v0.6.2: manifest commit
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a71488f6f5
commit
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.shatteredpixel.shatteredpixeldungeon"
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package="com.shatteredpixel.shatteredpixeldungeon"
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android:versionCode="209"
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android:versionCode="221"
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android:versionName="0.6.1b"
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android:versionName="0.6.2"
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android:installLocation="auto">
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android:installLocation="auto">
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<uses-permission android:name="android.permission.VIBRATE"/>
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<uses-permission android:name="android.permission.VIBRATE"/>
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@ -54,6 +54,8 @@ public class ShatteredPixelDungeon extends Game {
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public static final int v0_6_1 = 205;
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public static final int v0_6_1 = 205;
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public static final int v0_6_2 = 221;
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public ShatteredPixelDungeon() {
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public ShatteredPixelDungeon() {
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super( WelcomeScene.class );
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super( WelcomeScene.class );
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@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BadgeBanner;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BadgeBanner;
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import com.shatteredpixel.shatteredpixeldungeon.items.DewVial;
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import com.shatteredpixel.shatteredpixeldungeon.items.DewVial;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.CloakOfShadows;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.EtherealChains;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.EtherealChains;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HornOfPlenty;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.HornOfPlenty;
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@ -36,6 +37,9 @@ import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfMight;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfMight;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfCorruption;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dagger;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Flail;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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@ -106,53 +110,164 @@ public class ChangesScene extends PixelScene {
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};
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};
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add( list );
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add( list );
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ChangeInfo changes = new ChangeInfo("v0.6.1b", true, "");
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ChangeInfo changes = new ChangeInfo("v0.6.2", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changes.hardlight(Window.TITLE_COLOR);
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infos.add(changes);
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infos.add(changes);
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.CHEST, null), "Sprites",
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changes = new ChangeInfo(Messages.get(this, "new"), false, null);
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"Improved sprites for the following:\n" +
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"_-_ Chests & Mimics\n" +
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"_-_ Darts\n" +
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"_-_ Javelins\n" +
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"_-_ Tomahawks"));
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
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"Fixed (caused by 0.6.1):\n" +
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"_-_ Hero automatically searching in cases when they shouldn't\n\n" +
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"_-_ Transmuted items not being added to the journal items list\n\n" +
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"_-_ Doors on floor 2 being hidden more often than they should be\n\n" +
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"_-_ Frequent crashes for a tiny number of unlucky players (sorry!)\n\n" +
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"Fixed (existed prior to 0.6.1):\n" +
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"_-_ Numerous rare crash and freeze bugs\n" +
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"_-_ Various minor bugs with the buff indicator\n" +
