Hey Dungeoneers, it’s been a couple of months since the last patch for v3.2, so it’s time to an update!

Previously my plan was to release the new city quest in a single large update, almost certainly in 2026, but I’ve decided to change my tactic on that in favor of a more incremental release. That does mean that v3.3 is going to be a much smaller update, but also means that it’s ready for beta right now!

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  • Baŝto@discuss.tchncs.de
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    22 hours ago

    Currently you have to pick a hero first to pick a random hero. Maybe there should be a randomize button where the class description will be later?

  • Baŝto@discuss.tchncs.de
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    1 day ago

    Does Randomized Victory include talent points from potion of divine inspiration?

    Randomized hero is defacto irrelevant, since you can reroll the hero infinitely and even if that wasn’t possible the run could be deleted and rerolled.

    Edit: Hero randomization could have a 5min cooldown

  • Pickyfan@lemmy.world
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    7 days ago

    Hey

    The beta looks awesome.

    Can I recommend a feature, can we have a button that instantly randomizes every part of a run for the player?

    its not that I mind that I have to pick every talent to be random, it’s just that sometimes I forget that I’m doing it. And there’s no indication to show when you picked absolutely everything at random, so you won’t know if you will get the badge.

    Like there’s already a color system. daily runs are blue, and seeded runs are green, maybe randomized runs could be like, idk, some other color

    • 00-Evan@lemmy.worldOPM
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      6 days ago

      The problem with pre-emptively assigning talent points like that is that I still have to show the talent to the player so they know what they have. Popping up the entire talent pane on level-up would be extremely visually jarring, and likely to not even be good enough as the player would have to remember the previous talent state to know what’s different. I decided it was simplest to just have the player make the choice each time, just like with regular talent upgrading.

    • 00-Evan@lemmy.worldOPM
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      6 days ago

      That would require storing the history of the game log and presumable persisting it between game sessions. I decided against this a while ago as log entries are only really relevant right when they happen.

      • SnakeFangz@lemmy.world
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        5 days ago

        i understand, but maybe i should clarify, i meant more as in like in pathos or gnollhack, only expanding the log for a bunch of turns back, not from literally the start of the game

  • RebekahWSD@lemmy.world
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    7 days ago

    So I’m unsure if this was in before the test and I’m just oblivious or if it is new.

    I enchanted my armor with swiftness and it sparkles when I move now. It is…really strikingly visible. It’s distracting. Anyway to lower that? Or I can just try and change the enchantment, lol.

    • 00-Evan@lemmy.worldOPM
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      6 days ago

      The sparkles are a new visual effect to let you know the glyph is working. I don’t intent to put in a setting to change it but if people do find it annoying the effect can easily be toned down.

      • RebekahWSD@lemmy.world
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        6 days ago

        It’s a lot for swiftness, turns one into a sparkly whirl! Which not exactly bad, can be a lot when running around sometimes!

        • 00-Evan@lemmy.worldOPM
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          6 days ago

          Currently swiftness generates 1 + (armor level)/5 particles per tile that you move. Any less than 1 and the effect is made pointless as you wouldn’t have a consistent indicator.

          • Baŝto@discuss.tchncs.de
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            1 day ago
            >>> for i in range(0,21): print("{}: {:.2f} {:.2f} {:.2f}".format(str(i).zfill(2),(1+i)/5,math.log10(1+i),math.log(1+i,4)))
            ... 
            00: 0.20 0.00 0.00
            01: 0.40 0.30 0.50
            02: 0.60 0.48 0.79
            03: 0.80 0.60 1.00
            04: 1.00 0.70 1.16
            05: 1.20 0.78 1.29
            06: 1.40 0.85 1.40
            07: 1.60 0.90 1.50
            08: 1.80 0.95 1.58
            09: 2.00 1.00 1.66
            10: 2.20 1.04 1.73
            11: 2.40 1.08 1.79
            12: 2.60 1.11 1.85
            13: 2.80 1.15 1.90
            14: 3.00 1.18 1.95
            15: 3.20 1.20 2.00
            16: 3.40 1.23 2.04
            17: 3.60 1.26 2.08
            18: 3.80 1.28 2.12
            19: 4.00 1.30 2.16
            20: 4.20 1.32 2.20