v0.9.1: final commit
This commit is contained in:
parent
13b434b18c
commit
87e8d26134
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@ -14,8 +14,8 @@ 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 = 490
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appVersionCode = 498
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appVersionName = '0.9.0b'
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appVersionName = '0.9.1'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@ -39,7 +39,8 @@ public class ShatteredPixelDungeon extends Game {
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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_2d = 463;
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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 static final int v0_9_0b = 489;
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public static final int v0_9_1 = 497;
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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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@ -43,7 +43,7 @@ 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_9_0;
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private static final int LATEST_UPDATE = ShatteredPixelDungeon.v0_9_1;
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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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@ -162,7 +162,7 @@ public class WelcomeScene extends PixelScene {
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//update rankings, to update any data which may be outdated
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//update rankings, to update any data which may be outdated
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//FIXME this is set to true temporarily as we want to run this no matter what, to ensure the v0.9.0a- badges bug is fixed
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//FIXME this is set to true temporarily as we want to run this no matter what, to ensure the v0.9.0a- badges bug is fixed
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if (true){
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if (previousVersion < LATEST_UPDATE){
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int highestChalInRankings = 0;
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int highestChalInRankings = 0;
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try {
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try {
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Rankings.INSTANCE.load();
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Rankings.INSTANCE.load();
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@ -22,10 +22,18 @@
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package com.shatteredpixel.shatteredpixeldungeon.ui.changelist;
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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.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Spinner;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfEnergy;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFrost;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfFrost;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfTransfusion;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.ChangesScene;
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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.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.SpinnerSprite;
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import com.shatteredpixel.shatteredpixeldungeon.ui.Icons;
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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.shatteredpixel.shatteredpixeldungeon.ui.Window;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.Image;
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@ -40,70 +48,127 @@ public class v0_9_X_Changes {
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public static void add_v0_9_0_Changes( ArrayList<ChangeInfo> changeInfos ) {
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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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ChangeInfo changes = new ChangeInfo("v0.9.1", true, "");
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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("v0.9.0b", 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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changes.addButton(new ChangeButton(Icons.get(Icons.TALENT), "Talent Balance Changes",
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changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary",
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"I'm making some numbers changes to improve some of the lowest winrate talents. Expect more thorough changes, and a new tier of talents, when I release v0.9.1!\n\n" +
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"_-_ Released December 11th, 2020\n" +
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"_- Survivalist's Intuition_ ID speed boost at +1/+2 increased to 1.75x/2.5x, from 1.5x/2x\n" +
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"_-_ 68 days after Shattered v0.9.0\n" +
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"_- Scholar's Intuition_ ID speed boost at +1 increased to 3x from 2x\n\n" +
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"\n" +
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"_- Energizing Meal_ recharging turns at +1/+2 increased to 5/8 from 4/6\n\n" +
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"Dev commentary will be added here in the future."));
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"_- Sucker Punch_ damage boost at +1/+2 increased to 1-2/2 from 1/1-2\n" +
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"_- Followup Strike_ damage boost +1/+2 increased to 2/3 from 1-2/2-3"));
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changes.addButton(new ChangeButton(Icons.get(Icons.CHALLENGE_ON), "Hostile Champions Tweaks",
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changes.addButton(new ChangeButton(Icons.get(Icons.TALENT), "Tier Two Talents!",
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"Based on feedback, I'm adjusting the hostile champions challenge to be a bit harsher overall, while also reduce the chance of some of the worst-case scenarios:\n" +
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"_A second tier of talents has been added, including twenty new talents spanning levels 7-12!_\n\n" +
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"_-_ Champion spawn chance increased to 1/10 from 1/15\n" +
