As mentioned last week, Shattered Pixel Dungeon's upcoming Cleric hero has a variety of unique spells which they can access via their holy tome. The first of the Cleric's spells is a simple supportive ranged option: Guiding Light.
Guiding Light is an innate spell (no talent needed to unlock) and does some damage while 'illuminating' the target. This guarantees that the next physical attack made against that target will hit.
(Image Description: a short GIF showing off the guiding light spell. The Cleric casts it on an enemy, which begins to glow. The Cleric then waits for the enemy to approach, and attacks them.)
Just wondering what this illumination would be like. Is it sort of like mind vision? One grievance I've had for a while is that mobs that have mind vision from talents don't actually have a visible mind vision debuff from those talents, so you can't very well track the effect as a player, which seems a bit odd to me.
Illumination is nothing like mind vision, it's a debuff which increases the effectiveness of the next melee attack against a target, it doesn't grant you vision against them at all. There's also a clear visual indicator for it.
How about a bald cleric? I think that would really stand out among the other heroes!
Does illuminate provide light in darkness? If so that would be really nice for Into Darkness runs. The early game is absolutely the toughest for me when you can’t see anything and then bam, enemies come swarming out of the shadows!
Yeah, unfortunately it's just not really feasible to add. The whole game is designed around one player and lots of things would break or not play well, and that's before the trouble of adding networking code.
Mangband is a realtime multiplayer modification of Angband that forced turns every N amount of time, and while it is playable, yeah, I don't think that straight multiplayer conversions of traditional roguelikes work well.
Someone who wanted to try to do a "multiplayer traditional roguelikes" ' would probably need to make a number of game design changes at a pretty fundamental level to make the thing work well. Really a new game.
It isn't the final iteration but it closer to it, at least in terms of hair color. I originally wanted to keep the OG vanilla 0.1 sprite intact for longer, but recent world events made me decide to ditch the orange hair ASAP.
Betas are available on every distribution channel for the game, including github! Make sure you're opted in to getting beta notifications in the settings.