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Releases: Smujb/cursed-pixel-dungeon

v0.4.8 - Potions of Healing removed, content dump

07 Oct 18:07
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v0.4.8a:

  • Various bugfixes
  • Improvements (eg Animated Statues can now actually use shields they have)
  • Various changes to weapon scaling, more weapons are now dual-stat
  • New Caves visuals

In this release, no fewer than 12 new items have been added to the game!
Weapons: Chain Whip, Sickle, Swift Crossbow, Hoe, Rapier and Butcher's Knife
Shields: Lacerating Shield, Midas Shield, Hero's Shield, Reinforced Shield, Runic Shield
Misc: Crimson Flask

Healing Potions have also been removed in favour of Potion of Overgrowth. Shielding Potions still exist. Healing is now done through the Crimson Flask. This flask gets refilled by 1 every boss that is beaten. It restores 75% of your HP over 20 turns and takes 3 turns to drink, so isn't too useful for tanking hits like regular HP potions (use Shielding for that).

Bugfixes:

  • [SERIOUS] Fixed attack delay always being that of the player's first weapon.
  • Fixed Mage's Staff losing bonus charge when restoring from bundles
  • Fixed missed string in rankings window difficulty text

And there is ANOTHER thing too. I added a new challenge called Bloodlust. All these new challenges and items will go undescribed for now, go hunt!


internal version number: 45

v0.4.7a - First Public Release!

03 Oct 11:20
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v0.4.7a contains fixes for missing files in the release version and slightly offset door sprites.


The new version of Cursed Pixel Dungeon is finally here! There are too many changes from the old version to list here, a summary of them is in the changelog. This version is built off YASD/Powered PD, so contains many of its features. Check the YASD/PPD part of the changelog for some info on that, but some changes have been undone eg diving and random weapon properties. The biggest changes are listed here.


  • Stat system
    On levelling up, the hero will get a chance to increase stats. Each stat will give some HP, with future upgrades to the same stat giving less than earlier ones. All items have one or two stats which they require (either stat, not both, are required in the case of two). Upgrades to items increase this requirement. All items and enemies now scale exponentially as well, so you can build glass canon by dumping a stat or tanky by splitting.

  • Shields
    Shields are now in the game! They have completely replaced armour so you won't be able to rely on passive blocking anymore. Shields can be used to block a certain amount of enemy damage, if they completely block a hit this will register as a "parry" and there will be visual and audio feedback to indicate this. Shields will also damage enemies that hit you while they are up in most cases. They have charge too - shield blocking will be reduced depending on charge down to a minimum value at 0%. Charge is consumed on a block depending on the damage blocked.

  • Weapon system
    The weapon system is roughly based on YASD/Powered, in that you can equip any item in any slot; there are no designated "weapon slots" or "ring/artifact slots". The main difference though is that using multiple weapons doesn't increase their requirement, but instead allows you to attack with either. Attacking can be done from the quickslots and a single weapon/wand can be assigned to the attack slot.

  • Chapter system
    You may have noticed the repository describes Cursed PD as a "roguelite" not a roguelike. The reason for this is that there are persistent factors through runs, one of these being chapters. After beating the game on one chapter you unlock the next, with 3 in total. Only the first one is complete as of this release, but the start of the second is available after beating the first. Other roguelite features planned include a rework to relic melee weapons from the old CPD 0.3.0 beta and the ability to unlock weapons for future runs, but these features are not a part of this release.

Wondering what to download?
Click on assets. Choose android-debug.apk if you want the beta version (same right now but will include beta releases) for Android and android-release.apk if you want the stable version for Android, which will only update to public releases. Both will install separately. Click on desktop-0.4.7.jar for the desktop version - only available in release format currently, but you can manually update to beta versions by checking the releases regularly.


internal version number: 43

v0.4.7 - Release candidate #4

24 Sep 16:24
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Pre-release

If all goes well, this version will be released to the public! It has balance adjustments and bugfixes
RC4:
Bugfixes:

  • Fixed Ring of Haste

Balance:

  • Wand charges scale faster again but not exponentially

RC3:
Bugfixes:

  • Wrong chance for stealing from shops shown.

