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Coming Soon to Shattered: The Cleric!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers, v3.0.0 and the Cleric are finally ready for beta!

The beta for Shattered v3.0.0 is live right now! To access it on Steam, go to your game library, right click on Shattered and select 'properties' then go to the 'betas' tab and select the beta from the dropdown list.

In this blog post I’m going to share more details about the Cleric! Just as with the Duelist, I’m releasing the Cleric’s beta a little early. There’s still one subclass and two armor abilities to implement before the Cleric is content-complete and ready for release.

Note that visuals and specific balancing are still a work in progress. Details may change significantly before full release.

[h2]Introducing the Cleric![/h2]
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I went over a lot of the Cleric's base class features in the last blog I wrote. As a quick recap, the Cleric is an ability-focused spellcaster who gains access to a variety of supportive spells through the talent system! They cast these spells using charges from their holy tome artifact, and the variety of spells they can access makes them very flexible. I already shared several T1 and T2 spells last time, but here's a couple more, with animated GIFs!

Recall Inscription lets you spend tome charges to repeat the effect of the last runestone or scroll you used. There are almost 40 different items you can duplicate, though some are more expensive than others.


Bless increases accuracy, evasion, and shielding when the Cleric uses it on themselves. When used on allies it offers a longer buff and healing instead!


[h2]Subclasses[/h2]
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Each of the Cleric's subclasses include a new innate spell, a buff to some starter spells, and three additional spells that are learned via talents. As usual both subclasses also get two shared talents, one of which is a spell as well.

The Priest is all about magical ranged combat. All of their spells work from a distance, and they gain a buff to Guiding Light, which lets them cast it for free once every 100 turns, and trigger the resulting illuminated debuff using allies or magical items. When triggered in this way, Illuminated deals bonus magic damage.

Probably the two flashiest spells the Priest gets access to are Holy Lance and Hallowed Ground. Holy Lance is a devastating ranged spell that can absolutely obliterate a single target, but comes with a hefty charge cost and cooldown.


Hallowed Ground, meanwhile, is a much more strategic spell that creates advantageous 'hallowed' terrain for 20 turns. This spreads grass, lightly heals allies, and impedes enemy movement.


The Paladin is a simpler subclass that's all about close combat. All of their spells are closer-ranged, and they gain buffs to Holy Weapon and Holy Ward, increasing their effectiveness and allowing them to work with existing enchantments and glyphs.

Unfortunately I haven't implemented the Paladin yet, and so don't have anything to show you, but here are some spell designs I'm pretty solid on:

  • Smite is a fantasy Paladin staple, and will be the Paladin's innate spell. I expect it to be a fairly straightforward physical attack buff, granting the Paladin a guaranteed hit, and probably some mix of extra damage and enchantment power.
  • Lay on Hands is another Paladin classic, and will probably be the Cleric's only 100% direct healing spell in the game. Lay on Hands will grant a nice chunk of shielding if the Paladin uses it on themselves, or healing if it's used on an adjacent ally.
  • Cleanse is actually the spell that's shared between both subclasses, so Priest gets it too. It's a useful defensive spell that removes debuffs from the Cleric and allies, applies shielding, and can even grant brief debuff immunity.


[h2]Armor Abilities[/h2]
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I'm going to be a bit lighter on info here to avoid lategame spoilers, and as two of the abilities aren't implemented yet. Just like with subclasses, each armor ability has three unique spells that are learned and upgraded via talents.

Ascended Form causes the Cleric to assume a glowing radiant form for 10 turns. In this form they gain +2 attack range, access to new spells, and shielding for every holy tome charge they consume. This ability and its associated talent spells are expensive, but you can always just plan around benefiting from the extra reach or bonus shielding instead.
Trinity (not yet implemented) is unique in that rather than being a single armor ability, it's a collection of three individual talent spells that each cost both tome and armor charges! To go along with the themeing here, I'm considering have the spells work with weapons/armor (body), wands (mind), and rings/artifacts (soul).
Power of Many (not yet implemented) is a more collaborative version of ascended form. The Cleric either produces an ally, or empowers an existing one. This ability has three talent spells that are cast from this empowered ally instead of the Cleric themselves.


