Hey Dungeoneers, here’s that second patch I was mentioning. Just some more smaller fixes and translation updates.

Here’s the full list of changes in v3.0.2:

A Note for Steam Deck users

A bug was fixed in this patch which affected display scaling on Steam Deck. Due to a quirk in how the Steam Deck reported display dimensions, the game incorrectly thought Steam Deck’s screen was about 4", instead of 7".

As a result of this fix, you might notice that the interface appears differently as it now defaults to the ‘full’ UI mode instead of ‘mobile’. If you prefer the previous interface mode, you can swap to it in the settings by using the mobile interface mode and 5x interface scale.

Misc. Changes

  • Music muting while game is in background on desktop now also applies to blacksmith’s hammering sfx
  • Improved number rounding logic when damage hero takes is affected by several modifiers at once
  • Updated translations and translator credits

Bugfixes

Fixed the following bugs:

Caused by v3.0:

  • Errors with Android golden supporter UI and full interface mode
  • Cleric’s Recall Glyph spell not working with some runestones while time was frozen

Existed Prior to v3.0:

  • Game incorrectly thinking it is on a phone screen when played on Steam Deck
  • Water of Awareness buff persisting between floors if the hero is very fast
  • Various errors when saving/loading custom controller bindings
  • Visual errors when Tengu’s sprite animations are frozen (e.g. via paralysis)
  • Characters still appearing as visible if knocked out of hero FOV in specific cases
  • Talisman of Foresight’s scry ability not detecting hiding mimics
  • Quick-using an item from a bag not using that item’s autotarget properties (for real this time)
  • Mandragora@lemmy.world
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    2 days ago

    Thank you for the updates 😍 I am very eager to see the planned demon halls quest, maybe the update can also have yog dzewa buff as he is very weak compared to the scorpions and eyeballs of previous floors?

    But hmm I don’t look forward for the planned changes on city imp quest though, I think ‘progression’ makes roguelikes fun, and the planned imp quest goes against this by forcing a new roguelike game within a roguelike game. It depreciates my build if I cannot use it, and it doesn’t work with challenges too? If I can’t use my inventory and build, I want to just skip his new quest, but then I cannot access his shop on floor 20. I wish imp quest can have better, more epic ideas like caves quest 😁

    • 00-Evan@lemmy.worldOPM
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      2 days ago

      The quest would be entirely balanced with this sort of thing in mind, it’s not going to put you into an environment that’s balanced around your current build while also taking it from you temporarily.

      • Mandragora@lemmy.world
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        12 hours ago

        I mean if the new quest takes away your stuff temporarily for a chance of getting imp rewards, it will be like there’s a slay the spire event where you’ll temporarily lose your cards and items, and I feel this doesn’t feel right in a roguelike as it nullifies my previous decisions and progression? The imp idea feels unenjoyable and also a risky gamble on a high floor 17, I wish skipping the imp quest will not make his shop disappear on floor 20 😅 though perhaps the vault can be fun if it’s something like ExperiencedPD, adding wacky items and becoming overpowered farming upgrades in the vault

        • 00-Evan@lemmy.worldOPM
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          10 hours ago

          Actually I think the Slay the Spire analogy is perfect. It would take too long for a single floor challenge of course, but aside from that imagine a little extra challenge in early act 3 where you get to draft a new deck from a limited selection of more powerful cards, run through a short gauntlet of specially balanced fights with it (maybe drafting a few new cards each fight), and then get a reward (perhaps getting to keep 2 or 3 of the cards you drafted). I think something like that would work pretty well within Slay the Spire’s existing systems.

        • PlumBrake@lemmy.world
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          10 hours ago

          I personally prefer a dwarven arena to fight and spend tokens on, but this idea could make the vault fun! The sewers is incredibly painful with challenges and 99% of my deaths are here due to having no bag options to fight blazing crabs, swarm intelligence, etc. But by the time I reach dwarven city I’ve already won the game and adding another “sewer problem” RNG-check on the imp quest is terrible.

          But if there’s OP fun items immediately obtainable in the vault, like a staff that summons an army of minions, or a beam that turns enemies into gold, it’ll close the gap between 0-chal and 9-chal making the “sewer problem” on this quest disappear. SHPD’s allies is honestly one of its charms and they seem fun to use, but summon elemental and dried rose etc are too weak + expensive + unobtainable in most runs. It’ll be fun if we summon an army in the vault, making Warlock soul siphon etc worth taking. Though in the future I’m hoping summon elemental can be crafted on all runs using arcane stylus, it’s such a waste of a cool item if it’s mostly unusable. It’s much weaker than the +1/+3 sacrificed wand, on top of that we need to spend 10 energy + potion + scroll for it.

          • 00-Evan@lemmy.worldOPM
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            10 hours ago

            As I’ve said multiple times the entire quest would be balanced around itself. Probably the items would not be outright OP and wacky but you’re also definitely not going to have to basically play a second sewers.

            • PlumBrake@lemmy.world
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              8 hours ago

              Glad to hear it won’t be a second sewers at least! On another note the Cleric has been great. So far Priest plays overall better than Paladin due to Hallowed and Lance. I can’t justify putting points on Mnenonic though. The Cleric spells affecting both solo heroes and NPC allies makes the class well designed I think, hopefully there’s more of these for other classes as I can never justify picking Warlock siphon & ally warp. SHPD has a nice niche of having NPC allies, which is often nonexistent in these kinds of games, but too bad they’re too weak and usually unobtainable in runs. The Cleric is changing this though, if only a bit!

  • BlockVader@lemmy.world
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    4 days ago

    So I can no longer scry multiple floors at once? 😞 This exploit has existed since vanilla AFAIK (although it was rendered mostly useless by the talisman rework).

    • CrayonRosary@lemmy.world
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      2 days ago

      Can you explain what you’re talking about? I’m just curious. What scrying mechanism specifically, and what was the exploit?

    • 00-Evan@lemmy.worldOPM
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      3 days ago

      it does exist in vanilla but is far more accessible in Shattered. Sometimes when issues are lower priority it can take me quite a while to get around to them.