version.

Thanks so much for this.

[–] 00_Evan 3 points 1 week ago

Thank you for the support!

[–] The_Snail 1 points 1 week ago (1 children)

FYI, still working on my Android 4 Zeki tablet 😃

[–] 00_Evan 1 points 1 week ago (1 children)

Glad to see it! I wish I didn't have to drop support for 4.4 and below, because there's nothing stopping the core game from still using it.

[–] The_Snail 1 points 6 days ago (1 children)

I'll keep updating until it fails and then I'll just have to play newer versions on newer devices.

It really a shame that programmers are forced to make unnecessary changes.

[–] 00_Evan 1 points 5 days ago (1 children)

Yeah... Google forcing everyone to update is bad I agree, but libraries dropping support for Android 4.4- does make some sense. It's got to do with native code and toolchains and the old dalvik runtime (Android 5.0+ uses ART). I'm no native code expert but apparently the native toolchain team has to make significant afforances for code running on dalvik, and they've been eager to drop it for a while now so that they can simplify a bunch of code. That change happened a year or so ago and has percolated to everything else that uses native code, which for me is libGDX and Google Play's various libraries.

[–] The_Snail 1 points 2 days ago (1 children)

Whenever I compile a PD, I do all my work in a Virtual Machine and keep all data used.

VMware recently made VM software free for personal use.

I don't compile apps with intent to release them through Playstore.

It would be extra work to maintain a 4x build, but it could be done if the libraries were stored in an offline VM.

Perhaps someone else would be willing to work with you on maintaining the project.

I just hate to think that Google can force millions of users to have to buy new devices just to keep updating the game.

[–] 00_Evan 1 points 2 days ago

Someone else is welcome to do that with the source if they want to of course, but given that I'll be updating libGDX as well it wouldn't just be about Google's libraries.

I don't think I'd be interested in distributing such a variant officially though (if I was I'd make it myself). Android 4.4- users make up about 1% of active Android devices for shattered specifically and 0.2% of devices globally. Hopefully that numbers will continue to fall a bit by the end of the year, as I'm not cutting support just yet.

[–] Pickyfan 1 points 1 week ago (1 children)

Wow, the Paladin abilities look really good. I'm going to enjoy playing this subclass a lot.

Just for clarification, how does aura of protection work? Does it increase the effectiveness of glyphs for the Paladin as well?

Like at rank 3 the Paladin has twice the power and nearby allies have 100% power

Also does it work the same way as a ring of Arcana if it works for the Paladin as well?

[–] 00_Evan 2 points 1 week ago (1 children)

Aura of Protection does two glyph things:

  • Everything in the Aura benefits from the Paladin's glyph if it wasn't already (this includes holy ward!)
  • The Paladin's glyph gains +50/75/100% power (just like arcana buff, this also includes holy ward!)
[–] Pickyfan 1 points 1 week ago* (last edited 1 week ago) (1 children)

That's really cool.

I really want to try this, I haven't found a rose yet, but, theoretically could I have a Sad Ghost with their own glyph, the paladin's glyph, and Holy ward?

[–] 00_Evan 2 points 1 week ago (1 children)
[–] Pickyfan 1 points 1 week ago

Nice, triple enchantments sound fun

[–] Drawtolife 1 points 1 week ago (2 children)

Could we have the sacrificial altar removed from floor 1 generation as the first floor does not spawn endless enemies?

Too often you find the altar when there are no enemy left to sacrifice.

[–] 00_Evan 3 points 1 week ago (1 children)

Empty floors do actually spawn additional enemies if you encounter a sacrifice room.

[–] Drawtolife 1 points 1 week ago* (last edited 1 week ago) (1 children)

I actually went out and tested again, same conclusion.

Floor 1 with a sacrifice room, killed all the enemies could not find any more. Cleared the second floor and went back to floor 1 ran around, stood still and watched doors zoomed out (4000 game duration on floor 1). No more enemies or door movement.

This has been an occurring problem for me with Swarm Intelligence as you too often end up killing all of the enemies before finding the sacrifice room.

[–] 00_Evan 3 points 1 week ago (1 children)

So the way it works is that whenever a turn passes and sacrificial fire has been seen, it will add a new enemy to the floor if there are no enemies on it currently, and it hasn't already done so 3 or more times (to prevent farming). Killing an enemy under the fire's effect adds 1 more to the count of enemies it can spawn.

[–] chonglibloodsport 3 points 1 week ago

Ahhh so if you see the fire on floor 1 and choose to keep fighting outside of the altar you can still run out of enemies. Once you notice the fire you have to concentrate on using the altar to make sacrifices if you want the weapon.

[–] buo 0 points 1 week ago

In my experience, going to the next floor for a while and then returning often results in a couple of enemies having already spawned.