Hey everyone, after a bit longer of a wait that I initially planned, Shattered Pixel Dungeon v2.5.0 is now ready for beta! In this post I’m going to share some more of the new things coming in this update!
Super excited for the new additions/changes, keep up the great work!
Does salt cube completely invalidate chalice of blood?
Does salt cube completely invalidate chalice of blood?
Patch notes say:
The salt cube extends the duration that food keeps you full, but also reduces HP regeneration.
How would that invalidate Chalice? Chalice provides its own separate healing so long as you’re not starving. Salt Cube lowers the natural healing you get from being fed, but makes satiety drop slower. This makes Chalice much better because you get it’s extra healing for a longer period of time without needing as much food.
Chalice does NOT provide its own separate healing, except under artifact recharging buff.
What it does is reduce the interval between natural regeneration that occurs when not starving.
The salt cube acts in the opposite manner, increasing the delay or eliminating it entirely. Unless there’s new code to change the function of the chalice of blood, the artifact and trinket act in opposition to each other, and the question is if one overrides the other.
Here’s the relevant code for how health passive non-starving regeneration works:
private static final float REGENERATION_DELAY = 10; @Override public boolean act() { if (target.isAlive()) { if (target.HP < regencap() && !((Hero)target).isStarving()) { if (regenOn()) { target.HP += 1;
Further down is where the chalice takes effect:
ChaliceOfBlood.chaliceRegen regenBuff = Dungeon.hero.buff( ChaliceOfBlood.chaliceRegen.class); float delay = REGENERATION_DELAY; if (regenBuff != null && target.buff(MagicImmune.class) == null) { if (regenBuff.isCursed()) { delay *= 1.5f; } else { //15% boost at +0, scaling to a 500% boost at +10 delay -= 1.33f + regenBuff.itemLevel()*0.667f;
You can see the chalice just modifies the passive regen delay directly. The code for extra healing from recharging is separate.
Finally, the patch ive been waiting for the most is here 😌
I love the look of the new journal, and the custom notes are gonna be a life saver.
I do have some questions, even tho I feel like it’s a problem with my phone
Is it possible to add an option to scroll through notes? I can’t seem to do it, and I take a lot of notes
Also auto correct 🤔 the option to use it seems to disappear when I try to type.
Autocorrect, autocomplete, voice typing, and other functions of mobile keyboards like swiping the space bar to move the cursor and copy/paste seem to be disabled.
I’ve seen this in other apps, I’m not sure why but if I had to guess it’s a result of either the way the typable fields are formatted or the kind of system call the field is making to pull up the keyboard.
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Sorry about that! Links should be fixed now.
I’m not sure if it’s intended behavior but opening or closing the Alchemy Guide when you’ve already selected ingredients (scroll of identification in this instance) at the Alchemy Pot clears the ingredients that are already selected (on PC, not sure about the other platforms).
Yay, now I don’t have to convert scrolls into stones and then energize them, I can just energize them! Also I find the blood vial counterproductive, as healing potions already heal you almost your full hp. And I don’t know about the salt cube, I normally have tons of food, don’t even know if it’ll be good for On Diet for two reasons: first it turns of natural regeneration, which on the endgame doesn’t matter that much (because hunger damage is bigger than what you’d get for natural regeneration on higher levels) but in the early game does. Gotta calculate whether the tradeoff is good or not, but I’ll be doing that later. The second thing I think the trinket will not be used usually on On Diet is because, I think, os because people usually run On Diet while using other challenges too, commonly trying to do 6 challenge runs. And then, people usually have Into Darkness too, and the Eye of Newt is really good for Into Darkness. Not saying that the gas chamber will be a bad trinket, but I won’t use it… Just another thing to keep track off and that might end my run too? Don’t feel like it… The loot one (forgot its name) I think is really good. How much loot would enemies drop with a +21 ring of fortune and another +1 RoF (unidentified) , lucky sword (unidentified) and random unidentified armor? Only one way to find out! (Maybe I don’t upgrade the ring to +21, as that’ll be pretty rare… and that doesn’t actually trigger more loot drops)
first it turns of natural regeneration
Where does it say it turns off normal regeneration?
The Salt Cube is a fairly simple trinket that makes satiety from your food last longer at the cost of reduced HP regen. At +3 your food will last 50% longer, but at the cost of no passive health regen while you’re satiated.
Right there. In its description.
Yay, now I don’t have to convert scrolls into stones and then energize them, I can just energize them!
Oh, neat. Same with potions. However, I think I’ll still be turning scrolls into stones. Some stones are more useful than 6 energy, and you always have the choice of getting the 6 energy later.
In the miscellaneous changes, the “Bomb explosions no longer destroy any type of equipment, not just upgraded ones” entry is clumsily worded, what does it mean exactly?
Can I still pile all my un-id’d weapons & armour in a pile and blow it up to leave the upgraded stuff?
I find iding items the hardest part of managing inventory / progression, taking away this tool given the derth of id scrolls is a big nerf.
Fucking ripper patch though. The new item interface menu and options are amazing 😍
It’s definitely some weird wording, but yes, we’ve lost the ability to soft-ID upgraded equipment. That’s obvious by the first half of the sentence.
Evan, consider using:
Bomb explosions no longer destroy any equipment, upgraded or not.
Simple and to the point. Clearly implies that bombs used to destroy some equipment, and that it’s upgrad status made a difference. Even people who never knew that trick will understand what it was.
Why did you change this, though?
Probably feels like balancing for always getting two guesses from a stone of intuition.
Armor now always takes 1 turn to equip, instead of 2 turns multiplied by movement speed
I feel like you should add something to explain it takes 2 turns to swap armor: One to unequip, and one to equip. I can’t be the only person who, after reading this, thinks that tapping “Equip” on new armor will only take 1 turn.
In this game the player is never not wearing armor. I mean, really, it’s just not something you ever do. So “equipping armor”, at least to me, means tapping the “Equip” button on new armor.
Perhaps:
Armor now always takes 1 turn to equip or unequip (2 turns to swap), instead of 2 turns multiplied by movement speed