Balance:

  • Wand charges no longer scale exponentially
  • Difficulties are all slightly harder

QoL:

  • Hero is no longer interrupted by seeing a mob through a wall

RC2:
Bugfixes:

  • Fixed a minor bug with Stealth
  • Fixed sudden death when porting back from HOME depth before having visited GRIND depth
  • Fixed Dragons not attacking, Pendants saying they require "attunement"
  • Fixed repeated attacks
  • Fixed some issues with stuff from one weapon happening on another
  • Fixed Statues/Shop Guardians

RC1:
Balance:

  • Hero starts with 100 HP up from 40, base HP increase from upgrading a stat is +30% not +35%
  • Magic Missile does a little more damage
  • Stealth system rebalanced and hopefully only needs minor tweaks from now on
  • Wands now have unlimited max charges that scale far slower

Bugfixes:

  • Hero MP is now updated on level up, used to require hero to upgrade Focus to get more than 10 of it despite it actually scaling partially with level
  • Earth, Fire and Air trials still don't have a boss, but no longer have unlimited floors (ends on "what are you doing here" room)
  • Swift Shield no longer incorrectly mentions damage dealt on use in desc

internal version number: 41

v0.4.6 - Fixes and improvements

19 Sep 12:58
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Pre-release

Bug fixes:

  • Last level being inaccessible fixed (game wasn't beatable lol)
  • Fixed missing weapon sfx
  • Fixed missile weapons causing your melee weapon to do a ranged attack instead of attacking themselves
  • Shields can no longer be used unequipped
  • Items no longer display "x out of 10 upgrades" when they can hold more
  • Shields now actually change image with tier
  • Fixed flag cache issues with traps (stepping onto recently revealed traps, routing around removed ones)

Balance:

  • Some hero stats now give different amounts of HP; Default is +35% base, Support is +25% base, Execution +30% and Resilience +40%. All now drop off faster as well.
  • Wand of Blast Wave changed - now does less damage but does up to double if the enemy hits a wall
  • Mobs now deal about 2x more damage, shields block just under 2x more at max to compensate (minimum blocking unchanged for now)

New stuff:

  • Priestess and Medic are now basically done! Both were missing perks before, but the Inscribed Knife and its abilities are back.
  • New Curse: Sapping. Deals +50% damage... as deferred damage. No base damage at all!

internal version number: 37

v0.4.5 - Improvements to shields, Water Trial (previously Water Challenge) added

12 Sep 15:07
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v0.4.5b - Fixed a crash with melee weapons and shields


0.4.5a - Bugfixes and tweaks:

  • Added null check in AttackIndicator for wands slotted there, fixing a crash
  • "Town" level feeling disabled until I can fix it (or not)
  • Mana scales with lvl*0.8 + Focus like accuracy, evasion, etc do with their stats rather than Focus + lvl/2
  • Laboratory Rooms now have locked doors
  • Alchemy pots now use the players gold for Alchemy

In this release, Shields have been changed:

  • Parry now lasts until the player regains control (so will always block the first enemy hit during its use)
  • Now show stats in desc
  • Parry Shield actually works now
  • Can be enchanted

The Water Trial (previously Challenge) from old Cursed is here too! Complete chapter 1 (Infestation) to unlock 2 (Betrayal), where the 4 trials (with only water being beatable) will be available. Other trials have infinite floors with Wraiths as enemies.

Other improvements:

  • Some new lore
  • More sfx for different element attacks
  • Dragon pendants are now sold in shops
  • Missile weapons and shields can be enchanted
  • Scroll of Remove Curse can no longer be used on unidentified items if they are known to not be cursed

Bugfixes:

  • Fixed settings window by porting Shattered 0.8.2 one
  • Cloak of Shadows can spawn as intended, Alchemist's Toolkit can't (for now)
  • Dragon pendants can be sold
  • Fixed Smokescreen/shrouding fog not blocking LoS in some cases
  • Sacrificial Fire now correctly sets stealth to 0

internal version number: 35

v0.4.4 - Bugfixes, lore, shields

31 Aug 16:16
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Pre-release

v0.4.4a fixes:

  • Not able to change chapter if was on 2/3 but hadn't won
  • Shields not parrying correctly

Fixes:

  • Ring cap not displaying
  • Magical Infusion not being craftable
  • A couple of instances of missed_string; Lucky Badge, Exp earning.

The biggest change however, is the removal of armour! That's right, nothing to protect you from damage except for... Shields!
These new items can completely negate enemy attacks and damage them in return. The 10 that are in the game all have their own unique effects (Except the Round Shield, it's the basic one). They have charge however, and if it runs out, they can't defend at all.

Additionally, the game's balance has been shifted too. Enemy damage is far lower to compensate for lack of armour, as is their HP and the player's damage. I'm keeping player HP the same for now but might tweak it later on.