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"_-_ Sleep-immune enemies being affected by magical sleep"));
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
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"Fixed an exploit where players could examine never-seen areas to determine the shape of a level. Examining any never-seen region will now always show nothing. Previously only examining outside of the level would show nothing."));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "translation"),
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"Fixed in English:\n" +
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"_-_ Missing period in alarm trap description\n\n" +
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"Various translation updates"));
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changes = new ChangeInfo("v0.6.1a", true, "");
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changes.hardlight( Window.TITLE_COLOR );
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changes.hardlight( Window.TITLE_COLOR );
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infos.add(changes);
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infos.add(changes);
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
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changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "Dungeon Secrets!",
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"Fixed (caused by 0.6.1):\n" +
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"The secrets of the dungeon have been totally redesigned!\n\n" +
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"_-_ About page flare visuals not appearing\n" +
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"_-_ Regular rooms can no longer be totally hidden\n\n" +
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"_-_ Sleep & alert indicators not disappearing\n" +
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"_-_ 12 new secret rooms added, which are always hidden\n\n" +
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"_-_ Hero automatically finding secrets more often than intended\n\n" +
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"_-_ Hidden doors are now harder to find automatically\n\n" +
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"Fixed (existed prior to 0.6.1):\n" +
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"_-_ Searching now consumes 6 turns of hunger, up from 2.\n\n" +
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"_-_ Various crash bugs\n" +
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"This is a big adjustment to how secrets work in the dungeon. The goal is to make secrets more interesting, harder to find, and also more optional."));
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"_-_ Thieves being able to escape while visible\n" +
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"_-_ Enemies not visually dying in rare cases\n" +
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"_-_ Visuals flickering while zooming on low resolution devices."));
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
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"_-_ As a result of the flickering bugfix, camera zooming will be a bit more rigid on low resolution devices.\n\n" +
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"_-_ Lloyd's Beacon's return function is no longer blocked by none-hostile creatures."));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "translation"),
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"Various translation updates"));
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changes.addButton( new ChangeButton( new Image(Assets.ROGUE, 0, 15, 12, 15), "Rogue Rework!",
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"The rogue has been reworked! His abilities have received a number of changes to make his strengths more pronounced and focused.\n\n" +
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"These abilities have been _removed:_\n" +
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"_-_ Gains evasion from excess strength on armor\n" +
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"_-_ Gains hunger 20% more slowly\n" +
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"_-_ Identifies rings by wearing them\n" +
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"_-_ Has an increased chance to detect secrets\n\n" +
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"These abilities have been _added:_\n" +
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"_-_ Searches in a wider radius than other heroes\n" +
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"_-_ Is able to find more secrets in the dungeon\n\n" +
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"Make sure to check out the Cloak of Shadows and Dagger changes as well."));
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changes.addButton( new ChangeButton( new Image(Assets.ROGUE, 0, 90, 12, 15), "Rogue Subclasses Rework!",
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"Both of the rogue's subclasses has been reworked, with an emphasis on more powerful abilities that need more interaction from the player.\n\n" +
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"_The Assassin:_\n" +
