this post was submitted on 16 Nov 2024
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Pixel Dungeon

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As mentioned last week, Shattered Pixel Dungeon's upcoming Cleric hero has a variety of unique spells which they can access via their holy tome. The first of the Cleric's spells is a simple supportive ranged option: Guiding Light.

Guiding Light is an innate spell (no talent needed to unlock) and does some damage while 'illuminating' the target. This guarantees that the next physical attack made against that target will hit.

(Image Description: a short GIF showing off the guiding light spell. The Cleric casts it on an enemy, which begins to glow. The Cleric then waits for the enemy to approach, and attacks them.)

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[–] [email protected] 1 points 3 hours ago

Cooooooooool

[–] [email protected] 8 points 2 days ago

I'm super interested in this class. I'm also very keen to see the subclasses

[–] [email protected] 7 points 2 days ago (1 children)

Interesting 🤔 I see the potential, this is the early floors ranged option

And we can level this up? I see even more potential 👀

[–] [email protected] 10 points 2 days ago (2 children)

No guarantees just yet, but I would like to provide some ways to buff the Clerics innate starting spells.

[–] [email protected] 2 points 2 days ago

moar light moar power

[–] [email protected] 2 points 2 days ago

That would be awesome.

I trust the process 😌

[–] [email protected] 1 points 1 day ago (1 children)

is this what the cleric sprite going to look like?

[–] [email protected] 4 points 1 day ago

It isn't the final iteration but it closer to it, at least in terms of hair color. I originally wanted to keep the OG vanilla 0.1 sprite intact for longer, but recent world events made me decide to ditch the orange hair ASAP.

[–] [email protected] 1 points 1 day ago (3 children)

I back this on patreon, but use grapheneOS without Google play services, and have the apk from github installed.

Is there any way to get the beta releases in my situation? Totally understand I'm a weird edge case.

[–] [email protected] 1 points 1 day ago* (last edited 1 day ago)

Betas are available on every distribution channel for the game, including github! Make sure you're opted in to getting beta notifications in the settings.

[–] [email protected] 1 points 1 day ago* (last edited 1 day ago)

github gets beta apks as well

[–] [email protected] 1 points 1 day ago
[–] [email protected] 3 points 2 days ago (1 children)

The more I play this game the more I wish for a multiplayer version.

[–] [email protected] 7 points 2 days ago (1 children)

Yeah, unfortunately it's just not really feasible to add. The whole game is designed around one player and lots of things would break or not play well, and that's before the trouble of adding networking code.

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

Mangband is a realtime multiplayer modification of Angband that forced turns every N amount of time, and while it is playable, yeah, I don't think that straight multiplayer conversions of traditional roguelikes work well.

Someone who wanted to try to do a "multiplayer traditional roguelikes" ' would probably need to make a number of game design changes at a pretty fundamental level to make the thing work well. Really a new game.

There are some multiplayer roguelites out there:

https://old.reddit.com/r/roguelikes/comments/auzail/best_coop_multiplayer_roguelikes/

That might kinda be something that the parent poster would be interested in.

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

Yeah Mangband is a good example of why I don't think this would work for Shattered.

If there's ever any sort of mutliplayer it would probably be more minimal or asymmetric, such as two players playing separate games of the same dungeon, but are able to pass items to each other.

[–] [email protected] 1 points 2 hours ago

That could be cool as a sort of competition, players would have to balance speeding ahead of the other player to find better items with not getting so far ahead that the mobs are too strong for them to handle.