v0.9.0: final commit
This commit is contained in:
parent
85201537ef
commit
6127cacf5e
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@ -16,8 +16,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 464
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appVersionCode = 480
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appVersionName = '0.8.2d'
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appVersionName = '0.9.0'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@ -37,7 +37,9 @@ public class ShatteredPixelDungeon extends Game {
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public static final int v0_8_0b = 414;
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public static final int v0_8_0b = 414;
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public static final int v0_8_1a = 422;
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public static final int v0_8_1a = 422;
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public static final int v0_8_2 = 447;
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public static final int v0_8_2d = 463;
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public static final int v0_9_0 = 479;
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public ShatteredPixelDungeon( PlatformSupport platform ) {
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public ShatteredPixelDungeon( PlatformSupport platform ) {
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super( sceneClass == null ? WelcomeScene.class : sceneClass, platform );
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super( sceneClass == null ? WelcomeScene.class : sceneClass, platform );
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@ -40,6 +40,7 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_5_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_6_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_6_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_7_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_7_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_8_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_8_X_Changes;
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import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_9_X_Changes;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.NinePatch;
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import com.watabou.noosa.NinePatch;
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import com.watabou.noosa.audio.Music;
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import com.watabou.noosa.audio.Music;
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@ -88,7 +89,7 @@ public class ChangesScene extends PixelScene {
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switch (changesSelected){
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switch (changesSelected){
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case 0: default:
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case 0: default:
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//TODO
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v0_9_X_Changes.addAllChanges(changeInfos);
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break;
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break;
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case 1:
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case 1:
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v0_8_X_Changes.addAllChanges(changeInfos);
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v0_8_X_Changes.addAllChanges(changeInfos);
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@ -41,7 +41,7 @@ import java.util.ArrayList;
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public class WelcomeScene extends PixelScene {
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public class WelcomeScene extends PixelScene {
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private static final int LATEST_UPDATE = ShatteredPixelDungeon.v0_8_2;
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private static final int LATEST_UPDATE = ShatteredPixelDungeon.v0_9_0;
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@Override
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@Override
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public void create() {
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public void create() {
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@ -74,81 +74,6 @@ public class v0_8_X_Changes {
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changes.hardlight(Window.TITLE_COLOR);
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changeInfos.add(changes);
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changes = new ChangeInfo("v0.8.2c&d", 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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"_Balance Changes:_\n" +
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"_-_ Bleed from gripping/flashing traps reduced, but they are also affected less by armor.\n" +
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"_-_ All effects which cancel invisibility and time freeze now fully resolve before they cancel invis/freeze.\n" +
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"_-_ Swarm intelligence no longer triggers from allies, and no longer affects magically slept enemies.\n" +
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"_-_ Evil eyes are no longer immune to terror\n\n" +
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"_Smaller Tweaks:_\n" +
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"_-_ The dried rose can no longer be sold if it contains a weapon or armor\n" +
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"_-_ Tweaked item visibility in furrowed grass\n" +
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"_-_ Adjusted sizing for inventory and message windows\n" +
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"_-_ Items now automatically get added to bags if room is made for them by dropping/using something else\n" +
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"_-_ Shortened game log text from well of awareness\n" +
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"_-_ Slightly tweaked the sprites of tipped vs. untipped darts\n" +
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"_-_ Torches now play a burning sound when ignited"));
