v0.6.1: manifest 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="185"
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android:versionCode="205"
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android:versionName="0.6.0b"
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android:versionName="0.6.1"
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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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@ -28,7 +28,6 @@ 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.armor.PlateArmor;
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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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@ -48,11 +47,13 @@ import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextMultiline;
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import com.shatteredpixel.shatteredpixeldungeon.ui.ScrollPane;
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import com.shatteredpixel.shatteredpixeldungeon.ui.ScrollPane;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Window;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndTitledMessage;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndTitledMessage;
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import com.watabou.input.Touchscreen;
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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.ColorBlock;
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import com.watabou.noosa.ColorBlock;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.Image;
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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.RenderedText;
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import com.watabou.noosa.RenderedText;
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import com.watabou.noosa.TouchArea;
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import com.watabou.noosa.ui.Component;
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import com.watabou.noosa.ui.Component;
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import java.util.ArrayList;
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import java.util.ArrayList;
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@ -109,7 +110,7 @@ public class ChangesScene extends PixelScene {
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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 = new ChangeInfo("New Content:", false, null);
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changes = new ChangeInfo(Messages.get(this, "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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infos.add(changes);
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infos.add(changes);
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@ -120,17 +121,22 @@ public class ChangesScene extends PixelScene {
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changes.addButton( new ChangeButton(BadgeBanner.image(Badges.Badge.ALL_ITEMS_IDENTIFIED.image), "Badge Changes",
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changes.addButton( new ChangeButton(BadgeBanner.image(Badges.Badge.ALL_ITEMS_IDENTIFIED.image), "Badge Changes",
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"_-_ Added new badges for identifying all weapons, armor, wands, and artifacts.\n\n" +
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"_-_ Added new badges for identifying all weapons, armor, wands, and artifacts.\n\n" +
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"_-_ All identification-based badges are now tied to the new item list system, and progress for them will persist between runs.\n\n" +
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"_-_ All identification-based badges are now tied to the new item list system, and progress for them will persist between runs.\n\n" +
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"_-_ Removed the Night Hunter badge.\n\n" +
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"_-_ Removed the Night Hunter badge\n\n" +
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"_-_ The 'Many Deaths' badge now covers all death related badges, previously it was not covering 2 of them.\n\n" +
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"_-_ The 'Many Deaths' badge now covers all death related badges, previously it was not covering 2 of them.\n\n" +
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"_-_ Reduced the numbers of games needed for the 'games played' badges from 10/100/500/2000 to 10/50/250/1000\n\n" +
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"_-_ Blank badges shown in the badges menu are now accurate to how many badges you have left to unlock."));
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"_-_ Blank badges shown in the badges menu are now accurate to how many badges you have left to unlock."));
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changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "levelgen changes",
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changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "Dungeon Changes",
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"_-_ Added two new uncommon room types\n\n" +
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"_-_ Added 5 new regional rooms\n" +
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"_-_ Added a new type of tunnel room (plus a chasm variant)"));
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"_-_ Added two new uncommon room types\n" +
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"_-_ Added a new type of tunnel room\n\n" +
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"_-_ Level layouts now more likely to be dense and interconnected.\n\n" +
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"_-_ Tunnels will now appear more consistently.\n\n" +
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"_-_ Ascending stairs, descending stairs, and mining no longer increase hunger."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), new RingOfEnergy().trueName(),
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), new RingOfEnergy().trueName(),
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"_-_ Added the ring of energy."));
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"_-_ Added the ring of energy."));
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changes = new ChangeInfo("Changes:", false, null);
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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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changes.hardlight( CharSprite.WARNING );
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infos.add(changes);
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infos.add(changes);
