v02.0: Fleshing out the Game - made the Open Levels a little less deadly - Necromancer Mini-Boss, Zombies and Clay Golems - hunger dmg now scales and prevents resting - don't pick up dewdrops if not needed - autotarget defaults to the closest mobs - shopkeeper flees when moved, may leave goods - adjusted monk disarm logic - bug fixes
Unleashed Pixel Dungeon Details
Unleashed Pixel Dungeon is a game based on the Open Source Shattered Pixel Dungeon, with permission from Evan of Shattered Pixel. I am attempting to take the game in a new direction by adding new features across the board. Differences from Shattered Pixel include:
- difficulty levels Tutorial - adds useful hints to the dungeon, badges earned only on death Easy - easier mobs, tougher hero, better drops, badges only on death, save anywhere Normal - base game, save only at level entrance signs Hard - mobs tougher, less upgrades, less drops Nightmare - mobs tougher, hero a little weaker, less upgrades, no saving
- load / save functionality - larger level sizes with more mobs, rooms and loot - new mobs including mini-bosses - Holy Altars where you can donate goods for divine intervention - new level types - Burnt levels and Cavernous Open levels - new dungeon rooms and features including altars and prisons - new weapon enchantments: Glowing, Artifact, Vicious and Midas weapons - new items and weapon glyphs - useful item drops in high-grass - five new levels added to the dungeon along with new mobs - your hero can now go to even higher levels, and you get slight buffs on level up - your quick-slot buttons now auto-aim on a mob if none is selected - items now have level caps, with a chance of failure for higher levels - better descriptions of armor glyphs and weapon enchantments - lots of tweaks to maintain game balance and fun - bug fixes and more!
I hope you enjoy the changes, and I look forward to adding new features in the near future. Please stay tuned for updates!