this post was submitted on 21 Apr 2024
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Pixel Dungeon

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Let’s talk about some UI/quality of life stuff. I was about to open issue, but since it touches a bunch of different topics, I guess a discussion is better. It’s a bunch of things that were annoying to me over the last months. It doesn’t mean that something has to change, could just be that I overlooked some features somewhere.

  • Special floor explanations on mobile
    • The desktop version of ShPD allows to hover the floor indicator, but I can’t find an equivalent for touch on mobile
  • Ignore invisible mobs and allies for automatic movement
    • To some degree automatic movement reveals positions of mobs
    • If you have 10 wraiths active on the floor or something like that, the character runs aimlessly back and forth without even reaching his destination
    • It’s better to get stuck than wasting satiation
  • Optional auto aiming button for touch input that works like tab with keyboard input

Fat finger syndrome stuff:

  • Targeting yourself by clicking on your portrait or hitting the shortcut for hero info
    • I had it happen a bunch of times that I accidentally shot my wand in some direction instead of shielding myself, which can be a serious problem with wand of blast/fire/disintegration
    • Also relevant for ghost guiding
  • Optional "Are you sure?" popups for automatic movement
    • It happens that you accidentally run somewhere when input for zooming/panning failed
  • Optional visual aid for aiming and maybe optional confirmation if you really wanna shoot/throw to tile without mob
    • Did I touch the right tile and not a neighboring one?
      • A classic is to shoot a tile adjacent to a mob
    • Can I even hit that mob/trap?
    • Would I hit my allies?
    • It’s sometimes hard to tell if it would hit a wall edge or not
    • It should only respect revealed stationary environments and visible mobs, but not 100% show where it actually hits since that would reveal invisible entities

Those are especially related to taking a longer break and picking up a save game after months:

  • Notes for floors
    • Did I find hidden doors on that floor with extra secrets?
    • Did I use scroll of mapping?
    • What did the quest say? Did I already finish that quest?
    • Did I use all blacksmith options already?
    • Did I solve all puzzles or were some potions missing for them?
    • Such notes should probably be accessible via “Landmarks” interface
    • Currently I use Steam overlay notes for that, but that’s a dissatisfying solution since it’s completely closed source
  • Notes for unidentified potions/scrolls/items (extends the previous point)
    • On what floor did I find this potion/scroll?
    • Who dropped it?
    • Was it in a chest/grave?
    • Maybe should be automatically deleted when identified
  • Ability to ⭐ items
    • If I remember correctly, Borderlands 2 and Victor Vran allowed to mark items that you wanna continue to use to simplify selling not needed stuff
    • It’s hard to remember your setup if you didn’t play for some time
  • More save game infos like "last played at XXX" and "save game of game version XXX"
    • Though savegame should probably not be overwritten if you didn’t do any significant actions since opening the save game, dunno how that’s currently handled
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[–] basxto@discuss.tchncs.de 3 points 7 months ago* (last edited 7 months ago)

Unless you mean if you used it on a specific level

Yes, I meant that. When you used scroll of magic mapping on a floor or run through the whole floor with scroll of foresight, you know you’ve definitely found all secret rooms on that floor. Similar situation with using scroll of teleportation and not getting teleported to a hidden door.

think the closest to knowing this is that there should be some areas that have a blue hue

That can also be caused by wand of prismatic light.

Keeping track of where you got potions is important for unidentified potions you need for puzzles, either you need to know because you want to use them or you use a different way and want to narrow down:

  • levitation for traps room (stone of disarming; stone of flock; stone of blast; wand of blast wave; throwing items on traps) and 4 gold-chest room (ghost + ally warp; ethereal chains)
  • liquid fllame for barricade (burning/blazing trap close enough or extended with grass) and secret runestone room (both: wand of disintegration; wand of fireblast; seed of firebloom; reclaimed burning/blazing trap)
  • invisibilty for the piranha room (wand of blast wave; stone of blast; kill them)
  • haste for the sentry room (ghost + ally warp; ethereal chains)
  • purity for toxic fog room
  • frost for fire wall room (seed of icecap on water; potion of purity; wand of frost; reclaimed chilling/frost trap)

Also if there are two potions of the same kind on one floor it can’t be potion of strength and it’s unlikely to be a potion of experience since that’s the rarest potion.

You know a quiest us completed because I don’t believe the neutral npc shows up on the levels guide.

I have to pay attention to that. But sorry it was the wrong word, I thought more about puzzles where it could happen that you didn’t find the required potion yet or accidentally drank/destroyed it.