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"_-_ No longer gains a free +25% damage on surprise attacks\n" +
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"_-_ Now prepares for a deadly strike while invisible, the longer he waits the more powerful the strike becomes.\n" +
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"_-_ Charged attacks have special effects, such as blinking to the target and dealing bonus damage to weakened enemies.\n\n" +
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"_The Freerunner:_\n" +
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"_-_ No longer gains movement speed when not hungry or encumbered\n" +
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"_-_ Now gains 'momentum' as he runs. Momentum increases evasion and movement speed as it builds.\n" +
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"_-_ Momentum is rapidly lost when standing still.\n" +
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"_-_ Evasion gained from momentum scales with excess strength on armor."));
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changes.addButton( new ChangeButton( new Image(Assets.TERRAIN_FEATURES, 16, 0, 16, 16), "Trap Overhaul!",
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"Most of the game's traps have received changes, some have been overhauled entirely!\n\n" +
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"_-_ Removed Spear and Paralytic Gas Traps\n" +
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"_-_ Lightning Trap is now Shocking and Storm traps\n" +
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"_-_ Elemental Traps now all create fields of their element\n" +
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"_-_ Worn and Poison Trap are now Worn and Poison Dart Trap\n" +
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"_-_ Dart traps, Rockfall Trap, and Disintegration Trap are now always visible, but attack at a range\n" +
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"_-_ Warping Trap reworked, no longer sends to previous floors\n" +
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"_-_ Gripping and Flashing Traps now never deactivate, but are less harmful\n\n" +
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"_-_ Tengu now uses Gripping Traps\n\n" +
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"_-_ Significantly reduced instances of items appearing ontop of item-destroying traps"));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.LOCKED_CHEST, null), "Chest Adjustments",
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"_-_ Crystal chests are now opened by crystal keys.\n\n" +
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"_-_ Golden chests now sometimes appear in the dungeon, containing more valuable items."));
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changes = new ChangeInfo(Messages.get(this, "changes"), false, null);
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changes.hardlight( CharSprite.WARNING );
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infos.add(changes);
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changes.addButton( new ChangeButton(new WandOfCorruption(),
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"The Wand of Corruption has been reworked!\n\n" +
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"_-_ Corruption resistance is now based on enemy exp values, not max HP. Low HP and debuffs still reduce enemy corruption resistance.\n\n" +
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"_-_ Wand now only spends 1 charge per shot, and inflicts debuffs on enemies if it fails to corrupt. Debuffs become stronger the closer the wand got to corrupting.\n\n" +
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"_-_ Corrupted enemies are now considered by the game to be ally characters.\n\n" +
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"_-_ Corrupted enemies award exp immediately as they are corrupted.\n\n" +
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"These changes are aimed at making the wand more powerful, and also less of an all-in wand. Wand of Corruption is now useful even if it doesn't corrupt an enemy."));
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changes.addButton( new ChangeButton( new Image(Assets.STATUE, 0, 0, 12, 15), "AI and Enemy Changes",
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"_-_ Characters now have an internal alignment and choose enemies based on that. Friendly characters should now never attack eachother.\n\n" +
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"_-_ Injured characters will now always have a persistent health bar, even if they aren't being targeted.\n\n" +
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"_-_ Improved enemy emote visuals, they now appear more frequently and there is now one for losing a target.\n\n" +
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"_-_ Enemies now always lose their target after being teleported."));
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
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"_-_ Buff icons can now be tinted, several buffs take advantage of this to better display their state.\n\n" +
