Hey Folks, thank for all the well-wishes last week!
I’m back home now and slowly starting up work on Shattered Pixel Dungeon again. Here’s an early look at one streamlining change I’m making to the alchemy system, meant to simplify a bunch of the higher end recipes: replacing catalysts with a simple energy cost.
Yeah, I agree that the change in themeing is unfortunate. Every change I have made since initially introducing the system has substantially increased the number of people who use it though. Clearly many people see multiple inputs, or recipes that require multiple steps, and just don’t bother. Even though this does mean alchemy turns more into a point-based system than a full on crafting one, that seems to suit the game better.
Fundamentally I want players to think “What consumables do I not care about?” and then “what alchemy produce do I want to make with them?”, and just having a point system largely sit in the middle seems to do the best job of making that process effective. It’s worth noting though that there are still a significant number of 2 item recipes, and a few three item ones. Meat pies in particular are still very popular.
I have already considered the fact that levitation potions turning into spells makes no sense though, especially now without catalysts. it’s not shown here but that actually is being addressed.
I hope levi potions turning into the blue water balls does not get removed, it is such a crucial item to have given the rarity of finding a blastwave wand.
No the recipes are just getting a thematic change, the actual inputs and functionality of the outputs are unchanged.