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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 rare crash bugs\n" +
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"_-_ Back button on hero select not appearing when it should\n" +
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"_-_ Enchanted Mage's Staff not showing its enchantment name\n\n" +
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"Fixed (existed prior to v0.8.2):\n" +
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"_-_ Sniper shot incorrectly capping at 2.5x damage instead of 3x\n" +
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"_-_ Golden Lotus having twice at much HP as intended\n" +
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"_-_ Various rare crash bugs\n" +
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"_-_ Lots of minor visual errors\n" +
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"_-_ Particle effects rarely not appearing\n" +
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"_-_ Visual errors with Goo's charge up particles\n" +
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"_-_ DM-201s rarely tossing grenades though walls\n" +
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"_-_ Various rare errors with blacksmith reforging\n" +
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"_-_ Various minor errors with cursed wands and chaos elementals\n" +
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"_-_ Terrored enemies not fleeing in some cases\n" +
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"_-_ Various minor errors with the Tengu fight\n" +
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"_-_ Acidic scorpios not always dropping potions of experience\n" +
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"_-_ Some immovable enemies not knocking items away"));
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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 v0.8.2c):\n" +
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"_-_ Evil eyes unintentionally dealing 0 damage\n" +
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"_-_ Piranhas dodging less than intended\n" +
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"_-_ Rare crash/freeze bugs caused by changes to container functionality\n\n" +
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"Fixed (caused by v0.8.2):\n" +
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"_-_ Wand of fireblast opening doors out of its reach\n\n" +
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"Fixed (existed prior to v0.8.2):\n" +
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"_-_ Various rare crash bugs\n" +
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"_-_ Various minor visual errors"));
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changes = new ChangeInfo("v0.8.2a&b", 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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"_-_ Enemy respawn timer being reset by saving/loading the game\n" +
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"_-_ Wraiths refusing to spawn over traps despite not being able to activate them"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null);
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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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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changeInfos.add(changes);
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@ -194,18 +119,40 @@ public class v0_8_X_Changes {
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"_-_ Journal sync is now supported by Google Play Games functionality"));
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"_-_ Journal sync is now supported by Google Play Games functionality"));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"_-_ New sound effects have been added for sheep and the talisman of foresight\n" +
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"_New Player Experience:_\n" +
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"_-_ The SFX for discovering secrets has been remastered\n\n" +
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"_-_ Snakes now give hints 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" +
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"_-_ Entrance doors on floor 2 are now only hidden the first time\n\n" +
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"_Balance:_\n" +
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"_-_ Bleed from gripping/flashing traps reduced, but they are also affected less by armor.\n" +
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"_-_ All effects which cancel invisibility and time freeze now fully resolve before they cancel invis/freeze.\n" +
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"_-_ Swarm intelligence no longer triggers from allies, and no longer affects magically slept enemies.\n" +
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"_-_ Evil eyes are no longer immune to terror\n" +
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"_-_ Thrown potions no longer cleanse ooze/fire from enemies\n" +
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"_-_ Thrown potions no longer cleanse ooze/fire from enemies\n" +
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"_-_ Strength Potions, Upgrade Scrolls, and items which use them are now considered unique and are immune to burn/freeze\n\n" +
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"_-_ Strength Potions, Upgrade Scrolls, and items which use them are now considered unique and are immune to burn/freeze\n" +
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"_-_ Enemies now cannot spawn near to the player, even if they are out of the player's view\n" +
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"_-_ Ranged traps will now prefer to shoot visible targets over invisible ones"));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"_Audio:_\n" +
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"_-_ New sound effects have been added for sheep and the talisman of foresight\n" +
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"_-_ The SFX for discovering secrets has been remastered\n" +
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"_-_ Torches now play a burning sound\n\n" +
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"_Quality of Life:_\n" +
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"_-_ The dried rose can no longer be sold if it contains a weapon or armor\n" +