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@ -140,45 +146,63 @@ public class ChangesScene extends PixelScene {
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"_-_ Curses no longer affect ring upgrades, it is now impossible to find negatively upgraded rings.\n\n" +
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"_-_ Curses no longer affect ring upgrades, it is now impossible to find negatively upgraded rings.\n\n" +
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"_-_ Cursed rings are now always harmful regardless of their level, until the curse is cleansed.\n\n" +
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"_-_ Cursed rings are now always harmful regardless of their level, until the curse is cleansed.\n\n" +
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"_-_ Scrolls of upgrade have a chance to remove curses on a ring, scrolls of remove curse will always remove the curse."));
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"_-_ Scrolls of upgrade have a chance to remove curses on a ring, scrolls of remove curse will always remove the curse."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_AMETHYST, null), new RingOfWealth().trueName(),
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"The ring of wealth is getting a change in emphasis, moving away from affecting items generally, and instead affecting item drops more strongly.\n\n" +
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"_-_ No longer grants any benefit to item spawns when levels are generated.\n\n" +
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"_-_ Now has a chance to generate extra loot when defeating enemies.\n\n" +
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"I'm planning to make further tweaks to this item in future updates."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.POTION_CRIMSON, null), new PotionOfHealing().trueName(),
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.POTION_CRIMSON, null), new PotionOfHealing().trueName(),
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"Health Potions are getting a changeup to make hoarding and chugging them less effective, and to encourage a bit more strategy than to just drink them on the verge of death.\n\n" +
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"Health Potions are getting a changeup to make hoarding and chugging them less effective, and to encourage a bit more strategy than to just drink them on the verge of death.\n\n" +
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"_-_ Health potions now heal in a burst that fades over time, rather than instantly.\n\n" +
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"_-_ Health potions now heal in a burst that fades over time, rather than instantly.\n\n" +
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"_-_ Health potions now heal more than max HP at low levels, and slightly less than max HP at high levels.\n\n" +
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"_-_ Health potions now heal more than max HP at low levels, and slightly less than max HP at high levels.\n\n" +
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"Make sure to read the dew vial changes as well."));
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"Make sure to read the dew vial changes as well."));
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changes.addButton( new ChangeButton( new DewVial(),
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changes.addButton( new ChangeButton( new DewVial(),
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"The dew vial (and dew) are having their healing abilities enhanced both to improve the availability of healing in the sewers, and also to help offset the health potion changes somewhat.\n\n" +
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"The dew vial (and dew) are having their healing abilities enhanced to improve the availability of healing in the sewers, and to help offset the health potion changes.\n\n" +
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"_-_ Dew drops now heal 5% of max HP, this is an increase in almost all cases.\n\n" +
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"_-_ Dew drops now heal 5% of max HP\n\n" +
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"_-_ Dew vial now always spawns on floor 1\n\n" +
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"_-_ The dew vial is now full at 20 drops, drinking heals 5% per drop and is instantaneous.\n\n" +
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"_-_ The dew vial is now full at 20 drops, drinking heals 5% per drop and is instantaneous.\n\n" +
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"_-_ Dew will always be collected into an available vial, even if the hero is below max HP.\n\n" +
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"_-_ Dew will always be collected into an available vial, even if the hero is below full HP.\n\n" +
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"_-_ When drinking from the vial, the hero will now only drink as many drops as they need to reach full HP.\n\n"));
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"_-_ When drinking from the vial, the hero will now only drink as many drops as they need to reach full HP."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_AMETHYST, null), new RingOfWealth().trueName(),
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changes.addButton( new ChangeButton( new Image(Assets.STATUE, 0, 0, 12, 15), "AI Changes",
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"The ring of wealth is getting a change in emphasis, moving away from affecting items generally, and instead affecting item drops more strongly.\n\n" +
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"_-_ Improvements to pathfinding. Characters are now more prone to take efficient paths to their targets, and will prefer to wait instead of taking a very inefficient path.\n\n" +
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"_-_ no longer grants any benefit to item spawns when levels are generated\n\n" +
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"_-_ Characters will now more consistently decide who to attack based on distance and who they are being attacked by."));
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"_-_ now has a chance to generate extra loot when defeating enemies\n\n" +
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(this, "bugfixes"),
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"I'm planning to make further tweaks to this item in future updates."));
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"Fixed:\n" +
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changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), "Bug Fixes",
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"_-_ Issues with Android 7.0+ multi-window\n" +