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"_-_ Added a new interface for alchemy. This replaces throwing items into the pot directly.\n\n" +
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"_-_ Reduced the spawn rate of dark floors to 1.5x, from 2x.\n\n" +
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"_-_ Crystal chest rooms will now always have a different item type in each chest.\n\n" +
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"_-_ Burning and freezing now destroy held items in a much less random manner.\n\n" +
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"_-_ Various internal code improvements.\n" +
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"_-_ Zooming is now less stiff at low resolutions.\n" +
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"_-_ Improved VFX when items are picked up."));
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
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"Fixed:\n" +
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"_-_ Various exploits players could use to determine map shape\n" +
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"_-_ Artifacts being removed from the quickslot when being equipped in some cases\n" +
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"_-_ Swapping misc items not working correctly with a full inventory\n" +
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"_-_ Non-hostile characters reducing the number of spawned enemies in some cases\n" +
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"_-_ Bugged interaction between poison and venom\n" +
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"_-_ Enemies sometimes not waking from sleep\n" +
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"_-_ Swarms not duplicating over hazards\n" +
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"_-_ Black bars on certain modern phones\n" +
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"_-_ Action button not persisting between floors\n" +
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"_-_ Various bugs with multiplicity curse\n" +
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"_-_ Various minor visual bugs\n" +
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"_-_ Blandfruit rarely becoming a potion\n" +
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"_-_ Planted seeds not updating terrain correctly\n" +
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"_-_ Enemies rarely spawning ontop of exit stairs\n" +
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"_-_ Evil Eyes sometimes skipping beam chargeup\n" +
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"_-_ Warrior's seal being disabled by armor kit" ));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
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"In English:\n" +
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"_-_ Improved some common game log entries\n" +
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"_-_ Fixed a typo when enemies die out of view\n" +
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"_-_ Fixed a typo in the ghost hero's introduction\n" +
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"_-_ Fixed a typo in dirk description\n" +
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"\n" +
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"_-_ Translation Updates\n\n" +
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"_-_ Added turkish language"));
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changes = new ChangeInfo(Messages.get(this, "buffs"), false, null);
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changes.hardlight( CharSprite.POSITIVE );
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infos.add(changes);
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changes.addButton( new ChangeButton(new CloakOfShadows(),
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"As part of the rogue rework, the cloak of shadows has been significantly buffed:\n\n" +
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"_-_ Max charges have been halved, however each charge is roughly twice as useful.\n" +
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"_-_ As there are half as many charges total, charge rate is effectively increased.\n" +
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"_-_ Cooldown mechanic removed, cloak can now be used multiple times in a row.\n" +
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"_-_ Cloak levelling progression changed, it is now much more dependant on hero level\n\n" +
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"These changes should let the rogue go invisible more often, and with more flexibility."));
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changes.addButton( new ChangeButton(new Dagger(),
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"As part of the rogue rework, sneak attack weapons have been buffed:\n\n" +
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"_-_ Dagger sneak attack minimum damage increased to 75% from 50%.\n" +
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"_-_ Dirk sneak attack minimum damage increased to 67% from 50%\n" +
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"_-_ Assassin's blade sneak attack minimum damage unchanged at 50%\n\n" +