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"The second talent tier is similar to the first, but talent powers are much less focused on the early game. Expect effects that are useful all game long.\n\n" +
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"_-_ Champions per floor are now capped, to prevent unlucky cases with huge champion numbers. This cap gets higher as depth increases.\n" +
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"Look forward to tier 3 of the talent system coming in v0.9.2, which will span levels 13-20."));
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"_-_ Growing champion base power reduced by 20%, power scaling reduced by 50%.\n" +
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"_-_ Champion enemies now include their champion buff description in their regular description.\n\n" +
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changes.addButton(new ChangeButton(Icons.get(Icons.DEPTH), "Levelgen Improvements!",
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"I've also fixed two bugs that affected hostile champions specifically:\n" +
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"_The game's level generation system has received a number of improvements!:_\n\n" +
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"_-_ Fixed pathing issues with giant champions.\n" +
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"_-_ A new region specific room has been added to each dungeon region, 5 in total.\n" +
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"_-_ Fixed projecting elementals spamming their ranged attacks."));
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"_-_ Three new level feelings have been added: large, secrets, and traps.\n" +
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"_-_ The level layout system now creates much more varied layouts based on more shapes.\n" +
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"_-_ Adjacent rooms can now be merged in many more cases.\n" +
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"_-_ Several existing room types have received small tweaks and improvements."));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null);
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changes.hardlight(CharSprite.WARNING);
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changeInfos.add(changes);
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changes.addButton(new ChangeButton(new Image(Assets.Sprites.HUNTRESS, 0, 15, 12, 15), "Huntress and Rogue Adjustments",
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"The _Huntress and Rogue_ have both received some adjustments to their innate powers:\n\n" +
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"_-_ Bonus thrown weapon durability is no longer an innate huntress power, it is now a talent.\n" +
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"_-_ Short-range mind vision is no longer an innate huntress power, it is now a talent.\n\n" +
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"_-_ The Rogue no longer causes the game to spawn slightly more secret rooms. Instead secret room generation has been slightly increased for all heroes, and the Rogue has talents that help him find these secrets."));
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changes.addButton(new ChangeButton(Icons.get(Icons.TALENT), "Tier One Talent Changes",
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"Several _tier one talents_ have been changed based on feedback and gameplay data:\n\n" +
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"_- Test Subject_ now triggers on identifying any item, but the healing it grants has been halved.\n\n" +
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"_- Energizing Meal_ is now a T2 talent. In T1 it has been replaced by _Empowering Meal_, which grants bonus damage on wand zaps.\n" +
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"_- Tested Hypothesis_ now triggers on identifying any item. It now also grants a small amount of recharging, instead of shielding.\n" +
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"_- Energizing Upgrade_ is now a T2 talent. In T1 it has been replaced by _Backup Barrier_, which gives a small shield when the Mage's staff runs out of charge.\n\n" +
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"_- Rationed Meal_ has been removed. It is replaced by _Cached Rations_, which allows the Rogue to find bonus food.\n" +
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"_- Mending Shadow_ has been reworked. It is now _Protective Shadows_, which grants the Rogue shielding.\n\n" +
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"_- Invigorating Meal_ is now a T2 talent. In T1 it has been replaced by _Nature's Bounty_, which allows the Huntress to find berries in grass."));
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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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"I'm making some adjustments to sewers loot to give players a bit more control of what gear they get, and to reduce the chance of spawning high tier gear that the player may never get to use:\n" +
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"_-_ Statue grid rooms now appear in the Dwarven City, rather than the Prison.\n" +
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"_-_ Chance for regular gear drops in the sewers to be T4/T5 reduced by 50%.\n" +
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"_-_ Pillar rooms now appear in the Prison, rather than the Dwarven City.\n\n" +
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"_-_ Players can now see what type of weapon/armor the sad ghost has before selecting it.\n\n" +
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"_-_ The Sad Ghost's reward UI has been improved.\n\n" +
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"_-_ Statues are now killed if a disarming trap triggers under them.\n" +
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"_-_ Added a debuff indicating when enemies have thrown weapons attached to them.\n\n" +
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"_-_ Weak shields no longer override stronger ones.\n" +
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"_-_ Sniper's mark, charm, and terror all now cancel if their subject is dead.\n\n" +
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"_-_ Long pressing item slots in the alchemy screen now shows the item's description.\n\n" +
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"_-_ Stones of intuition can now be used on rings.\n\n" +
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"_-_ Updated translations and translator credits."));
