That's intended, there are a few 'sub-items' which aren't included in the catalog mainly because I felt it would be reduntant. Shattered honeypots are another example.
That doesn't happen actually, only levelgen is affected by the dungeon seed, after that things like combat rolls and enemy drops are totally random. I made the choice to handle it that was as normal players would have their RNG diverge almost immediately anyway, and I wanted to prevent strats like 'do this specific sequence of inputs to spawn a thief on floor 4 and have it always drop an artifact'
Shattered has a full privacy policy that you can read through, but a few points:
- the policy only covers the data I collect, google firebase itself may collect additional data and you should refer to Google's privacy policies for that.
- Naturally Google/Apple already track you via various device services. I have no reason to believe Google collects any info via Shattered's use of firebase over what they already collect anyway.
- you can opt-out In the settings, and this should turn off Shattered's use of firebase completely.
As far as I'm aware yes, the only pinging Shattered's open source build does is checking for news and updates (this just an HTTPS GET request btw, no data aside from the request metadata is sent) and if you disable those that's it.
In cases where the splash art and game art significantly disagree you should consider the splash art canon atm. I want to eventually improve the in-game art to match.
Yep, that's a change in v2.5.0.
v2.5.2 is legitimate, it's just a small followup patch with a few bug fixes, and so I didn't think it was worth making posts about.
Thanks for the report, surprisingly this hasn't been mentioned to me yet. I'm just releasing v2.5.1, so it'll have to be fixed in the next patch.
That's a good point, I'll consider this for a future patch, thanks!
Yeah unfortunately play store users largely skipped beta-5 and rc-1. Aside from lots of bugfixes and small tweaks, the two most significant gameplay changes were:
- Salt Cube extra satiety increased to 25% per level, from 12.5%.
- Salt Cube health regen reduction adjusted to 30/50/65/75%, from 25/50/75/100%.
- Added a 4th trinket crafting option, which gives a random trinket
Give me another 15 minutes or so and they will.
Replaying runs is not that simple I'm afraid. Firstly the RNG must be perfectly deterministic for every single action and reaction in the game (harder from a coding standpoint that you might think), and replays would break any time the game is updated.