v0.6.3: manifest commit

This commit is contained in:
Evan Debenham 2018-02-14 18:55:44 -05:00
parent 2b8be595c7
commit 4f5355bca4
5 changed files with 176 additions and 96 deletions

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@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.shatteredpixel.shatteredpixeldungeon"
android:versionCode="229"
android:versionName="0.6.2e"
android:versionCode="241"
android:versionName="0.6.3"
android:installLocation="auto">
<uses-sdk

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@ -47,11 +47,12 @@ public class ShatteredPixelDungeon extends Game {
public static final int v0_6_0b = 185;
public static final int v0_6_1 = 205;
public static final int v0_6_1b = 209;
public static final int v0_6_2 = 222;
public static final int v0_6_2e = 229;
public static final int v0_6_3 = 241;
public ShatteredPixelDungeon() {
super( WelcomeScene.class );

View File

@ -42,10 +42,14 @@ import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.UnstableSpellboo
import com.shatteredpixel.shatteredpixeldungeon.items.food.Blandfruit;
import com.shatteredpixel.shatteredpixeldungeon.items.food.Food;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfElements;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEvasion;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfMight;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
import com.shatteredpixel.shatteredpixeldungeon.items.stones.StoneOfEnchantment;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfCorrosion;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfCorruption;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Dagger;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Flail;
@ -125,99 +129,158 @@ public class ChangesScene extends PixelScene {
add( list );
//**********************
// v0.6.2
//**********************
// v0.6.3
//**********************
ChangeInfo changes = new ChangeInfo("v0.6.2", true, "");
ChangeInfo changes = new ChangeInfo("v0.6.3", true, "");
changes.hardlight(Window.TITLE_COLOR);
infos.add(changes);
changes = new ChangeInfo("v0.6.2e", false, "");
changes.hardlight(Window.TITLE_COLOR);
changes = new ChangeInfo(Messages.get(this, "new"), false, null);
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 0.6.2):\n" +
"_-_ 'Exit Game' button corrupting saves on some devices"
));
changes = new ChangeInfo("v0.6.2c & v0.6.2d", 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 0.6.2):\n" +
"_-_ Various crash bugs\n" +
"_-_ Mimics causing crashes in certain cases\n" +
"_-_ Game frequently hanging on some devices\n\n" +
"Fixed (Existed prior to 0.6.2):\n" +
"_-_ Various crash bugs\n" +
"_-_ Music volume being ignored in certain cases\n" +
"_-_ Layout issues with enemy description windows\n" +
"_-_ An exploit which allowed players to quit without saving by using splitscreen mode."));
changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
"_-_ Various Translation Updates"));
changes = new ChangeInfo("v0.6.2b", false, "");
changes.hardlight(Window.TITLE_COLOR);
infos.add(changes);
changes.addButton( new ChangeButton(new CloakOfShadows(),
"Increased the base charge speed of the Cloak of Shadows by 20%, charge speed at higher levels unchanged."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
"_-_ Increased the brightness of the game's fog of war across all brightness settings.\n\n" +
"_-_ Added more detailed information to historical updates in the changes list.\n\n" +
"_-_ Wands that fire magical bolts now push on their detonation area, opening doors and trampling grass.\n\n" +
"_-_ Improved the visuals of alchemy pots."));
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
"Fixed (caused by 0.6.2):\n" +
"_-_ Various crash bugs\n" +
"_-_ Distortion traps not clearing journal entries\n\n" +
"Fixed (Existed prior to 0.6.2):\n" +
"_-_ Various crash bugs\n" +
"_-_ Game failing to save in rare cases\n" +
