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.
Snakes also exist to mix up gameplay variety a bit early on, by forcing interaction beyond just tapping on the enemy when there aren’t many mechanics at play. IMO making the player walk to a second door sometimes is absolutely fine.
There can sometimes be little hiccups with resuming runs from previous updates, but everything should work.
There was a change to DM-300 a few updates ago that might affect the very first turn the gas is shot, but otherwise that mechanic is unchanged.
New badges were a bit out of the scope for v2.4.0, but I do agree trinkets could use a badge.
It can take a little bit for updates to propagate to all the right places.
It’s exactly neutral, 900 satiety worth of food is used to create a 900 satiety pie. However, for the first 450 turns you also get a little more health regen as a benefit.
Actually, the old logic also tried to generate a loop, but the shape often overlapped and was very chaotic. I’ve increasingly tried to tweak how chaotic-feeling Shattered’s levelgen looks to try and recapture that a bit. I wrote two blog posts about this a while ago, including a little step-through of how vanilla levelgen works: https://shatteredpixel.com/blog/whats-coming-in-shattered-pixel-dungeon-v060.html https://shatteredpixel.com/blog/whats-coming-in-shattered-pixel-dungeon-v060-2.html
This is intended, it’s a new type of sewer room!
It’s already on iOS via Apple’s TestFlight platform, and will fully release at the same time as it does on other platforms.
This is something that I’ll likely address over time via balance patches, but the actual balance of something doesn’t always match with player expectations. It’s early so numbers are a bit rough, but so far the mossy clump has a MUCH higher success rate than the parchment scrap, likely because of all the extra seeds and dew it can generate. Rather than assuming what’s best, I prefer to get some data in and balance against that and player feedback.
All the numbers it tracks are over all of your runs. In total it tracks: