yes, yes, and only if you activate it in a locked room
A few folks here have mentioned possible solutions, and I hope they work. Unfortunately Google has killed ADB backup as a solution, presumable to force more people into their proprietary backup systems. I don't have any specific plans for it yet but at some point I'll probably provide a way to export/import save data from within the game itself. I worry that such a system will make cheating very easy though, even if I don't allow exporting runs in progress.
Glad to hear you like the new art! There isn't a specific plan when it comes to mimics visuals, but yes I would like to preserve the current tells in roughly the same form.
As I mentioned, there are 2 variations, for portrait users. The game picks one of these each run and sticks to it, this is mainly because loading screens (except for the 1st one for each region) only last for a second, and so changing up the image would be very jarring.
Actually yes, there are variations! You see the whole splash on landscape, but for portrait mobile users the game picks between 2 different vertical slices of the image.
It's worth noting that this game has nothing to do with Pixel Dungeon, and seems to just be trying to piggyback on its popularity by stealing its name.
Unfortunately no it doesn't. Currently the talent only works with the wand recharging and artifact recharging buffs specifically. Ring of energy is only for wands, artifacts, and hero armor abilities currently.
Thanks for the feedback! I'm going through a lot of it so it's difficult to respond to each person individually, but I am taking it all in and discussing with the artists. Overall the reaction to the new art has been really positive, which is great, but there are definitely detail adjustments to be made in lots of cases.
Thanks for the kind words! I'll answer your questions in order:
- It's interesting that you mention this because you're already playing with 'improved degradation'! The changes I made in v0.4.0 with strength scaling, and subsequent adjustments in updates like v0.4.1 and v0.8.0 are sort of my version of the degradation system. I think the goal of the system was good, nerfing the 'dump every upgrade into the first high-tier weapon and win' strategy, but there was too much collateral damage. I solved the problem by making it harder to access high-tier gear early, and generally making raw offense with no planning or strategy much less effective.
- I have checked then out! I don't really have a use for procgen tools myself, but I do keep tabs on what Watabou is doing. Amusingly, a D&D campaign I was in a couple years ago did actually make fairly regular use of Watabou's medival fantasy city generator.
- I do have some plans, obviously I can't keep working on Shattered forever, but for the foreseeable future I still have ideas for Shattered and the game is doing way too well for me to consider stopping development.
Thanks for giving Lemmy a try!
Lemmy.World has a few different web UIs that you can try out, otherwise if you're on mobile various Lemmy apps support themeing:
- https://a.lemmy.world - Alexandrite UI
- https://photon.lemmy.world - Photon UI
- https://m.lemmy.world - Voyager mobile UI
- https://old.lemmy.world - A familiar UI
Not at all, thanks for the feedback! I appreciate that the new visuals are a change no matter what. and it'll feel a bit weird to imagine only some new visuals in the game mixed in with the old ones. In the future I might be able to show an example of a game screen with 100% new graphics.
I do expect this to be a soft nerf to wondrous resin, as you'll be less likely to get certain very beneficial effects.