"_-_ Mimics spawning over pits in rare cases\n" +
"_-_ Game music not correctly pausing on android 2.2 and 2.3\n" +
"_-_ Items being removed from quickslots when containers are bought"));
changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
"_-_ Fixed various text errors with venom\n" +
changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary",
"_-_ Released Fabruary 14th, 2018\n" +
"_-_ 113 days after Shattered v0.6.2\n" +
"\n" +
"_-_ Various Translation Updates\n\n" +
"_-_ New Language: _Czech_"));
"Commentary will be added here when this update is older."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.TRIDENT, null), "Ranged Weapons Overhaul!",
"Ranged weapons have been completely overhauled!\n\n" +
"_-_ Quantity of ranged weapons decreased, however most ranged weapons now last for several uses before breaking.\n\n" +
"_-_ Ranged weapon effectiveness increased significantly.\n\n" +
"_-_ Ranged weapons are now dropped in more situations, and do not replace melee weapons.\n\n" +
"_-_ Existing ranged weapons reworked, 5 new ranged weapons added.\n\n" +
"_-_ Warrior now starts with throwing stones, rogue starts with throwing knives"));
changes = new ChangeInfo("v0.6.2a", false, "");
changes.hardlight(Window.TITLE_COLOR);
changes.addButton( new ChangeButton( new Image(Assets.HUNTRESS, 0, 15, 12, 15), "Huntress",
"Huntress adjusted due to ranged weapon changes (note that this is not a full class rework):\n\n" +
"_-_ Huntress no longer has a chance to reclaim a single ranged weapon.\n\n" +
"_-_ Missile weapons now have 50% greater durability when used by the huntress.\n\n" +
"_-_ Boomerang dmg increased to 1-6 from 1-5\n" +
"_-_ Boomerang str req reduced to 9 from 10\n" +
"_-_ Knuckleduster dmg reduced to 1-5 from 1-6"));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.CHILLING_DART, null), "Expanded Alchemy",
"It is now possible to use alchemy to tip darts!\n\n" +
"_-_ Every seed (except blandfruit) can now be combined with two darts to make two tipped darts.\n\n" +
"_-_ Tipped dart effects are similar to their potion/seed counterparts.\n\n" +
"_-_ Curare darts are now paralytic darts, and paralyze for 5 turns, up from 3\n\n" +
"_-_ Alchemy interface now features a recipes button to show you what you can create."));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), Messages.get(RingOfSharpshooting.class, "name"),
"Ring of Sharpshooting overhauled\n\n" +
"_-_ No longer grants bonus accuracy\n\n" +
"_-_ Now increases ranged weapon durability, instead of giving a chance to not consume them\n\n" +
"_-_ Now increases ranged weapon damage, scaling based on the weapon's initial damage."));
changes = new ChangeInfo(Messages.get(this, "changes"), false, null);
changes.hardlight( CharSprite.WARNING );
infos.add(changes);
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.IRON_KEY, null), "New Key Display",
"The key display has been overhauled!\n\n" +
"_-_ Each key type now has its own icon, instead of all special keys being shown as golden.\n\n" +
"_-_ Can now display up to 6 keys, up from 3. After 3 keys the key icons will become smaller.\n\n" +
"_-_ Button background now dims as keys are collected, for added visual clarity."));
changes.addButton( new ChangeButton(new Image(Assets.BUFFS_LARGE, 32, 0, 16, 16), "Changes to debuffs and resistances",
"The game's resistance system has been totally overhauled, to allow for more flexibility and consistency.\n\n" +
"Previously, if a character was resistant to something, its effect would be reduced by a random amount between 0% and 100%.\n\n" +
"Now, resistances are much less random, applying a specific reduction to harmful effects. Currently all resistances are 50%.\n\n" +
"Resistances are also now much more consistent between different creatures. e.g. all non-organic enemies are now immune to bleed.\n\n" +
"A few things have been adjusted due to this:\n\n" +
"_-_ The Rotting Fist is now immune to paralysis.\n" +
"_-_ Psionic blast now deals 100% of current HP, instead of 100% of max HP.\n" +
"_-_ Damage from fire now scales with max HP, and is slightly lower below 40 max HP."));
changes.addButton( new ChangeButton( new WandOfCorrosion(),
"Wand of venom is now wand of corrosion. This is primarily a visual rework, with only some changes to functionality:\n\n" +
"_-_ Wand now shoots bolts of caustic gas, instead of venom gas\n" +
"_-_ Venom debuff is now corrosion debuff, functionality unchanged\n\n" +
"_-_ Battlemage now inflicts ooze with a staff of corrosion, instead of poison."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
"_-_ Improved the formatting of older updates in the changes list. More information will be added to fill these out in future updates.\n\n" +
"_-_ Slightly reduced the chance for items to appear in locked chests.\n\n" +
"_-_ Game music now mutes itself during phone calls on android 6.0+"));
"_-_ Performance improvements to the fog of war & mind vision.\n\n" +
"_-_ Improved the consistency of how ranged traps pick targets.\n\n" +
"_-_ Weapons and armor can now be found upgraded and cursed. Overall curse chance unchanged.\n\n" +
"_-_ Each shop now always stocks 2 random tipped darts\n\n" +
"_-_ Starting weapons can no longer appear in hero's remains\n\n" +
"_-_ The ghost hero is no longer unaffected by all buffs, and is also immune to corruption"));
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
"Fixed (caused by 0.6.2):\n" +
"_-_ Various rare crash bugs\n" +
"_-_ Herbal healing and armor not greying out their icons correctly\n\n" +
"Fixed (Existed prior to 0.6.2):\n" +
"_-_ Various rare crash bugs\n" +
"_-_ Gladiator being able to combo non-visible enemies"));
"Fixed:\n" +
"_-_ Various crash bugs\n" +
"_-_ Scroll of psionic blast debuffing a dead hero\n" +
"_-_ Rot lashers not being considered minibosses\n" +
"_-_ Wand of corruption ignoring NPCs\n" +
"_-_ NPCs being valid targets for assassin\n" +
"_-_ Wand of frost battlemage effect not activating as often as it should.\n" +
"_-_ Items in the alchemy window rarely being lost\n" +
"_-_ Various minor visual bugs"));
changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
"In English:\n" +
"_-_ Fixed missing text when dying to venom\n" +
"\n" +
"_-_ Translation Updates"));
"_-_ Fixed inconsistent text when equipping cursed artifacts\n\n" +
"Updated Translations"));
changes = new ChangeInfo(Messages.get(this, "buffs"), false, null);
changes.hardlight( CharSprite.POSITIVE );
infos.add(changes);
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.RING_EMERALD, null), Messages.get(RingOfElements.class, "name"),
"Thanks to the increased flexibility of the improved resistance system, buffing the ring of elements is now possible!\n\n" +
"_-_ Now reduces the duration and damage of harmful effects significantly more at higher levels.\n\n" +
"_-_ Rather than granting a chance to resist elemental/magic damage, ring now grants a set percentage resistance to these effects, which increases each level.\n\n" +
"_-_ Ring now applies to more elemental/magical effects than before."));
changes.addButton( new ChangeButton(new Image(Assets.MAGE, 0, 90, 12, 15), "Warlock",
"The warlock is underperforming relative to the battlemage at the moment, and so he is getting an adjustment to his ability.\n\n" +
"This should hopefully both increase his power, and further encourage investing upgrades in wands.\n\n" +
"_-_ Reduced the base soul mark chance by 40%\n" +
"_-_ Increased soul mark chance scaling by 100%\n\n" +
"Soul mark chance reaches pre-adjustment levels at a +2 wand, and grows from there."));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.WAND_MAGIC_MISSILE, null), "Minor Wand buffs",
"Wand of Corruption:\n" +
"_-_ Reduced the corruption resistance of wraiths by ~40%\n" +
"_-_ Enemies now drop their loot (including ranged weapons) when corrupted.\n" +