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"This change should hopefully give the rogue some needed earlygame help, and give him a more clear choice as to what item he should upgrade, if no items were found in the dungeon."));
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changes.addButton( new ChangeButton(new Flail(),
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"The flail's downsides were too harsh, so one of them has been changed both to make its weaknesses more centralized and to hopefully increase its power.\n\n" +
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"_-_ Flail no longer attacks at 0.8x speed, instead it has 20% reduced accuracy."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.POTION_GOLDEN, null), "Potion Adjustments",
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"Potion of Purification buffed:\n" +
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"_-_ Drinking effect now lasts for 20 turns, up from 15.\n" +
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"_-_ Drinking now provides immunity to all area-bound effects, not just gasses.\n\n" +
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"Potion of Frost buffed:\n" +
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"_-_ Now creates a freezing field which lasts for several turns."));
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changes = new ChangeInfo(Messages.get(this, "nerfs"), false, null);
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changes.hardlight( CharSprite.NEGATIVE );
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infos.add(changes);
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changes.addButton( new ChangeButton(new Image(Assets.WARRIOR, 0, 90, 12, 15), "Berserker",
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"The Berserker's survivability and power have been reduced to help bring him into line with the other subclasses:\n\n" +
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"_-_ Bonus damage from low health reduced significantly when below 50% HP. 2x damage while berserking is unchanged.\n\n" +
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"_-_ Turns of exhaustion after berserking increased to 60 from 40. Damage reduction from exhaustion stays higher for longer."));
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.REMAINS, null), "Heroes Remains",
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"_-_ Remains can no longer contain progression items, such as potions of strength or scrolls of upgrade.\n\n" +
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"_-_ All upgradeable items dropped by remains are now capped at +3 (+0 for artifacts)\n\n" +
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"The intention for remains is so a previously failed run can give a nice surprise and tiny boost to the next one, but these items are both too strong and too easy to abuse.\n\n" +
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"In compensation, it is now much less likely to receive gold from remains, unless that character died with very few items."));
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changes = new ChangeInfo("v0.6.1", true, "");
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changes = new ChangeInfo("v0.6.1", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changes.hardlight(Window.TITLE_COLOR);
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@ -243,7 +358,7 @@ public class ChangesScene extends PixelScene {
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"_-_ Improved potion and scroll inventory icons\n" +
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"_-_ Improved potion and scroll inventory icons\n" +
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"_-_ Increased landscape width of some windows\n" +
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"_-_ Increased landscape width of some windows\n" +
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"_-_ Un-IDed artifacts no longer display charge"));
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"_-_ Un-IDed artifacts no longer display charge"));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "translation"),
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
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"Fixed in English:\n" +
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"Fixed in English:\n" +
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"_-_ Missing capitalization in Prison Guard text\n" +
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"_-_ Missing capitalization in Prison Guard text\n" +
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"_-_ Typo when trying a locked chest with no key\n\n" +
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"_-_ Typo when trying a locked chest with no key\n\n" +
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||||||
|
@ -292,6 +407,53 @@ public class ChangesScene extends PixelScene {
|
||||||
"_-_ Ethereal chains now cannot reach locations the player cannot reach by walking or flying. e.g. the chains can no longer reach into a locked room.\n\n" +
|
"_-_ Ethereal chains now cannot reach locations the player cannot reach by walking or flying. e.g. the chains can no longer reach into a locked room.\n\n" +
|
||||||
