v0.8.2a: final commit
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6bba3a6df8
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@ -16,8 +16,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 448
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appVersionName = '0.8.2'
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appVersionCode = 454
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appVersionName = '0.8.2a'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@ -74,6 +74,35 @@ public class v0_8_X_Changes {
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("", false, null);
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("v0.8.2a", false, null);
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"I've made a few small tweaks to the new player experience:\n" +
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"_-_ Snakes now give new players a hint about surprise attacks after 3 misses, down from 5\n" +
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"_-_ Accelerated the rate that guidebook pages drop on early floors\n" +
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"_-_ The regular main menu is now only accessible after starting your first game\n\n" +
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"_-_ Enemies now cannot spawn near to the player, even if they are out of the player's view\n\n" +
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"_-_ Sped up loading times on Android when the game is relaunched\n\n" +
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"_-_ Updated translations and translator credits"));
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changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed (caused by v0.8.2):\n" +
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"_-_ Various crash and freeze bugs\n" +
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"_-_ Various text errors in the new settings window\n" +
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"_-_ Item names not showing correctly when languages are swapped while ingame\n" +
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"_-_ Clobber knockback not closing doors\n\n" +
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"Fixed (existed prior to v0.8.2):\n" +
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"_-_ Pickaxe not getting bloodied by killing bats in rare cases\n" +
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"_-_ Dried rose ghost healing not respecting level lock limits\n" +
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"_-_ Wraiths refusing to spawn over traps despite not being able to activate them\n" +
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"_-_ Enemy respawn timer being reset by saving/loading the game"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null);
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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