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"_-_ Tweaked item visibility in furrowed grass\n" +
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"_-_ Adjusted sizing for inventory and message windows\n" +
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"_-_ Items now automatically get added to bags if room is made for them by dropping/using something else\n" +
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"_-_ Questgivers now appear in landmarks when they are seen\n" +
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"_-_ Questgivers now appear in landmarks when they are seen\n" +
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"_-_ Shops now appear in landmarks\n" +
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"_-_ Shops now appear in landmarks\n" +
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"_-_ Items for sale now show their price when being examined\n" +
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"_-_ Items for sale now show their price when being examined\n" +
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"_-_ Stackable unique items can now be sold to shops\n" +
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"_-_ Stackable unique items can now be sold\n" +
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"_-_ Entrance doors on floor 2 are now only hidden the first time, not every time before Goo is beaten\n" +
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"_-_ Shortened text from well of awareness\n" +
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"_-_ Ranged traps will now prefer to shoot visible targets over invisible ones\n\n" +
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"_-_ Tweaked the sprites of tipped vs. untipped darts\n\n" +
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"_Translations:_\n" +
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"_-_ Added a new language: Ukranian!\n" +
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"_-_ Added a new language: Ukranian!\n" +
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"_-_ Updated translations"));
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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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changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed:\n" +
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"Fixed:\n" +
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@ -227,6 +174,24 @@ public class v0_8_X_Changes {
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"_-_ Tengu placing traps over plants\n" +
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"_-_ Tengu placing traps over plants\n" +
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"_-_ Items not being IDed in rankings in rare cases"));
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"_-_ Items not being IDed in rankings in rare cases"));
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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:\n" +
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"_-_ Sniper shot incorrectly capping at 2.5x damage instead of 3x\n" +
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"_-_ Golden Lotus having twice at much HP as intended\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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"_-_ Enemy respawn timer being reset by saving/loading the game\n" +
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"_-_ Wraiths refusing to spawn over traps despite not being able to activate them\n" +
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"_-_ Particle effects rarely not appearing\n" +
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"_-_ Visual errors with Goo's charge up particles\n" +
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"_-_ DM-201s rarely tossing grenades though walls\n" +
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"_-_ Various rare errors with blacksmith reforging\n" +
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"_-_ Various minor errors with cursed wands and chaos elementals\n" +
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"_-_ Terrored enemies not fleeing in some cases\n" +
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"_-_ Various minor errors with the Tengu fight\n" +
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"_-_ Acidic scorpios not always dropping potions of experience\n" +
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"_-_ Some immovable enemies not knocking items away"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null);
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null);
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changes.hardlight(CharSprite.POSITIVE);
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changes.hardlight(CharSprite.POSITIVE);
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changeInfos.add(changes);
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changeInfos.add(changes);
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@ -0,0 +1,124 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2020 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.ui.changelist;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFrost;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.ChangesScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Icons;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
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import com.watabou.noosa.Image;
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import java.util.ArrayList;
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public class v0_9_X_Changes {
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public static void addAllChanges( ArrayList<ChangeInfo> changeInfos ){
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add_v0_9_0_Changes(changeInfos);
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}
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public static void add_v0_9_0_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v0.9.0", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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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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changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary",
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"_-_ Released October 5th, 2020\n" +