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"_-_ Fixed several issues with multi-window mode in android 7.0+.\n" +
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"_-_ Rare stability issues on certain devices\n" +
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"_-_ Fixed death by chasm showing incorrectly in the rankings.\n" +
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"_-_ Rare crashes caused by falling into pits\n" +
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"_-_ Fixed rare crashes caused by falling into pits.\n" +
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"_-_ Chasm death not showing in rankings\n" +
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"_-_ Fixed the resting icon sometimes not appearing while resting.\n" +
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"_-_ Resting icon sometimes not appearing\n" +
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"_-_ Fixed flare effects rendering incorrectly on the first frame.\n" +
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"_-_ Various minor graphical bugs\n" +
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"_-_ Fixed Evil eyes not visually dieing in rare circumstances.\n" +
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"_-_ The ambitious imp rarely blocking paths\n" +
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"_-_ Fixed the ambitious imp rarely blocking the player's path.\n" +
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"_-_ Berserk prematurely ending after loading\n" +
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"_-_ Fixed berserking prematurely ending after loading a save.\n" +
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"_-_ Mind vision not updating while waiting\n" +
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"_-_ Fixed wands always becoming uncursed by upgrades, now has a chance to be uncursed as intended."));
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"_-_ Troll blacksmith destroying broken seal\n" +
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Technical Improvements",
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"_-_ Wands always being uncursed by upgrades\n" +
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"_-_ Improvements to pathfinding. Characters are now more prone to take efficient paths to their targets, and will prefer to wait instead of taking an extremely inefficient path.\n\n" +
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"_-_ Evil Eyes not visually dying in rare cases\n" +
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"_-_ Characters will now more consistently decide who to attack based on distance and who they are being attacked by.\n\n" +
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"_-_ Evil Eyes shooting through walls in rare cases\n" +
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"_-_ Item and enemy spawn randomness is now more consistent.\n" +
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"_-_ Evil Eyes behaving oddly when charmed\n" +
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"_-_ Google Play Games features now require android 4.0+.\n" +
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"_-_ Sad Ghost being affected by corruption\n" +
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"_-_ Stepping on plants now stops hero movement.\n" +
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"_-_ Switching places with the Sad Ghost over chasms causing the hero to fall"));
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"_-_ Improved the inventory icons on some potions and scrolls.\n" +
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(this, "misc"),
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"_-_ The compass now points to the entrance instead of the exit after the amulet has been acquired."));
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"_-_ Completely overhauled the changes scene (which you're currently reading!)\n\n" +
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changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), "Language Improvements",
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"_-_ Item and enemy spawn RNG is now more consistent. Should prevent things like finding 4 crabs on floor 3.\n\n" +
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"_-_ Fixed a missing capitalization in Prison Guard text.\n" +
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"_-_ The compass marker now points toward entrances after the amulet has been acquired.\n\n" +
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"_-_ Fixed a typo that appears when trying to open a locked chest with no key"));
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"_-_ Improved quickslot behaviour when items are removed by monks or thieves.\n\n" +
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"_-_ Allies are now better able to follow you through bosses.\n\n" +
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"_-_ Performance tweaks on phones with 2+ cpu cores\n\n" +
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"_-_ Stepping on plants now interrupts the hero\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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"_-_ 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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"Fixed in English:\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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"Added new Language: _Catalan_\n\n" +
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"Various Translation updates"));
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changes = new ChangeInfo("Buffs:", false, null);
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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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changes.hardlight( CharSprite.POSITIVE );
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infos.add(changes);
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infos.add(changes);
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@ -187,40 +211,40 @@ public class ChangesScene extends PixelScene {
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"_-_ Infusing a scroll into the unstable spellbook will now grant a unique empowered effect whenever that scroll's spell is cast from the book.\n\n" +
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"_-_ Infusing a scroll into the unstable spellbook will now grant a unique empowered effect whenever that scroll's spell is cast from the book.\n\n" +
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"To compensate, charge mechanics have been adjusted:\n\n" +
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"To compensate, charge mechanics have been adjusted:\n\n" +