"_-_ Ethereal chains can now reach through walls on boss floors, but the above limitation still applies."));
|
"_-_ Ethereal chains can now reach through walls on boss floors, but the above limitation still applies."));
|
||||||
|
|
||||||
|
changes = new ChangeInfo("v0.6.1a", false, "");
|
||||||
|
changes.hardlight(Window.TITLE_COLOR);
|
||||||
|
infos.add(changes);
|
||||||
|
|
||||||
|
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
|
||||||
|
"Fixed (caused by 0.6.1):\n" +
|
||||||
|
"_-_ About page flare visuals not appearing\n" +
|
||||||
|
"_-_ Sleep & alert indicators not disappearing\n" +
|
||||||
|
"_-_ Hero automatically finding secrets more often than intended\n\n" +
|
||||||
|
"Fixed (existed prior to 0.6.1):\n" +
|
||||||
|
"_-_ Various crash bugs\n" +
|
||||||
|
"_-_ Thieves being able to escape while visible\n" +
|
||||||
|
"_-_ Enemies not visually dying in rare cases\n" +
|
||||||
|
"_-_ Visuals flickering while zooming on low resolution devices."));
|
||||||
|
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
|
||||||
|
"_-_ As a result of the flickering bugfix, camera zooming will be a bit more rigid on low resolution devices.\n\n" +
|
||||||
|
"_-_ Lloyd's Beacon's return function is no longer blocked by none-hostile creatures."));
|
||||||
|
changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
|
||||||
|
"Various translation updates"));
|
||||||
|
|
||||||
|
changes = new ChangeInfo("v0.6.1b", false, "");
|
||||||
|
changes.hardlight(Window.TITLE_COLOR);
|
||||||
|
infos.add(changes);
|
||||||
|
|
||||||
|
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.CHEST, null), "Sprites",
|
||||||
|
"Improved sprites for the following:\n" +
|
||||||
|
"_-_ Chests & Mimics\n" +
|
||||||
|
"_-_ Darts\n" +
|
||||||
|
"_-_ Javelins\n" +
|
||||||
|
"_-_ Tomahawks"));
|
||||||
|
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
|
||||||
|
"Fixed (caused by 0.6.1):\n" +
|
||||||
|
"_-_ Hero automatically searching in cases when they shouldn't\n\n" +
|
||||||
|
"_-_ Transmuted items not being added to the journal items list\n\n" +
|
||||||
|
"_-_ Doors on floor 2 being hidden more often than they should be\n\n" +
|
||||||
|
"_-_ Frequent crashes for a tiny number of unlucky players (sorry!)\n\n" +
|
||||||
|
"Fixed (existed prior to 0.6.1):\n" +
|
||||||
|
"_-_ Numerous rare crash and freeze bugs\n" +
|
||||||
|
"_-_ Various minor bugs with the buff indicator\n" +
|
||||||
|
"_-_ Sleep-immune enemies being affected by magical sleep"));
|
||||||
|
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
|
||||||
|
"Fixed an exploit where players could examine never-seen areas to determine the shape of a level. Examining any never-seen region will now always show nothing. Previously only examining outside of the level would show nothing."));
|
||||||
|
changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
|
||||||
|
"Fixed in English:\n" +
|
||||||
|
"_-_ Missing period in alarm trap description\n\n" +
|
||||||
|
"Various translation updates"));
|
||||||
|
|
||||||
changes = new ChangeInfo( Messages.get(this, "previous"), true,
|
changes = new ChangeInfo( Messages.get(this, "previous"), true,
|
||||||
"_v0.6.0:_\n" +
|
"_v0.6.0:_\n" +
|
||||||
"_-_ Level creation algorithm completely overhauled!\n" +
|
"_-_ Level creation algorithm completely overhauled!\n" +
|
||||||
|
@ -332,10 +494,29 @@ public class ChangesScene extends PixelScene {
|
||||||
content.clear();
|
content.clear();
|
||||||
|
|
||||||
float posY = 0;
|
float posY = 0;
|
||||||
|
float nextPosY = 0;
|
||||||
|
boolean second =false;
|
||||||
for (ChangeInfo info : infos){
|
for (ChangeInfo info : infos){
|
||||||
|
if (info.major) {
|
||||||
|
posY = nextPosY;
|
||||||
|
second = false;
|
||||||
info.setRect(0, posY, panel.innerWidth(), 0);
|
info.setRect(0, posY, panel.innerWidth(), 0);
|
||||||
content.add(info);
|
content.add(info);
|
||||||
posY = info.bottom();
|
posY = nextPosY = info.bottom();
|
||||||
|
} else {
|
||||||
|
if (!second){
|
||||||
|
second = true;
|
||||||
|
info.setRect(0, posY, panel.innerWidth()/2f, 0);
|
||||||
|
content.add(info);
|
||||||
|
nextPosY = info.bottom();
|
||||||
|
} else {
|
||||||
|
second = false;
|
||||||
|
info.setRect(panel.innerWidth()/2f, posY, panel.innerWidth()/2f, 0);
|
||||||
|
content.add(info);
|
||||||
|
nextPosY = Math.max(info.bottom(), nextPosY);
|
||||||
|
posY = nextPosY;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -365,6 +546,7 @@ public class ChangesScene extends PixelScene {
|
||||||
protected ColorBlock line;
|
protected ColorBlock line;
|
||||||
|
|
||||||
private RenderedText title;
|
private RenderedText title;
|
||||||
|
private boolean major;
|
||||||
|
|
||||||
private RenderedTextMultiline text;
|
private RenderedTextMultiline text;
|
||||||
|
|
||||||
|
@ -373,13 +555,16 @@ public class ChangesScene extends PixelScene {
|
||||||
public ChangeInfo( String title, boolean majorTitle, String text){
|
public ChangeInfo( String title, boolean majorTitle, String text){
|
||||||
super();
|
super();
|
||||||
|
|
||||||
line = new ColorBlock( 1, 1, 0xFF222222);
|
|
||||||
if (majorTitle){
|
if (majorTitle){
|
||||||
this.title = PixelScene.renderText( title, 9 );
|
this.title = PixelScene.renderText( title, 9 );
|
||||||
|
line = new ColorBlock( 1, 1, 0xFF222222);