"_-_ If an enemy is immune to a particular debuff, corruption will now try to give a different debuff, instead of doing nothing.\n\n" +
"Wand of Corrosion:\n" +
"_-_ Corrosion damage growth will continue at 1/2 speed when the damage cap is reached, rather than stopping completely."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.FLAIL, null), "Weapon and Glyph buffs",
"Weapons with non-standard accuracy are generally weak, so they have been buffed across the board:\n\n" +
"_-_ Flail accuracy penalty reduced by 10%\n" +
"_-_ Handaxe accuracy bonus increased by 9.5%\n" +
"_-_ Mace accuracy bonus increased by 8%\n" +
"_-_ BattleAxe accuracy bonus increased by 6.5%\n" +
"_-_ WarHammer accuracy bonus increased by 5%\n\n" +
"Glyph Buffs:\n" +
"_-_ Glyph of obfuscation no longer reduces damage blocking.\n" +
"_-_ Glyph of entanglement now gives more herbal armor, and root duration decreases at higher armor levels."));
changes = new ChangeInfo(Messages.get(this, "nerfs"), false, null);
changes.hardlight( CharSprite.NEGATIVE );
infos.add(changes);
changes.addButton( new ChangeButton(new Image(Assets.WARRIOR, 0, 90, 12, 15), "Berserker",
"The previous berserker nerf from 0.6.2 had little effect on his overall winrate, so I'm trying again with a different approach, based around having a permanent penalty for each use of berserk.\n\n" +
"_-_ Reverted bonus damage nerf from 0.6.2\n" +
"_-_ Reverted exhaustion nerf from 0.6.2\n\n" +
"_-_ Decreased lvls to recover rage to 2 from 3\n" +
"_-_ Berserking now reduces max health by 20%"));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.RING_ONYX, null), new RingOfEvasion().trueName(),
"The ring of evasion has always been a very powerful ring, but the recent freerunner rework has increased the power of evasiveness in general, making the ring overbearingly strong.\n\n" +
"Evasion synergy has been adjusted:\n" +
"_-_ Ring of evasion no longer synergizes as strongly with freerunner or armor of swiftness.\n" +
"_-_ Previously their affects would multiply together, they now add to eachother instead.\n\n" +
"And the ring itself has been nerf/simplified:\n" +
"_-_ Ring of evasion no longer grants stealth"));
//**********************
// v0.6.2
//**********************
changes = new ChangeInfo("v0.6.2", true, "");
changes.hardlight(Window.TITLE_COLOR);
infos.add(changes);
changes = new ChangeInfo(Messages.get(this, "new"), false, null);
changes.hardlight( Window.TITLE_COLOR );
@ -277,6 +340,12 @@ public class ChangesScene extends PixelScene {
"_-_ Crystal chests are now opened by crystal keys.\n\n" +
"_-_ Golden chests now sometimes appear in the dungeon, containing more valuable items."));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.IRON_KEY, null), "New Key Display",
"The key display has been overhauled!\n\n" +
"_-_ Each key type now has its own icon, instead of all special keys being shown as golden.\n\n" +
"_-_ Can now display up to 6 keys, up from 3. After 3 keys the key icons will become smaller.\n\n" +
"_-_ Button background now dims as keys are collected, for added visual clarity."));
changes = new ChangeInfo(Messages.get(this, "changes"), false, null);
changes.hardlight( CharSprite.WARNING );
@ -298,32 +367,39 @@ public class ChangesScene extends PixelScene {
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
"_-_ Buff icons can now be tinted, several buffs take advantage of this to better display their state.\n\n" +
"_-_ Added a new interface for alchemy. This replaces throwing items into the pot directly.\n\n" +
"_-_ Reduced the spawn rate of dark floors to 1.5x, from 2x.\n\n" +
"_-_ Wands that fire magical bolts now push on their detonation area, opening doors and trampling grass.\n\n" +
"_-_ Crystal chest rooms will now always have a different item type in each chest.\n\n" +
"_-_ Burning and freezing now destroy held items in a much less random manner.\n\n" +
"_-_ Burning and freezing now destroy held items in a more consistent manner.\n\n" +