And one more thing - the game now has an intro and outro, and lore when entering the Halls, not just the Sewers. The chapters also must now be unlocked as originally intended.


internal version number: 32

v0.4.3 - Bugfixes and improvements

28 Aug 14:23
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Pre-release

Bugfixes:

  • Fixed Tengu not dropping SoU when killed
  • Dried Rose no longer obtainable (listing as a bugfix as the Ghost doesn't really work anymore)
  • Fixed Power Holder not having a desc
  • Fixed Timekeeper's Hourglass not generating sand
  • Fixed NTF with Ankh revive
  • Fixed Tengu fight taking forever
  • Fixed Warrior starting with Assault instead of Resilience
  • Fixed Pylons having 0 HP until restoring in the DM battle

Improvements;

  • Lucky Badge now stores your HP and restores it when exiting the grinding depth
  • Item limits start at 10 not 8
  • Item limits can be upgraded with Magical Infusion (now 2 SoU + SoT)
  • Great Crab now has very low Perception so it's viable to surprise attack.
  • Gap betweeen difficulties greatly reduced

Shields are also in the code, but have not been added due to me wanting to replace Armour with them which will require extensive reworks.


internal version number: 30

v0.4.2a - Further balance changes and upgrade-based images

22 Aug 13:21
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v0.4.2a - Fixed Staff's wand still being usable from the quickslot after a new wand is imbued.
Fixed relic melee weapons and armour sprites.


Fixes:

  • Relic weapons appearing in hero's remains
  • Dragons incorrectly refusing to attack sometimes
  • Crash if you jump off level 26
  • Fixed hero always appearing unarmoured in save games

Main changes:

  • Armours and Weapons now have 5 different images scaling with upgrades. Changes every 10 upgrades, so you must get something to +50 to see the max image.
  • Starting gear is always upgraded to the max you can handle with your current stats, so you don't have to grind before leveling up.
  • Mana now scales slowly without needing to upgrade Focus, so you can actually use all scrolls while dumping something else.

HP scaling and weapon scaling are both changed:

  • HP added by upgrading a stat is now 1 + 0.6 ^ stat level , down from 1 + 0.7 ^ stat level
  • Weapons now scale at base by 15*1.15^level so the damage increase is more noticeable. Mob scaling increased to compensate. Wands have the same scaling, missile weapons are 12*1.15^level, armor is 7*1.15^level. Dragon Crystals no longer have multi exponential scaling (was a bug).

internal version number: 28

v0.4.1a - Balance overhaul and equipment rework

18 Aug 15:16
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v0.4.1b fixes:

  • Occasional crash with Preparation/Assassin on descending.
  • Stat rings showing wrong stat boost level
  • Ring of Support having a missed string
  • Rare NullPointerException with armour speed when none is equipped
  • Animated Statues having useless gear and very low max HP
  • Levelgen crash if there's no place to put a trap
  • Crash with cursing trap
  • Rankings window crash
  • Crash with the attack button
  • Yog Softlock
  • Hopefully fixed memory leaks
  • Fixed crash in hero select scene with relic weapon preview
  • Maybe fixed desktop version, please try the .jar to see

A new "debug log" system has been added. Every time the game runs into a non-critical error/issue, it's printed to the log. If you experience an issue that may not be a crash, I may request a log. To get it, go to settings -> warning icon and copy the log. Put into a text file and attatch or use pastebin if it's too large.


v0.4.1a fixes:

  • Fixed Staff's wand getting equipped when trying to zap it from the quickslot.

v0.4.1:
Balance changes:

  • Mobs have just under double their previous health and deal about 50% more damage.
  • Equipment spawns less often
  • Equipment has upgrades scaling with depth but can only be upgraded 8 times by SoU

Equipment rework:

  • Much like YASD/Powered PD, the player can equip anything in any slot. However, these items don't increase their requirement when dual wielded, rather can be used independently of each other.
  • Attacking reworked, now the attack button can have a wand, weapon or thrown weapon assigned to it. Other weapons can be used from the quickslots.
  • Missile weapons can now be equipped. When equipped, you can't throw the last one of a stack; attacking at melee with it will restore missile weapons stuck in an enemy of the same type. Upgrading them upgrades the stack.

internal version number: 25

v0.4.0b - Stat system rework

13 Aug 13:51
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Pre-release

v0.4.0b: Major balance changes:

  • Exponential scaling of mobs and equipment is much lower
  • Lucky Badge guardian power modifiers are now addative rather than multiplicative, also now in range of -1, +5
  • Buffed mob HP relative to other stats
  • Hero level is now capped at 60
  • Fixed game log printing "NEUTRAL"/"ENEMY" during DM300 battle and afterwards.
  • Fixed difficulty not actually affecting mobs.

v0.4.0a: Fixed another DM-300 level bug


The following bugs have been fixed:

  • DM300 being unbeatable
  • Levels transferring between saves/resetting for no reason
  • 0x Particles setting removed due to breaking the game

The game's stat system has been completely reworked. Existing saves are likely to cause issues, so make sure you finish runs you care about before updating (if you can't beat DM-300, downgrade to 0.3.9 to finish your save)


internal version number: 22