That’s the skeletal ‘death’ sprite, for a brief time the hero kept their hair on death!
That’s the skeletal ‘death’ sprite, for a brief time the hero kept their hair on death!
What software is that, out of curiosity? Either you’re not referring to the same type of AI as the type of generative machine learning algorithms that are commonly used today (which is a fair misunderstanding, given all the naming is marketing BS and not at all descriptive of the technology) or you’re referring to a locally run generative model, which still needs a huge amount of training that was presumably done by it’s developer before distributing the model to run locally.
Sorry but I’ve removed your post. AI generated content is not allowed here as it violates rule 3: “Do not use other’s work without giving credit”. Generative AI is trained using vast amounts of other people’s work, taken without consent, and so giving credit is impossible.
I do think showing off the Cleric’s spritesheet is a neat idea though (If I could have just edited your comment I would have) so here is the coment with the AI generated image replaced with an upscaled one:
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The original leather sprites from 12/08/2012.
upscaled:
Great way to bring back a classic.
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It fluctuates, and does depend a bit on how you interpret the numbers, but atm it’s the mimic tooth! It’s a very spicy trinket, in a way that people really enjoy, but the chance of getting chomped by an ebony mimic is not worth the reward to the average player.
“Holy Warrior in a mix of cloth and plate” is a pretty common character concept. I will say though that the upper chest guard was a particular stylistic choice by Aleks, but I don’t think it had a specific character inspiration.
I do hope a more supportive playstyle is possible, but do keep in mind that because of the way Shattered works, the Cleric will mostly have abilities that support themselves.
Afraid that is intended, artifacts need to be identified to work, so they aren’t included in the logic for the shard of oblivion currently.
Not gone, just moved! You can see it at their side on the right.
Cave spinner webs are treated as solid terrain, which does mean that most movement effects can’t go through them, just like they can’t go through walls.
Levitation letting you go through the webs is actually not intended, thanks for letting me know about that inconsistency, I’ll look into it.
EDIT: Ah, I see what’s happening. The web effect is actually processing correctly, but levitating makes you immune to the rooted debuff. Perhaps at some point a ‘webbed’ debuff might be more appropriate here, but this is technically intended for now.
You’d be surprised how much a particular player’s perspective can influence what they think is objectively powerful and what isn’t. Just as an example, the rat skull is one of the highest winrate trinkets in the game, due to the added value from drops from rare enemies. There are of course some trinkets that the majority opinion is correct about though, I would like the censor to be less trouble for it’s benefit for example.
Thanks for the feedback! There are a few trinkets I’d like to adjust still but overall I’m a lot happier with their general balance after v2.5 and patches. It is sort of intended that some people strongly dislike some trinkets though. They’re all meant to be about tradeoffs and changing up gameplay variables (even if the tradeoff can sometimes just be lots of alch energy), so naturally some players will find some tradeoffs to be great deals and others to be terrible.
I worry that this would lead to very tedious gameplay where players would feel the need to keep track of what things the book has already cast so they can plan around the new likelihoods, and eventually the garunteed final effect before a new rotation starts. The book is also supposed to be quite random, which does include possibly rolling the same effect multiple times.
Hm, that’s very odd, it almost looks like macOS is interpreting any sort of click on the game as one outside of it, and minimizing the game accordingly. The only change made recently to this sort of thing was one relating to multiple monitors, do you have more than one monitor connected?
Pressing option+enter should put the game out of fullscreen mode as well, which should help.
Hey, just wanted to pop in and say I am listening, and sorry that people here have been a bit aggressive in their replies to you.
Leaving Reddit (and twitter) was never about shutting myself out, it’s entirely because those platforms are run by vile people and I can’t stand to use them anymore. Back in the early days Reddit was 100% of my community interaction, and I admit I do miss participating in big discussion threads there, but these days the majority of my communication time is through direct messages (mainly email) and that’s been the case for years.
Making changes to existing items like this is always going to be tricky, because of course it’s going to upset someone. In this case it felt like a worthwhile change to make because a relatively large number of people wanted more ways to ID gear, and lots of other options for trap disarming already exist. It also feels like a better thematic fit for remove curse, as the stones now interact with equipment too.
As I mentioned the main reason why I didn’t include them is that they aren’t really their own item. They’re essentially just blandfruit in a different state, much like shattered honeypots or blessed ankhs, both of which don’t have their own entries.
Replaying runs is not that simple I’m afraid. Firstly the RNG must be perfectly deterministic for every single action and reaction in the game (harder from a coding standpoint that you might think), and replays would break any time the game is updated.
That’s intended, there are a few ‘sub-items’ which aren’t included in the catalog mainly because I felt it would be reduntant. Shattered honeypots are another example.
That doesn’t happen actually, only levelgen is affected by the dungeon seed, after that things like combat rolls and enemy drops are totally random. I made the choice to handle it that was as normal players would have their RNG diverge almost immediately anyway, and I wanted to prevent strats like ‘do this specific sequence of inputs to spawn a thief on floor 4 and have it always drop an artifact’
Shattered has a full privacy policy that you can read through, but a few points:
In that case you might want to reconsider the use of the term ‘AI’ in your description of such images, which unfortunately means something very specific when it relates to images on the internet right now. Is there any reason why you wanted to use this apparently very sophisticated custom approach when something extremely simple like a nearest-neighbor upscale already works very well for pixel art?