[h2]Conclusion & Release Plans[/h2]
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The Cleric is shaping up to be the most complex and strategically flexible hero in the game, and I’m very excited for people to start playing with them. I expect they’ll be a treat for experienced players in particular, who are going to have quite a few options available via all the different spells. Please let me know what you think of the Cleric in v3.0.0’s beta!

I expect the beta to last a fair bit longer than usual, both due to the work still needing to be done, and the upcoming holidays. I’m going to be taking things easy for the next week or two, so expect for the Cleric to start getting filled in during January, and for v3.0.0 to start getting ready for release around late January or early February.

Finally, some of you may be wondering about the in-game visual improvements I shared in the 10th anniversary blog post. I'm afraid there's nothing new to share there yet, but I might have a couple other visual improvements cooking for v3.0 instead...



Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!

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I’ll be a little quiet over the holidays, but if you’d like more frequent incremental updates on Shattered’s development (including further work on the Cleric!), you can:
- Subscribe to the Shattered Pixel Newsletter
- Follow me on Mastodon
- Follow me on Bluesky

You can discuss this Blog Post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.

Coming Soon to Shattered: A Sixth Hero!

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com)

Hey Dungeoneers! Progress has been made on the next major update to Shattered Pixel Dungeon, and it's finally time for me to start showing some things off!

v3.0.0 will feature the game's second new hero: The Cleric! This blog will go over some of my design thoughts and early implementation work on this new hero.

[h2]The Sixth Hero[/h2]
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Two years ago, when I started work on the Duelist, I talked about how I wanted six heroes: two fighters (Warrior & Duelist), two agile tricksters (Rogue & Huntress), and two magic users (Mage & Cleric). You can also look at this in terms of game mechanics: two simpler equipment focused heroes (Warrior & Mage), two environment focused heroes (Rogue & Huntress), and now two ability focused heroes (Duelist & Cleric).

So what would an ability focused magic user looks like? The Duelist's ability focus took the form of a special attack being given to every melee weapon in the game. For the Cleric I'm taking a bit of a different approach, the Cleric's abilities tie into the talent system!

The Cleric will posses a holy tome artifact which they can use to cast a variety of spells that mainly focus on defense and utility. The Cleric unlocks and upgrades spells via the talent system!

Here's an early low-res peek at their splash art:



[h2]Divine Magic![/h2]
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(Note that the visuals below are a work in progress and subject to change)

Currently talents are all passive or triggered effects because I didn't want them to warp Shattered's gameplay too much by being too complicated or powerful. In a way the Cleric is an exploration of the inverse approach, with more powerful talents that are active abilities.



The Cleric's holy tome artifact makes this possible, as even though most of their talents are now stronger player-triggered effects, they're all accessed from a single place in the UI, and all share a charge system. Scrolls of upgrade will still be the biggest source of power for the Cleric, of course, but expect talents to play a much bigger role for the Cleric than other heroes.

So what sort of spells can the Cleric actually cast using their tome? Firstly, the Cleric starts with three innate spells:



- Guiding Light is a basic ranged attack option that deals a little damage and guarantees the next physical attack on its target will hit.
- Holy Weapon is an offensive buff that's best early on when you have no weapon enchantment. This spell temporarily replaces the weapon's enchantment with a damage boost.
- Holy Ward is Holy Weapon's defensive counterpart, adding a temporary glyph that increases damage blocking.

Here's a little GIF showing off those three spells:


All the other base Cleric spells are tied to talents. Most Cleric talents let you cast a new spell at +1, and make the spell more potent at +2. Here's a few examples:



- Detect Curse is a T1 talent/spell that acts as the Cleric's talent option to help with identification. For a fairly hefty charge cost, the Cleric is able to tell whether an unidentified item is cursed or not.
- Shield of Light is a T1 talent/spell that is a great defensive panic button. For a short duration, the Cleric gains a significant armor bonus against a single target, and the spell is cast instantly!
- Sunray is a T2 talent/spell that gives the Cleric a stronger ranged option. The spell deals a bit more damage than guiding light, and blinds the target for a few turns. Casting the spell twice in a row will upgrade the blind to a stun, but this can only be done once per enemy.
- Divine Sense is a T2 talent/spell that gives the Cleric a visibility option. For a moderate charge cost the Cleric gains temporarily mind vision in a fairly wide (but not level-wide) area.