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"_-_ 61 days after Shattered v0.8.2\n" +
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"_-_ 173 days after Shattered v0.8.0\n" +
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"\n" +
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"Dev commentary will be added here in the future."));
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changes.addButton(new ChangeButton(Icons.get(Icons.TALENT), "Hero Talents!",
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"_A new gameplay system has been added!_\n\n" +
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"As you play the game and level up, you now unlock points to spend on hero talents. These talents have a range of effects, from stat adjustments to triggered effects to full on abilities!\n\n" +
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"Talents are split into tiers, and to start only the first tier is available, which covers levels 1 to 6. More talents will be added soon!\n\n" +
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"Previously I would have spent many more months on v0.9.0 and released the entire system in one update, but I'm changing up my strategy and splitting these big updates into smaller parts."));
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changes.addButton(new ChangeButton(Icons.get(Icons.CHALLENGE_ON), "Hostile Champions!",
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"A new challenge has been added: _Hostile Champions!_\n\n" +
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"Unlike most other challenges, this one focuses on amping up the difficulty of the dungeon, rather than removing tools from the player. Give it a try if you've unlocked challenges, and you might find some particularly nasty enemies in the dungeon!"));
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||||||
|
changes.addButton(new ChangeButton(Icons.get(Icons.BADGES), "Badge Visuals",
|
||||||
|
"The badges screen now shows which badges are locked, rather than just using a generic 'locked badge' visual.\n\n" +
|
||||||
|
"Badges now have different border colors based on their difficulty (bronze, silver, gold, platinum, diamond), and are ordered based on these colors."));
|
||||||
|
|
||||||
|
changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null);
|
||||||
|
changes.hardlight(CharSprite.WARNING);
|
||||||
|
changeInfos.add(changes);
|
||||||
|
|
||||||
|
changes.addButton(new ChangeButton(new Image(Assets.Sprites.WARRIOR, 0, 15, 12, 15), "Hero balance adjustments",
|
||||||
|
"The _Warrior, Mage, and Huntress_ are getting some balance tweaks to offset their new talents:\n\n" +
|
||||||
|
"The _Warrior and Mage_ no longer have innate on-eat effects, these are replaced by their food-based talents.\n\n" +
|
||||||
|
"The _Warrior's_ base max shielding has been reduced from 2 to 1, to compensate for his shielding talent.\n\n" +
|
||||||
|
"The _Mage_ no longer has an innate wand identification effect, this is replaced by his wand identification talent.\n\n" +
|
||||||
|
"The _Huntress'_ studded gloves have had their base damage reduced to 1-5 from 1-6, to compensate for her damage-dealing talent."));
|
||||||
|
|
||||||
|
changes.addButton(new ChangeButton(Icons.get(Icons.CHALLENGE_OFF), "Existing Challenges",
|
||||||
|
"Some existing challenges have been tweaked to reduce the number of items that they remove from the game:\n\n" +
|
||||||
|
"_On Diet_ no longer restricts food, but instead causes all food to be 1/3 as effective at satiating hunger.\n\n" +
|
||||||
|
"_Faith Is My Armor_ no longer restricts the hero to cloth armor, but instead heavily reduces the blocking power of all armor above cloth.\n\n" +
|
||||||
|
"_Pharmacophobia_ no longer removes health potions, but instead makes them poisonous to the player."));
|
||||||
|
|
||||||
|
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
|
||||||
|
"_-_ Unidentified scrolls can now be used to make runestones! You won't know what stones you'll get until you brew the scroll, but the scroll will be retroactively identified.\n\n" +
|
||||||
|
"_-_ Reduced hero unlock requirements.\n\n" +
|
||||||
|
"_-_ Added HP numbers to the player's health bar.\n" +
|
||||||
|
"_-_ Tweaked some interface visuals to be more rounded.\n\n" +
|
||||||
|
"_-_ Spider webs are now flammable, and can be shot through by fireblast.\n" +
|
||||||
|
"_-_ The reclaim trap spell can no longer be dropped when a trap is stored in it. This prevents an exploit.\n" +
|
||||||
|
"_-_ Items gained from secret mazes are now known to be uncursed."));
|
||||||
|
|
||||||
|
changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
|
||||||
|
"Fixed:\n" +
|
||||||
|
"_-_ Various visual errors\n" +
|
||||||
|
"_-_ Various rare crash bugs\n" +
|
||||||
|
"_-_ Various rare game freeze bugs\n" +
|
||||||
|
"_-_ Back button closing the game in hero select\n" +
|
||||||
|
"_-_ Issues with touch input on Android 11 when gestures are enabled\n" +
|
||||||
|
"_-_ Crystal mimics escaping when they are still visible\n" +
|
||||||
|
"_-_ Shadows buff being cancelled by enemies seen via mind vision\n" +
|
||||||
|
"_-_ Aqua blast occasionally not stunning\n" +
|
||||||
|
"_-_ Errors with turn spending when talisman is used\n" +
|
||||||
|
"_-_ Newborn elemental not dropping its quest item for overlevelled heroes\n" +
|
||||||
|
"_-_ Spinners shooting webs though walls\n" +
|
||||||
|
"_-_ Elastic enchantment closing doors when used with spirit bow\n" +
|
||||||
|
"_-_ Shopkeepers buying items worth 0 gold\n" +
|
||||||
|
"_-_ Duplicate artifacts in rare cases\n" +
|
||||||
|
"_-_ Custom names not applying to Mage's staff\n" +
|
||||||
|
"_-_ Ring of might not reducing max HP when degraded\n" +
|
||||||
|
"_-_ Rare bugs involving ripper demon leaping\n" +
|
||||||
|
"_-_ Hero unable to cleanse fire with chill when immune to it, and vice-versa\n" +
|
||||||
|
"_-_ DM-201's attacking while stunned"));
|
||||||
|
|
||||||
|
changes.addButton(new ChangeButton(new WandOfFrost(),
|
||||||
|
"This is actually a bugfix, but I'm listing it separately for clarity. In v0.8.2 the _wand of frost_ is listed as losing 6.67% damage per turn of chill, to a max of -50%. This is not what was implemented however, and the wand instead lost 3.33% per turn to a max of -30%. This has now been corrected and the wand performs as listed in the 0.8.2 changelog."));
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user