Hey folks, I’ve just patched Shattered Pixel Dungeon to v3.3.5!
This is another relatively small patch, with most of the changes under the hood. One major addition has been made to the tester are for the upcoming quest though, there are now some enemies there! They mainly exist to test out new enemy AI logic that’s meant to better facilitate stealth gameplay.
Here’s a full list of changes:
Quest Area Enemies
The quest tester area now has a tester hazard: Marsupial rats!
The rats won’t put up much of a fight of course, even with your gear removed, but you can use them to get an idea of how enemies will work in the vault. Enemy AI in the vault has been changed to be much more exploitable for stealth gameplay, including a new ‘investigating’ AI state and wandering enemies not being able to see very far behind themselves as they move.
There’s also a few new room types in the tester area, to demonstrate enemies in different situations.
Expect to see more room layouts and tester hazards in future patches.
Misc. Changes
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The in-game randomize buttons now blink white as a reminder if the player is currently qualified for the randomized victory badge and outside of the very start of a run.
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Slightly improved the visual for the existing ‘alerted’ and ‘target lost’ thought bubbles.
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The Gnoll Geomancer is now willing to switch targets if its current target isn’t within attacking range.
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Necromancers will now move their skeleton (instead of trying and failing to push) if they attempt to summon on top of an immobile enemy.
Bugfixes
Fixed the following bugs:
Caused by v3.3:
- Rare freeze bugs when descending to the vault tester area
- Rare crash bugs
Existed Prior to v3.3:
- Exploit where Warrior could refund his shield cooldown by unequipping armor at the right time
- Exploit where Gladiator could cancel fury partway through, refunding remaining combo
- Distortion traps never spawning certain rare enemies
- Grass generated from ember after a garden room burns not being burnable until after save/load (speed of grass recovery has been adjusted to prevent permanent fires)
- Rare cases where liquid metal could have a quantity of 0
- Specific cases where helpful tipped darts could deal damage to allies
-‘‘Slightly improved the visual for the existing ‘alerted’ and ‘target lost’ thought bubbles.’’ this one is subtle but so nice.
-The in-game randomize buttons now blink white as a reminder if the player is currently qualified for the randomized victory badge and outside of the very start of a run.
this one was needed honestly, though im not sure what u mean by the outside of the very start of a run.
I haven’t played since the patch, but my guess is that buttons only blink after the first talent has been randomized.
Technically it’s when the hero hits level 3, but yeah that’s the intent. Basically once it has become very likely that the player is going for randomized victory it’ll start reminding you to do it.
Although no longer compatible with my Zeki Android 4, the latest release works well on Android 5.


Glad to hear it! Unfortunately there is a timer on Android 5 support too, though it’s still a ways off. I expect I may have to drop 5.0 and 5.1 in another 2 years or so.



