v1.3.0 Side Content | Patreon Poll #28
Added 2022-04-12 16:10:00 +0000 UTCHey Patrons!
With the final patch for 1.2 going out shortly, I’m now starting to work on content additions for v1.3! I already mentioned a fair bit of what I’m planning in the most recent blog post, but as usual there’s room for some additional side content; voted on by you guys! I’ve got five different options for various side content that I could work on for v1.3.0.
It’s also worth noting that some badge additions and UI/UX improvements are already planned for v1.3.0, so they aren’t included here.
The strength of support for each option will determine what side content I work on in v1.3.0!
---
Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice.
All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!
Further Alchemy Streamlining
Following the release of v1.1.0 and the general success of simplifying exotic potion/scroll recipes, I’m considering how the alchemy system could be further simplified. This might take a couple different forms, but the biggest one I am considering is removing alchemical catalysts from most or all recipes. There isn’t really a reason for them now that higher tier alchemy recipes could just have a higher energy cost instead. I don’t think I would remove catalysts entirely though, as they still have some value when used directly for their random effect. Other alchemy streamlining would likely take the form of further recipe tweaks and improvements.
Interface Shops
Just as with v1.2.0, I could easily work on some improvements to shop interfaces that would help lay groundwork for future shop improvements. The plan here is to move shops away from having items spread across the floor and instead contain them all in a list that exists in an interface, not the game world. This would be a more extensible system that I would expand on in the future with more shop types and would also let me add a buyback option! This sort of improvement also naturally fits into v1.3.0, as I’m making other technical improvements in this update as well.
Item Rework / Addition
There’s always room for more equipment additions or changes! If this option does well, I will likely run another poll for a specific item to add/rework, but here are some potential options:
For item reworks, I think a few artifacts are still in a spot where they could use some love. In particular the footwear of nature have a very boring active effect, and the chalice of blood is the only artifact without an activated effect at all.
As for item additions, I don’t have a specific best idea for a new item yet, but I think a new ring, artifact, or weapon is most likely. Just as one quick example, we don’t currently have a potion counterpart to the unstable spellbook. (The toolkit was actually planned to be a spellbook counterpart at one point, before alchemy as a system was fully concepted)
Harder Ascension Route
Especially with loads of new people playing the game via Steam, now might be a great opportunity to add a bit more to the endgame for dedicated players. I already hope to do a bit of this with new badges, but another obvious candidate for additional challenge is the game’s ascension route. I don’t yet know exactly what form this will take, but I’d like to do something that forces the player to engage with the floors a bit as they go back up (not just run from everything to get out), while also making these floors much more deadly than they were going down.
Curse Improvements
Finally, I’d also like to look into improvements to the game’s curse effects! Enchantments and glyphs have gotten continual improvements over the years, but aside from some additions in v0.6.5(2018), curses have largely been unchanged since v0.4.0(2016)! Some curses are already quite nice mechanic-wise (e.g. overgrowth and annoying), but others have mechanics that are too simple and do more to just directly hurt the player instead of giving them something to play around. Especially now that curse infusion has been buffed, I’d like to spice up some of the curse effects to be more interesting, while still being harmful overall.
Comments
Oh yeah of course, that's what I meant by SPD being a different game! The journey up has a definite end for sure. But I'm very happy to hear you're taking things in this direction, the foundation of the game is rock solid & sometimes I just want more of it. Excited to see what kinds of challenges you cook up for already-proven builds.
Zach Toner
2022-04-14 21:29:23 +0000 UTCI don't think this is the place to add a full-on endless mode (though I know there's demand for that), but yeah this should be a form of optional bonus challenge, and in particular I think it's a good way for players to get more use out of otherwise completed runs.
Shattered Pixel
2022-04-14 16:49:04 +0000 UTCI think the ascension back to the surface is the perfect place to try more off-the-wall ideas and challenges! It's optional so casual players wouldn't feel forced to do it, and of course there's a lot of creative leeway to add mechanics through the amulet itself, how the dungeon/world reacts to it, etc. I think a well-executed 'endgame' could add a lot to the experience. Sometimes when you have a really fun build going, you want to keep overcoming obstacles with it! A roguelike that I think handles this very well is Risk of Rain 2, which lets you optionally 'loop' through more difficult versions of stages (new enemy types, modifiers, rewards etc) to extend your run, and offers you an optional, out-of-the-way final boss after the main one. Obviously Shattered PD is a very different game, but I think the climb back to the surface has so much potential to offer that kind of satisfying optional challenge. (Also - imo there's no need for external incentives beyond the 'made it out!' badge we have now, if the challenge is there and the gameplay is interesting, players will do it!)
Zach Toner
2022-04-13 17:08:47 +0000 UTCI'm not sure that the chalice of blood not having an active and the potions not having a spellbook are bad things. Sometimes irregularities are what makes the game feel consistent and not just "flat". I feel like having the spellbook is one of the few things that makes scrolls stand apart from potions.
Qwel
2022-04-13 11:43:44 +0000 UTCExactly. If I was powerful enough to kill Yog, then the Ascension just feels like I press on the stairs, maybe fight one or two enemies (Or I don't because I use a haste potion with an invisibility potion) and by the time you make it to the Dwarf Kingdom it's basically a mindless cakewalk. I actually think in the years I've played this game, I've never ONCE lost doing the Ascension.
Newt the Newt
2022-04-13 04:20:00 +0000 UTCI agree that multiple steps make the recipes feel more high-tier, but the big increase in usage that exotics have gotten with their more streamlined recipes makes me wonder if it's worth it. Players might be more willing to make brews/elixirs/spells if they can just directly use the recipe.
Shattered Pixel
2022-04-13 01:22:10 +0000 UTCI would want to have some incentive for going to the surface, but it can't be carrying things between runs, as that would go against the game's roguelike nature.
Shattered Pixel
2022-04-13 01:16:42 +0000 UTCMaking the ascension route harder will likely go along with more recognition in the rankings. As it is I'm probably going to be tweaking the score formula in 1.3.0 due to seeded runs anyway.
Shattered Pixel
2022-04-13 01:13:45 +0000 UTCFor the alchemy system streamlining, I personally like the way that you convert something you don’t need (or even better, do need) into something else as a cost of doing business to get a catalyst. I think overall it’s just the aspect of multi step alchemy that feels fun
Spam Account
2022-04-12 22:28:07 +0000 UTCAfter investing in the hero for the whole run, ascension changes might be good if they further enhance the hero or the game. Maybe that hero can leave a "legacy" for the next hero? Cache items, give the next one a buff? IMO, just more chances to die alone isn't really exciting enough to warrant the effort.
El Samuels
2022-04-12 18:55:05 +0000 UTC@Newt I'm with you, I stopped leaving the dungeon ages ago since it was tedious and very little reward.
Daniel Pendolino
2022-04-12 17:41:30 +0000 UTCMy vote is harder ascension but I'd like to be acknowledged in the rankings when I actually pull it off. Lately I've just been calling it a day once I acquire the amulet, but mostly because I don't feel like there's a point. If there's something in the rankings to indicate that we did the ascension route I think it'd give a better incentive
Newt the Newt
2022-04-12 16:22:43 +0000 UTC