Hey Dungeoneers, Shattered Pixel Dungeon has been patched to v3.2.5!
v3.2.5 contains a couple more minor interface improvements, and a bunch of smaller fixes for various things reported since v3.2.0’s release last month. This should hopefully be the final patch for v3.2 as I move on to early work on the next update!
Here is a full list of changes:
Interface Changes
Two additions have been made to the game’s UI:
- The Boss health bar is now larger on full size UI, taking advantage of the bigger space.
- The main menu now has a button to hide the interface, letting players look at the new background.
Further tweaks have been made to the game’s UI:
- Health bars now display shielding in addition to HP, instead of on top of it.
- The Hero status pane can now extend to the right to avoid cutouts on the top-left of the display, if there is room to do so.
- Improved how the hero buff bar handles large cutouts like the dynamic island
- Further increased the permissiveness of what cutouts the game tries to render around
- Brightened the background of the game version indicator to make it look less like an empty health bar.
- Fixed cases where Shattered would attempt to draw into cutouts when they weren’t properly reported by the device.
Misc. Changes
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Updated code libraries used to build Shattered’s macOS distribution. This should fix the game taking unreasonably long to launch on some newer macs, but also means Shattered now requires at least macOS 10.12 Sierra, up from 10.10 Yosemite.
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DM-300’s rockfall attack now deals 6-12 damage (10-20 with badder bosses). This is for consistency with the rockfall attack done by the gnoll geomancer, and to prevent specific exploits where DM-300 couldn’t damage hiding inorganic allies.
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Levelling up the dried rose while the ghost hero is summoned now heals it for the same amount that the upgrade increases max HP.
Bugfixes
Fixed the following bugs: Caused by v3.2.X:
- Thrown weapon merging prioritizing properties on weapons already stuck to enemies, instead of incoming ones
- Thrown weapons not being properly set to ID-ready by wells of awareness when hero has the shard of oblivion
- Rats attacking the hero when they should be neutral in specific cases
- Picking up throwing clubs and hammers taking time if done during time freeze
- Various minor visual/textual errors
- Various rare crash errors
Existed Prior to v3.2.0:
- Specific cases where bits of hidden walls could be seen through the fog of war
- Specific errors with inter-floor teleports
- DM-201s retaliating to corruption dmg
- Crossbow’s charged shot melee not triggering in some cases
- Tab cycling not working correctly with inventory window
- Golden bees not preferring potential targets affected by aggression debuff
- Aggression debuff effect persisting on downed ghouls once they revive
- Radiance stunning enemies are they are killed by it triggering illuminate
- Prison guards being able to pull large characters into enclosed spaces
- Various minor visual/textual errors
Oh, very cool about the attacking rat issue. I thought it was odd after getting the rat kings quest done that a few rats still attacked. Great work as always.
Not sure if this is an ok place to ask, but any idea when we are going to see the new graphics you showed before in game?
Those looked awesome. I know some people criticize because they have been playing from the beginning and are attached to the original, but that’s just fear of change. They will complain for a while, but once it dies out people will say “wow, that looked horrible before”.
It doesn’t look horrible, but once the new one becomes the new normal it will seem that way.
Thanks for the awesome game by the way. I spent many, many, many hours on it.
They will still happen, but the new graphics have unfortunately been delayed due to needing to find new artists.
Maybe I can help? I don’t work with 3D anymore, so I don’t have a proper portfolio, but here’s my old dailymotion account https://www.dailymotion.com/alexandregf (it’s a mess because it was just a source of videos I used to had on my website). The main reel was this https://www.dailymotion.com/video/x70zzrg (Dailymotion is terrible but it was the best non american option back then).
I downloaded some time ago your project and thought of trying to improve the art, but then I saw your blog post and I don’t know if I can do better. I’m not a 2D artist and have limited competence with animation. But maybe I can help. I wouldn’t mind having a fun project to work on. And I would love to see this game with better art.
The one thing (and kind of a criticism), is that you need 2D artists. 3D rendered stuff like the intro screens, although they look awesome, are kind of out of place for this game.
OR, you replace everything with rendered stuff. Like donkey kong country, which is my favorite game in life. Just because it’s pre-rendered doesn’t mean it’s bad pixel art. But mixing them is not great. It still looks good though, it’s just not unified.
The other issue I had with trying to change the art is the way it’s setup. A lot of things can’t work just by replacing the sprites. It can be improved a little, but as it is I think the original developer did a good job with what he have. I can’t remember what it was, since it was a while I go I checked, but I think the way some stuff is tiled and reused wouldn’t allow for more than very simple graphics, like the walls. While at the same time he “wasted” a lot of pixels with stuff that could be accomplished with simple shaders (like the stairs going to the mines, that could just have a gradient with multiply on top of 1 tiled stair step, nothing heavy at all). But I don’t know how easy it is to change shaders on that. The last boss too, for all the pixels he’s using it could be much better (like the awesome version you posted).
Regardless I love this game and I’m looking forward to future updates!
Thanks for the offer but I’m not currently looking for new artists. I do have some plans, they just might take a while =S.
I agree that the visuals in the title screen are a bit of a departure from the classical ones, but I’m quite happy with how they turned out. Aleks and I did quite a bit of focus testing with folks on Patreon to make sure that they didn’t feel too out of place.



