It's mostly just for fun, I don't expect the numbers to be useful in any real practical sense.
All the numbers it tracks are over all of your runs. In total it tracks:
- upgrades on equipment
- uses on consumables (alchemy only counts as 'using' if the item is designed to be alchemized)
- kills on enemies
- triggers on plants and traps
At the moment this UI is not going to include any additional stats about specific items/enemies, you'll get what is shown in the regular info windows essentially. The catalog will record some extra info such as how many times an item has been upgraded or used though.
Unfortunately there currently isn't a way to do this without either root access or Google Play services. Previously ADB backup could be used, but Google had killled that tool.
I worry about allowing manual export/import as it would make it really easy for players to cheat by downloading rankings data/badges, but I do also realize that no way to directly transfer data is a pretty big problem atm.
Trinkets go into the equipment category, though your second guess is pretty close.
Afraid the black item is just the dirk, I'm just showing what an unseen item looks like there. The tricky bit about separating on tier is that it'll be really, really space intensive on landscape, where there are 12 items per row. The sword weapons still serve as the starting point for each tier though, so you can still tell the difference.
Unfortunately publicly sharing data like this would violate Shattered's privacy policy. I also generally don't want to overshare gameplay stats like this because people's playing habits would be influenced by the numbers themselves. As for a leaderboard, sadly I'd have no way to prevent it from being immediately filled by cheaters.
The blacksmith quest ended up taking way longer than I thought it would, so I postponed the 3rd variant in favor of working on other content. It will happen but not until after the cleric at least.
It sort of was an intended weakness, but I hadn't really thought too deeply about how much it in invalidates the ability at certain points in the game.
I do try to consider challenges a bit, but the game is not balanced around them. 0-chal is the target for game balance.
I was planning on improving the alchemy UI for desktop/landscape in 2.4 actually, but didn't end up having time. It's likely to happen in 2.5.
Yeah I'm trying to do a little more playtesting these days and ran into this exact situation. Nobody has mentioned this to me but it felt awful basically having no class bonus against 1/2 of the enemies in the prison. The % buff is more of a response to analytics data though, we'll see if that needs to be scaled back a bit with both benefits combined.
From taking a quick look, it seems like floor 7 on that run is a secrets level type, which can have more hidden doors than usual. There's a large section of the level that you haven't discovered yet.
To the surprise of absolutely nobody, I'm closing the comments on this thread.
It's a rainbow colored potion wishing people a happy pride, it is as similarly inoffensive as any of the other holiday items, and will be gone in a few days. Obviously not everyone celebrates such a holiday, and that's fine, but If pride existing in the game offends you but halloween/christmas/chinese new years doesn't, then you should consider why that is.