And here's a little GIF showing off sunray, the flashiest of these spells:


Of course this just covers some of the Cleric's powers up to level 12. It's looking like there will be about 30 Cleric spells in total. Some of these are tied to the base class like the ones above, but others are tied into things like subclasses...

[h2]Subclass Designs[/h2]
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I'm currently working towards Cleric subclass choice being about choosing a set of abilities/spells that each synergize with different classes of items.

The Priest will focus more heavily on direct spell power and synergy with more magical items like wands and artifacts. Their abilities will likely not do much for weapons and armor or attacking in melee range. Experienced players tend to prefer more positional gameplay and use of wands, so the priest is likely to be the more popular choice for them.


The Paladin will, by contrast, more heavily focus on weapons and armor synergy over raw spell power. Somewhat like the berserker, I expect the Paladin would lean more toward defense than offense. The Paladin will probably be simpler to play due to their reliance on simpler equipment, and so they'll probably be the more popular subclass overall.


[h2]Beta When?[/h2]
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Unfortunately the Cleric isn't quite playable in their current state. I want to at least have the base class, one subclass, and one armor ability fully implemented before starting the beta.

Things might be a little rough, but I would like to try and push for a beta release of v3.0 around mid to late December, just before the holiday season. That'll give everyone a chance to try the Cleric out and for me to gather feedback to start to push for a release in the new year.

...Of course, I do also release Alphas on Patreon a bit before betas go out, and am less concerned about the Cleric not being fully playable there. I'm not able to commit to an exact timeframe, but I expect Patreon folks will be getting Alpha access sometime this week...

Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update!

In the meantime, if you’d like more frequent incremental updates on Shattered’s development, you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon!

I’ve also now got an account on Bluesky! While I still prefer Mastodon, any platform is better than Twitter at this point, and if the majority of people want to migrate there I’m happy to post there as well. Bluesky will get the same posts I send to Mastodon or the Newsletter.


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You can discuss this blog post here on the Steam Community, or on the Pixel Dungeon Lemmy Community.

v2.5.4

v2.5.4 is probably the final patch for v2.5 before I start moving on to development of the next update. It's just a few bugfixes this time, plus one tiny misc. change.

[h2]Changes[/h2]
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(This sections contains expandable text boxes, you may need to view the post directly in order to see them properly.)

Misc. Changes
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- Toxic gas rooms can no longer contain extra traps
- Updated translations and translator credits
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Bugfixes
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Fixed the Following Bugs:
Caused by v2.5.3: - New flashbang not using electricity damage type
- Various errors with damage numbers in bomb descriptions
- Various rare textual errors

Caused by v2.5.0: - Very rare Gravity Chaos cursed wand effect not being triggerable
- Rare cases where ambitious imp could cause terrain to not behave correctly

Existed Prior to v2.5.0: - Assassinate/execute effects not working on enraged brutes
- Cases where a locked laboratory room could contain the solution potion to a hazard room that contains its key
- Cases where the gnoll geomancer could be awoken via debuff
- Specific cases where beacon of returning could place the hero inside of closed dooors
- Necromancers not being able to summon their minions in unlocked doors
- Specific cases where one scroll of transmutation couldn't be used on another
- Rare cases where the rot heart could be boxed in and not spawn gas
- Specific cases where the parchment scrap trinket could still influence level generation
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v2.5.3

Hey Dungeoneers!

I've just released Shattered Pixel Dungeon v2.5.3! This patch includes a few changes in response to feedback and gameplay data from v2.5.0. There is a new way to identify items, a few items have been buffed/nerfed, and bombs have been buffed across the board!