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"_-_ Max charges reduced from 3-8 to 2-6\n\n" +
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"_-_ Max charges reduced from 3-8 to 2-6\n\n" +
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"_-_ Recharge time has been increased slightly" ));
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"_-_ Recharge speed has been reduced slightly" ));
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changes.addButton( new ChangeButton( new DriedRose().upgrade(10),
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changes.addButton( new ChangeButton( new DriedRose().upgrade(10),
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"The ghost hero summoned by the rose is now much more capable and is also much less temporary:\n\n" +
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"The ghost hero summoned by the rose is now much more capable and is also much less temporary:\n\n" +
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"_-_ Ghost can now be equipped with a weapon and armor and uses them just like the hero\n" +
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"_-_ Ghost can now be equipped with a weapon and armor and uses them just like the hero.\n" +
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"_-_ Ghost no longer takes damage over time as long as the rose remains equipped.\n" +
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"_-_ Ghost health increased by 10\n" +
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"_-_ Ghost health increased by 10\n" +
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"_-_ Ghost no longer takes damage over time as long as the rose remains equipped\n" +
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"_-_ Ghost now has a persistent HP bar\n" +
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"_-_ Ghost is now capable of following you between floors\n\n" +
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"_-_ Ghost can now follow you between floors\n\n" +
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"However:\n\n" +
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"However:\n\n" +
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"_-_ Ghost no longer gains damage and defense from rose levels, instead gains strength to use better equipment.\n" +
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"_-_ Rose no longer recharges while ghost is summoned\n" +
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"_-_ Rose no longer recharges while ghost is summoned\n" +
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"_-_ Rose takes 25% longer to fully charge\n" +
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"_-_ Rose takes 25% longer to fully charge" ));
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"_-_ Ghost no longer gains damage and defense from rose levels, instead gains strength to use better equipment" ));
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changes.addButton( new ChangeButton( Icons.get(Icons.BACKPACK), "Inventory",
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changes.addButton( new ChangeButton( Icons.get(Icons.BACKPACK), "Inventory",
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"_-_ Inventory space increased from 19 slots to 20 slots.\n\n" +
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"_-_ Inventory space increased from 19 slots to 20 slots.\n\n" +
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"_-_ Gold indicator has been moved to the top-right of the inventory window to make room for the extra slot." ));
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"_-_ Gold indicator has been moved to the top-right of the inventory window to make room for the extra slot." ));
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changes = new ChangeInfo("Nerfs:", false, null);
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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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changes.hardlight( CharSprite.NEGATIVE );
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infos.add(changes);
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infos.add(changes);
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changes.addButton( new ChangeButton( new HornOfPlenty(),
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changes.addButton( new ChangeButton( new HornOfPlenty(),
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"The Horn of Plenty was providing a bit too much value in the earlygame, especially without upgrades:\n\n" +
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"The Horn of Plenty was providing a bit too much value in the earlygame, especially without upgrades:\n\n" +
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"_-_ Charge Speed reduced: -20% at +0, scaling to -7.5% at +10\n\n" +
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"_-_ Charge Speed reduced, primarily at lower levels:\n-20% at +0\n-7.5% at +10\n\n" +
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"_-_ Upgrade rate adjusted, Food now contributes towards upgrades exactly in line with how much hunger it restores. This means smaller food items will contribute more, larger ones will contribute less."));
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"_-_ Upgrade rate adjusted, Food now contributes towards upgrades exactly in line with how much hunger it restores. This means smaller food items will contribute more, larger ones will contribute less. Rations still grant exactly 1 upgrade each."));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_GARNET, null), new RingOfMight().trueName(),
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_GARNET, null), new RingOfMight().trueName(),
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"The Ring of Might's strength bonus is already extremely valuable, having it also provide an excellent health boost was simply too powerful:\n\n" +
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"The Ring of Might's strength bonus is already extremely valuable, having it also provide an excellent health boost was simply too much:\n\n" +
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"_-_ Health granted reduced from +5 per upgrade to +3.5% of max hp per upgrade\n\n" +
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"_-_ Health granted reduced from +5 per upgrade to +3.5% of max hp per upgrade.\n\n" +
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"This is a massive reduction to its earlygame health boosting power, however as the player levels up this will improve. By hero level 26 it will be as strong as before this change."));
