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Thanks for the kind words! I’ll answer your questions in order:
- It’s interesting that you mention this because you’re already playing with ‘improved degradation’! The changes I made in v0.4.0 with strength scaling, and subsequent adjustments in updates like v0.4.1 and v0.8.0 are sort of my version of the degradation system. I think the goal of the system was good, nerfing the ‘dump every upgrade into the first high-tier weapon and win’ strategy, but there was too much collateral damage. I solved the problem by making it harder to access high-tier gear early, and generally making raw offense with no planning or strategy much less effective.
- I have checked then out! I don’t really have a use for procgen tools myself, but I do keep tabs on what Watabou is doing. Amusingly, a D&D campaign I was in a couple years ago did actually make fairly regular use of Watabou’s medival fantasy city generator.
- I do have some plans, obviously I can’t keep working on Shattered forever, but for the foreseeable future I still have ideas for Shattered and the game is doing way too well for me to consider stopping development.
Thanks for the feedback! I’m going through a lot of it so it’s difficult to respond to each person individually, but I am taking it all in and discussing with the artists. Overall the reaction to the new art has been really positive, which is great, but there are definitely detail adjustments to be made in lots of cases.