[h2]Changes[/h2]
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(This sections contains expandable text boxes, you may need to view the post directly in order to see them properly.)

Bombs and Identification
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I'm making a few changes as a followup to the removal of the bomb identification exploit in v2.5.0:

Firstly Stones of Detect Magic are a new item that replace stones of disarming. Each stone can be used on a piece of equipment to identify whether it is cursed, and whether it is enchanted/upgraded. This should give a few more options when it comes to IDing equipment. Stones of disarming will no longer appear, but existing ones will remain in runs in progress for now.

Secondly, here are a bunch of buffs aimed at making bombs themselves more useful:
- Bomb max damage +50% (this increases average damage by 33%)
- Bombs no longer bounce when thrown directly at characters
- Bombs no longer have damage falloff when characters aren't right on top of them
- Explosion-triggering effects (e.g. explosive traps, explosive curse) all benefit from the damage and falloff changes.
- Alchemy Bombs all benefit from the damage and falloff changes as well, and now deal explosion damage in a minimum AOE of 5x5 if they used to be 3x3.
- Flashbangs redesigned, they are now smoke bombs, and spread shrouding fog in a 5x5 AOE in addition to dealing damage.
- Shocks Bombs redesigned, they are now flashbangs, and deal +25% electricity damage and stun for 10 turns within their 5x5 AOE.
- Regrowth Bomb AOE size up to 7x7 from 5x5, now always generate at least 3 plants, up from 2.
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Item Balance
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The new trinkets are doing much better after v2.5.1, but there's still room to hand out a few buffs here. Most notably I want to address feedback where the Chaotic Censer seems to spawn gas too close to the hero too often:
- Chaotic Censer gas spawn range up to 2-5 tiles from 1-3
- Chaotic Censer gas volume reduced
- Chaotic Censer likelihood of spawning gas near enemies increased

- Salt Cube health regen loss reduced to 16/27/34/40%, from 20/33/43/50%

I'm handing out a couple nerfs as well:
Stones of Aggression were meant to have some use during boss fights, but currently they're too strong in that case, especially with many challenges enabled.
- Bosses now take 1/2 damage from their minions when affected by aggression, the final boss specifically takes 1/4 damage.
- Aggression duration vs. regular enemies up to 20 turns, from 5.

- Mossy Clump upgrade cost reduction reverted, now costs 20/25/30 to upgrade again, up from 15/20/25
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Misc. Changes
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- Vampiric no longer triggers on NPCs or allies
- Styli can now be used on known uncursed armor
- Wells of health and awareness descriptions are now more accurate
- DM-300 can no longer use an ability immediately after existing supercharge state
- Wraiths spawned by spectral necromancers are now more powerful
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Bugfixes
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Fixed the Following Bugs:
Caused by v2.5.0: - Various minor visual errors
- Very rare cases where ooze could trigger many times in a turn
- Cases where falling into chasms could affect level generation
- Corpse Dust unintentionally being set to droppable
- Upgrades to Sandals of Nature not counting in the new catalog
- Scroll of Upgrade uses counting twice in the new catalog
- Liquid Nature using the wrong position for thrown potions
- Invisibility vfx persisting in rare cases when they shouldn't
- Bombs not destroying terrain during the beta for v2.5.3

Existed Prior to v2.5.0: - Various rare crash bugs
- Various minor visual and textual errors
- One more rare levelgen freeze bug
- Wards not being targetable if they were in solid terrain
- Spawned mimics (e.g. via cursed wand) not scaling with ascension challenge
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v2.5.2

Just a quick extra patch this time to fix a few more bugs:

Caused by v2.5.1: - Crashes when using transmutation abilities (sorry!)
- Shard of Oblivion description not using its new bonus loot rate

Caused by v2.5.0: - Dark floors sometimes giving 1/2 vision instead of the new value of 5/8
- drop and throw actions not working on Shard of Oblivion
- Some flying characters visually falling into pits when they die that shouldn't (e.g. ghosts)
- Various minor textual errors

Existed Prior to v2.5.0: - Various minor visual bugs with stealthy mimics