|
||||||
add(line);
|
add(line);
|
||||||
} else {
|
} else {
|
||||||
this.title = PixelScene.renderText( title, 6 );
|
this.title = PixelScene.renderText( title, 6 );
|
||||||
|
line = new ColorBlock( 1, 1, 0xFF333333);
|
||||||
|
add(line);
|
||||||
}
|
}
|
||||||
|
major = majorTitle;
|
||||||
|
|
||||||
add(this.title);
|
add(this.title);
|
||||||
|
|
||||||
|
@ -414,13 +599,8 @@ public class ChangesScene extends PixelScene {
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
protected void layout() {
|
protected void layout() {
|
||||||
float posY = this.y;
|
float posY = this.y + 2;
|
||||||
|
if (major) posY += 2;
|
||||||
line.size(width(), 1);
|
|
||||||
line.x = x;
|
|
||||||
line.y = posY;
|
|
||||||
|
|
||||||
posY += 2;
|
|
||||||
|
|
||||||
title.x = x + (width - title.width()) / 2f;
|
title.x = x + (width - title.width()) / 2f;
|
||||||
title.y = posY;
|
title.y = posY;
|
||||||
|
@ -433,18 +613,18 @@ public class ChangesScene extends PixelScene {
|
||||||
posY += text.height();
|
posY += text.height();
|
||||||
}
|
}
|
||||||
|
|
||||||
float posX = 0;
|
float posX = x;
|
||||||
float tallest = 0;
|
float tallest = 0;
|
||||||
for (ChangeButton change : buttons){
|
for (ChangeButton change : buttons){
|
||||||
|
|
||||||
if (posX + change.width() >= width()){
|
if (posX + change.width() >= right()){
|
||||||
posX = 0;
|
posX = x;
|
||||||
posY += tallest;
|
posY += tallest;
|
||||||
tallest = 0;
|
tallest = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
//centers
|
//centers
|
||||||
if (posX == 0){
|
if (posX == x){
|
||||||
float offset = width;
|
float offset = width;
|
||||||
for (ChangeButton b : buttons){
|
for (ChangeButton b : buttons){
|
||||||
offset -= b.width();
|
offset -= b.width();
|
||||||
|
@ -465,6 +645,20 @@ public class ChangesScene extends PixelScene {
|
||||||
posY += tallest + 2;
|
posY += tallest + 2;
|
||||||
|
|
||||||
height = posY - this.y;
|
height = posY - this.y;
|
||||||
|
|
||||||
|
if (major) {
|
||||||
|
line.size(width(), 1);
|
||||||
|
line.x = x;
|
||||||
|
line.y = y+2;
|
||||||
|
} else if (x == 0){
|
||||||
|
line.size(1, height());
|
||||||
|
line.x = width;
|
||||||
|
line.y = y;
|
||||||
|
} else {
|
||||||
|
line.size(1, height());
|
||||||
|
line.x = x;
|
||||||
|
line.y = y;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -41,7 +41,7 @@ import javax.microedition.khronos.opengles.GL10;
|
||||||
|
|
||||||
public class WelcomeScene extends PixelScene {
|
public class WelcomeScene extends PixelScene {
|
||||||
|
|
||||||
private static int LATEST_UPDATE = ShatteredPixelDungeon.v0_6_1;
|
private static int LATEST_UPDATE = ShatteredPixelDungeon.v0_6_2;
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void create() {
|
public void create() {
|
||||||
|
|
|
@ -13,7 +13,7 @@ scenes.changesscene.buffs=Buffs
|
||||||
scenes.changesscene.nerfs=Nerfs
|
scenes.changesscene.nerfs=Nerfs
|
||||||
scenes.changesscene.bugfixes=Bug Fixes
|
scenes.changesscene.bugfixes=Bug Fixes
|
||||||
scenes.changesscene.misc=Miscellaneous Changes
|
scenes.changesscene.misc=Miscellaneous Changes
|
||||||
scenes.changesscene.translation=Translation Improvements
|
scenes.changesscene.language=Language Improvements
|
||||||
scenes.changesscene.previous=Previous Updates
|
scenes.changesscene.previous=Previous Updates
|
||||||
|
|
||||||
scenes.gamescene.descend=You descend to floor %d of the dungeon.
|
scenes.gamescene.descend=You descend to floor %d of the dungeon.
|
||||||
|
@ -65,7 +65,7 @@ scenes.titlescene.about=About
|
||||||
|
|
||||||
scenes.welcomescene.welcome_msg=Shattered Pixel Dungeon is a roguelike RPG, with randomly generated enemies, levels, items, and traps!\n\nEach run is a new challenging experience, but be careful, death is permanent!\n\nHappy Dungeoneering!
|
scenes.welcomescene.welcome_msg=Shattered Pixel Dungeon is a roguelike RPG, with randomly generated enemies, levels, items, and traps!\n\nEach run is a new challenging experience, but be careful, death is permanent!\n\nHappy Dungeoneering!
|
||||||
scenes.welcomescene.update_intro=Shattered Pixel Dungeon has been updated!
|
scenes.welcomescene.update_intro=Shattered Pixel Dungeon has been updated!
|
||||||
scenes.welcomescene.update_msg=This update contains big improvements to the journal, as well as various balance changes.\n\nThe journal has been totally overhauled with a new catalog for items, and a new guide that replaces signposts.\n\nCheck out the changes list for full details.
|
scenes.welcomescene.update_msg=This update contains a rework to the rogue class and an overhaul to all of the dungeon's secrets!\n\nThere are now brand new secret rooms, and the rogue is the best character for finding them.\n\nCheck out the changes list for full details.
|
||||||
scenes.welcomescene.patch_intro=Shattered Pixel Dungeon has been patched!
|
scenes.welcomescene.patch_intro=Shattered Pixel Dungeon has been patched!
|
||||||
scenes.welcomescene.patch_bugfixes=This patch contains bugfixes.
|
scenes.welcomescene.patch_bugfixes=This patch contains bugfixes.
|
||||||
scenes.welcomescene.patch_translations=This patch contains translation updates.
|
scenes.welcomescene.patch_translations=This patch contains translation updates.
|
||||||
|
|
Loading…
Reference in New Issue
Block a user