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"This is a massive reduction to its earlygame health boosting power, however as the player levels up this will improve. By hero level 26 it will be as strong as before this change."));
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changes.addButton( new ChangeButton( new EtherealChains(),
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changes.addButton( new ChangeButton( new EtherealChains(),
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"The ability for Ethereal Chains to pull you literally anywhere limits design possibilities for future updates, so I've added an important limitation.\n\n" +
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"The ability for Ethereal Chains to pull you literally anywhere limits design possibilities for future updates, so I've added a limitation.\n\n" +
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"_-_ 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" +
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"_-_ 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" +
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"_-_ Ethereal chains can now reach through walls on boss floors, but the above limitation still applies."));
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"_-_ Ethereal chains can now reach through walls on boss floors, but the above limitation still applies."));
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changes = new ChangeInfo( Messages.get(this, "previous"), true,
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changes = new ChangeInfo("Previous Updates", true,
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"_v0.6.0:_\n" +
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"_v0.6.0:_\n" +
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"_-_ Level creation algorithm completely overhauled!\n" +
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"_-_ Level creation algorithm completely overhauled!\n" +
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"_-_ Sewers are now smaller, caves+ are now larger\n" +
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"_-_ Sewers are now smaller, caves+ are now larger\n" +
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||||||
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@ -400,12 +424,12 @@ public class ChangesScene extends PixelScene {
|
||||||
private static class ChangeButton extends Component {
|
private static class ChangeButton extends Component {
|
||||||
|
|
||||||
protected Image icon;
|
protected Image icon;
|
||||||
|
|
||||||
protected String title;
|
protected String title;
|
||||||
protected String message;
|
protected String message;
|
||||||
|
|
||||||
public ChangeButton( Image icon, String title, String message){
|
public ChangeButton( Image icon, String title, String message){
|
||||||
super();
|
super();
|
||||||
|
|
||||||
this.icon = icon;
|
this.icon = icon;
|
||||||
add(this.icon);
|
add(this.icon);
|
||||||
|
|
||||||
|
@ -420,7 +444,7 @@ public class ChangesScene extends PixelScene {
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void onClick() {
|
protected void onClick() {
|
||||||
ShatteredPixelDungeon.scene().add(new WndTitledMessage(new Image(icon), title, message));
|
ShatteredPixelDungeon.scene().add(new ChangesWindow(new Image(icon), title, message));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
|
@ -432,6 +456,22 @@ public class ChangesScene extends PixelScene {
|
||||||
PixelScene.align(icon);
|
PixelScene.align(icon);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static class ChangesWindow extends WndTitledMessage {
|
||||||
|
|
||||||
|
public ChangesWindow( Image icon, String title, String message ) {
|
||||||
|
super( icon, title, message);
|
||||||
|
|
||||||
|
add( new TouchArea( chrome ) {
|
||||||
|
@Override
|
||||||
|
protected void onClick( Touchscreen.Touch touch ) {
|
||||||
|
hide();
|
||||||
|
}
|
||||||
|
} );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.scenes;
|
||||||
import android.opengl.GLES20;
|
import android.opengl.GLES20;
|
||||||
|
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.Badges;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.Rankings;
|
import com.shatteredpixel.shatteredpixeldungeon.Rankings;
|
||||||
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
|
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
|
||||||
|
@ -44,7 +45,7 @@ import javax.microedition.khronos.opengles.GL10;
|
||||||
|
|
||||||
public class WelcomeScene extends PixelScene {
|
public class WelcomeScene extends PixelScene {
|
||||||
|
|
||||||
private static int LATEST_UPDATE = 181;
|
private static int LATEST_UPDATE = 205;
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void create() {
|
public void create() {
|
||||||
|
@ -184,6 +185,15 @@ public class WelcomeScene extends PixelScene {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (previousVersion <= ShatteredPixelDungeon.v0_6_0b){
|
||||||
|
Badges.disown(Badges.Badge.ALL_WANDS_IDENTIFIED);
|
||||||
|
Badges.disown(Badges.Badge.ALL_RINGS_IDENTIFIED);
|
||||||
|
Badges.disown(Badges.Badge.ALL_SCROLLS_IDENTIFIED);
|
||||||
|
Badges.disown(Badges.Badge.ALL_POTIONS_IDENTIFIED);
|
||||||
|
Badges.disown(Badges.Badge.ALL_ITEMS_IDENTIFIED);
|
||||||
|
Badges.saveGlobal();
|
||||||
|
}
|
||||||
|
|
||||||
ShatteredPixelDungeon.version(ShatteredPixelDungeon.versionCode);
|
ShatteredPixelDungeon.version(ShatteredPixelDungeon.versionCode);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -7,6 +7,14 @@ scenes.amuletscene.text=You finally hold it in your hands, the Amulet of Yendor.
|
||||||
scenes.badgesscene.title=Your Badges
|
scenes.badgesscene.title=Your Badges
|
||||||
|
|
||||||
scenes.changesscene.title=Recent Changes
|
scenes.changesscene.title=Recent Changes
|
||||||
|
scenes.changesscene.new=New Content
|
||||||
|
scenes.changesscene.changes=Changes
|
||||||
|
scenes.changesscene.buffs=Buffs
|
||||||
|
scenes.changesscene.nerfs=Nerfs
|
||||||
|
scenes.changesscene.bugfixes=Bug Fixes
|
||||||
|
scenes.changesscene.misc=Miscellaneous Changes
|
||||||
|
scenes.changesscene.translation=Translation Improvements
|
||||||
|
scenes.changesscene.previous=Previous Updates
|
||||||
|
|
||||||
scenes.gamescene.welcome=Welcome to the level %d of Pixel Dungeon!
|
scenes.gamescene.welcome=Welcome to the level %d of Pixel Dungeon!
|
||||||
scenes.gamescene.welcome_back=Welcome back to the level %d of Pixel Dungeon!
|
scenes.gamescene.welcome_back=Welcome back to the level %d of Pixel Dungeon!
|
||||||
|
@ -56,7 +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.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 is a complete overhaul to level generation!\n\nThe algorithm used for building levels is now much more flexible, look out for all sorts of new level structures and layouts.
|
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.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