"_-_ Reduced enemies in dark floors to 1.5x, from 2x.\n" +
"_-_ Increased the brightness of the fog of war.\n" +
"_-_ Various internal code improvements.\n" +
"_-_ Added a new interface and graphics for alchemy.\n" +
"_-_ Zooming is now less stiff at low resolutions.\n" +
"_-_ Improved VFX when items are picked up."));
"_-_ Improved VFX when items are picked up.\n" +
"_-_ Improved older updates in the changes list.\n" +
"_-_ Game now mutes during phone calls on android 6.0+"));
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
"Fixed:\n" +
"_-_ Various crash bugs\n" +
"_-_ Various exploits players could use to determine map shape\n" +
"_-_ Artifacts being removed from the quickslot when being equipped in some cases\n" +
"_-_ Swapping misc items not working correctly with a full inventory\n" +
"_-_ Non-hostile characters reducing the number of spawned enemies in some cases\n" +
"_-_ Bugged interaction between poison and venom\n" +
"_-_ Artifacts sometimes removed from quickslot when equipped\n" +
"_-_ Items removed from quickslots when containers are bought\n" +
"_-_ Swapping misc items not working with a full inventory\n" +
"_-_ Enemies sometimes not waking from sleep\n" +
"_-_ Swarms not duplicating over hazards\n" +
"_-_ Black bars on certain modern phones\n" +
"_-_ Action button not persisting between floors\n" +
"_-_ Various bugs with multiplicity curse\n" +
"_-_ Various minor visual bugs\n" +
"_-_ Blandfruit rarely becoming a potion\n" +
"_-_ Planted seeds not updating terrain correctly\n" +
"_-_ Enemies rarely spawning ontop of exit stairs\n" +
"_-_ Plants not updating terrain correctly\n" +
"_-_ Enemies spawning ontop of exit stairs\n" +
"_-_ Evil Eyes sometimes skipping beam chargeup\n" +
"_-_ Warrior's seal being disabled by armor kit" ));
"_-_ Warrior's seal being disabled by armor kit\n" +
"_-_ Gladiator being able to combo non-visible enemies\n" +
"_-_ Music volume being ignored in certain cases\n" +
"_-_ Game music not correctly pausing on android 2.2/2.3\n" +
"_-_ Game failing to save in rare cases"));
changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(this, "language"),
"In English:\n" +
@ -331,9 +407,12 @@ public class ChangesScene extends PixelScene {
"_-_ Fixed a typo when enemies die out of view\n" +
"_-_ Fixed a typo in the ghost hero's introduction\n" +
"_-_ Fixed a typo in dirk description\n" +
"\n" +
"_-_ Translation Updates\n\n" +
"_-_ Added new language: _Turkish_"));
"_-_ Fixed various text errors with venom\n" +
"\n" +
"_-_ Translation Updates\n" +
"_-_ Various Translation Updates\n" +
"_-_ Added new language: _Turkish_\n" +
"_-_ New Language: _Czech_"));
changes = new ChangeInfo(Messages.get(this, "buffs"), false, null);
changes.hardlight( CharSprite.POSITIVE );

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@ -42,7 +42,7 @@ import com.watabou.utils.FileUtils;
public class WelcomeScene extends PixelScene {
private static int LATEST_UPDATE = ShatteredPixelDungeon.v0_6_2;
private static int LATEST_UPDATE = ShatteredPixelDungeon.v0_6_3;
@Override
public void create() {

View File

@ -64,7 +64,7 @@ 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.update_intro=Shattered Pixel Dungeon has been updated!
scenes.welcomescene.update_msg=This update reworks missile weapons, and add a bunch of smaller reworks and balance adjustments.\n\nThere is a great variety in what has changed, so be sure to check out the changes list for full details.
scenes.welcomescene.update_msg=This update reworks missile weapons, and adds a bunch of smaller reworks and balance adjustments.\n\nThere is a great variety in what has changed, so be sure to check out the changes list for full details.
scenes.welcomescene.patch_intro=Shattered Pixel Dungeon has been patched!
scenes.welcomescene.patch_bugfixes=This patch contains bugfixes.
scenes.welcomescene.patch_translations=This patch contains translation updates.