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Releases: Smujb/pixel-dungeon-souls

v0.1.2 - Combat improvements, additional fixes

31 Dec 13:54
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v0.1.2a - Degradation/repair cost improvements


In this release, a dodge roll has been added, the option for multiple attacks has a UI but doesn't work (yet) and armour has been reworked.

Details:

  • Armour now has a "defence rating" rather than generating a shield. The specifics of how it works are quite complicated, but TL;DR it reduces damage about the same as straight-up damage reduction at very low levels, but by the time it's equal to the damage being done, it only reduces it by half. (detailed explanation below)
  • Poise now works more like the shielding before. Rather than simply reducing the stagger from being hit, being hit no longer always staggers. Instead, it reduces your poise (which slowly regenerates) and when emptied refills but stuns the player or enemy for 1.5 turns.
  • The dodge roll lets you move 2 tiles in half a turn, while also being invulnerable to attacks during that time (they will always miss). It costs Stamina to use however.
  • Additionally the game's lore has been rewritten to be original rather than using the intro cutscene from Dark Souls 2. It is still set in the Souls universe and references systems from the games.

How the new defence system works:
Enemy damage will be reduced by armour/(armour + damage)%
For example, say your armour has a rating of 20
If an enemy's attack roll is 5, this damage will be reduced by 20/(20+5) or 80% and you'll take 1 damage
If their roll is 10, it will be reduced by 20/(20+10) or 67% to 3 damage
If the damage is 20, it will be reduced by 20/(20+20) or 50% to 10 damage (rounding)
If damage is 40, reduction is 20/(20+40) or 33% to 26 damage


internal version number: 459

v0.1.1 - Fixes and improvements

14 Nov 15:32
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Pre-release

Several bugfixes and improvements in this release. Most notably, Estus Flask recharges on respawn rather than forcing you to rest to refill it, Crabs no longer one-shot you and mobs respawn on all depths, not just the one the player rested on/respawned at.


internal version number: 457

v0.1.0 - First full beta

08 Nov 13:27
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Pre-release

v0.1.0a has a crash fix.


NOTE: existing files will be destroyed on load if you played the alpha/demo. This is probably for the best as the previous version gave the soul of lost undead infinite uses, crashed the game on unequipping weapons, among other things.

Pixel Dungeon Souls: an attempt to make a Pixel Dungeon mod that recaptures the lore and gameplay mechanics of a Souls game. This mod is influenced by Dark Souls 2 the most, 1 close behind, and has a little influence from 3.

Currently, the main things I've implemented are:

  • Non-permanent death + Bonfires
  • Super high enemy stats by comparison
  • The Estus Flask (works more like DS1 and 3 than 2)
  • A tweaked version of Hollowing from DS2
  • Titanite upgrade system copied from DS2 (without special Titanite, might add them to replace enchantments)
  • Poise/Impact staggering system from basically any Souls game
  • Humanities and Souls of Lost Undeads are now found often on corpses
  • Leveling up is done via souls
  • Equipment system now resembles Dark Souls
  • On death, a Phantom spawns with all your souls. Defeat it to regain them.

internal version number: 456