v0.7.5e: final commit
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@ -14,8 +14,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 380
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appVersionName = '0.7.5d'
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appVersionCode = 381
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appVersionName = '0.7.5e'
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appAndroidCompileSDK = 29
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appAndroidMinSDK = 9
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@ -71,7 +71,39 @@ public class v0_7_X_Changes {
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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changes = new ChangeInfo("v0.7.5d", false, null);
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changes = new ChangeInfo("", false, null);
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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changes = new ChangeInfo("v0.7.5e", 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(new Image(Assets.SNAKE, 12, 0, 12, 11), "Snake adjustments",
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"Snakes are doing a good job of filling their role as an enemy that demands being surprise attacked, but they are a bit annoying if the player gets unlucky and has to surprise them multiple times.\n\n" +
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"I'm tweaking them so that they are much more likely to die from a single surprise hit, but their danger otherwise should be very similar:\n" +
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"_-_ Snake health reduced to 4 from 6\n" +
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"_-_ Snake evasion increased by 25%\n\n" +
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"Snakes now also have an item drop! They will occasionally drop a random seed."));
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changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Tengu Adjustments",
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"Tengu is in a much better place balance-wise since the changes in 0.7.5b, but he's still ruining the rogue's day a bit too often.\n\n" +
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"I'm buffing invisibility versus Tengu again, so that it completely avoids his regular attacks, but doesn't totally trivialize him:\n" +
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"_-_ Tengu now cannot attack invisible heroes\n" +
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"_-_ Tengu can now use his 3rd phase abilities against heroes he cannot see\n" +
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"_-_ VFX for Tengu's abilities now triggers even if the player can't see them"));
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed (existed prior to 0.7.5):\n" +
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"_-_ Small amounts of stuttering when the hero moves\n" +
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"_-_ Rare layout issues with buttons in item windows\n" +
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"_-_ Bolts from wand of lightning not spreading in many cases where they should\n" +
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"_-_ Various rare crash bugs"));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(ChangesScene.class, "language"),
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"Updated Translations"));
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changes = new ChangeInfo("v0.7.5c&d", false, null);
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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@ -82,6 +114,9 @@ public class v0_7_X_Changes {
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"Fixed (caused by 0.7.5):\n" +
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"_-_ Various visual bugs on floor 10\n" +
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"_-_ Text being highlighted when it shouldn't in specific cases\n" +
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"_-_ Letters failing to render in various specific cases\n" +
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"_-_ Camera moving slower than intended when zoomed in\n" +
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"_-_ Camera jittering at low framerates\n" +
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"_-_ Various rare crash bugs\n\n" +
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"Fixed (existed prior to 0.7.5):\n" +
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"_-_ Thrown weapons sticking to corrupted characters when they shouldn't"));
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@ -89,18 +124,7 @@ public class v0_7_X_Changes {
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(ChangesScene.class, "language"),
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"Updated Translations"));
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changes = new ChangeInfo("v0.7.5c", 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(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed (caused by 0.7.5):\n" +
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"_-_ Letters failing to render in various specific cases\n" +
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"_-_ Camera moving slower than intended when zoomed in\n" +
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"_-_ Camera jittering at low framerates\n" +
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"_-_ Rare crashes involving necromancers"));
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changes = new ChangeInfo("v0.7.5b", false, null);
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changes = new ChangeInfo("v0.7.5a&b", false, null);
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changes.hardlight( Window.TITLE_COLOR );
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changeInfos.add(changes);
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@ -129,30 +153,15 @@ public class v0_7_X_Changes {
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed (caused by 0.7.5):\n" +
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"_-_ Necromancers incorrectly only summoning skeletons at melee range\n" +
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"_-_ Rare cases where doors would appear incorrectly on floor 5\n" +
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"_-_ Doors not opening when they should in some cases\n" +
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"_-_ Necromancers rarely healing skeletons after they die\n\n" +
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"_-_ Necromancers rarely healing skeletons after they die\n" +
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"_-_ Various rare crash bugs\n\n" +
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"Fixed (existed prior to 0.7.5):\n" +
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"_-_ Black texture errors on older android devices\n" +
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"_-_ Scenes not fading in when they should in certain cases"));
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changes = new ChangeInfo("v0.7.5a", 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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"_-_ Improved the visibility of the stairs going down after defeating Tengu.\n\n" +
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"_-_ Added some clarifying text when Tengu attacks an invisible hero.\n\n" +
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"_-_ Tengu can now spawn in more places if the center of his cell is occupied."));
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed (caused by 0.7.5):\n" +
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"_-_ Necromancers incorrectly only summoning skeletons at melee range\n" +
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"_-_ Rare cases where doors would appear incorrectly on floor 5\n" +
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"_-_ Various rare crash bugs"));
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(ChangesScene.class, "language"),
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"Updated Translations and Translator Credits!"));
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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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@ -67,13 +67,13 @@ public class DesktopLauncher {
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Game.version = DesktopLauncher.class.getPackage().getSpecificationVersion();
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if (Game.version == null) {
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Game.version = "0.7.5d-INDEV";
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Game.version = "0.7.5e-INDEV";
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}
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try {
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Game.versionCode = Integer.parseInt(DesktopLauncher.class.getPackage().getImplementationVersion());
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} catch (NumberFormatException e) {
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Game.versionCode = 380;
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Game.versionCode = 381;
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}
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new LwjglApplication(new ShatteredPixelDungeon(new DesktopPlatformSupport()), config);
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