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"_-_ Barriers now decay more slowly when under 20 shielding.\n\n" +
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"_-_ Elixir of honeyed healing now triggers on-eat talents and satiates 150 turns of hunger, up from 90.\n\n" +
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"_-_ The Mage's staff is no longer automatically set to max charges when imbuing a new wand."));
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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 (caused by v0.9.0):\n" +
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"Fixed:\n" +
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"_-_ \"+1 Talent Point\" appearing when no new points are given in some cases.\n\n" +
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"_-_ Various minor audiovisual errors\n" +
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"Fixed (existed prior to v0.9.0):\n" +
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"_-_ Various rare crash bugs\n" +
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"_-_ Tengu's abilities being reset by saving/loading\n" +
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"_-_ Curse infusion not awarding item level badge\n" +
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"_-_ Various cases where game win badges would not appear\n" +
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"_-_ Various errors with DM-300\n" +
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"_-_ Force cubes trigger traps before being placed to the floor\n" +
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"_-_ Various minor errors relating to time freeze\n" +
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"_-_ Beacon of returning rarely teleporting the player into walls\n" +
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"_-_ Dwarf King and some Yog fists rarely taking negative damage\n" +
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"_-_ Player being forced to swap equipped misc items when they shouldn't in some cases\n" +
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"_-_ Talisman gaining charge while cursed\n" +
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"_-_ Enemies rarely not appearing paralyzed when they are"));
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"_-_ Large characters entering tunnels when vertigoed\n" +
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"_-_ Assassin blink ignoring hero being rooted\n" +
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"_-_ Hero being able to be both well-fed and hungry\n" +
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"_-_ Rare AI issues when paths are blocked\n" +
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"_-_ Various rare bugs with corruption\n" +
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"_-_ Antimagic not applying to wards or magical sleep debuff\n" +
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"_-_ Artifacts rarely losing levels when transmuted\n" +
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"_-_ High grass appearing on top of plants in rare cases\n" +
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"_-_ Characters rarely appearing inside doors or the hero\n" +
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"_-_ Talent points being spendable when the hero is dead\n" +
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"_-_ Warlocks not having capped health potions drops"));
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changes = new ChangeInfo("v0.9.0a", false, null);
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null);
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changes.hardlight(Window.TITLE_COLOR);
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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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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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changes.addButton( new ChangeButton( new Image(Assets.Sprites.MAGE, 0, 90, 12, 15), HeroSubClass.BATTLEMAGE.title(),
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"_-_ Updated Translations"));
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"I'm making a variety of adjustments to the _Battlemage_ to make him a more compelling choice vs. the Warlock, and to improve some wands that don't work as well for him as the Warlock:\n\n" +
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"_-_ Staff charge granted on-hit increased to 0.5 from 0.33\n\n" +
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"_- Staff of Magic Missile_ on-hit now gives all wands 0.5 charge, up from 0.33\n\n" +
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"_- Staff of Transfusion_ on-hit now triggers when enemy is charmed\n" +
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"_- Staff of Transfusion_ on-hit now grants a shield in addition to a free shot on allies\n\n" +
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"_- Staff of Frost_ on-hit now has a chance to trigger at lower amounts of chill, still guaranteed at 10+ turns.\n\n" +
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"_- Staff of Living Earth_ on-hit now grants 33% of damage as armor, up from 25%.\n\n" +
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"_- Staff of Regrowth_ on-hit now triggers if the hero or enemy are standing in grass.\n" +
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"_- Staff of Regrowth_ on-hit now grants herbal healing, instead of spawning grass."));
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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 WandOfTransfusion(),
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"Fixed (caused by v0.9.0):\n" +
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"The _Wand of Transfusion_ is currently in an odd place, where it is not very useful as a general wand, but is GREAT when heavily upgraded by the warlock. I'm making a few adjustments so that its power is less polarized, and to make it hopefully more useful when combined with allies:\n\n" +
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"_-_ Various crash bugs\n" +
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"_-_ Starting charges increased to 2, from 1\n" +
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"_-_ Cases where warrior's shield would not decrease when it should\n" +
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"_-_ Shield per-hit adjusted to 5+lvl from 5+2*lvl\n" +
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"_-_ Incorrect interactions between scrolls and time freeze\n" +
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"_-_ Self-damage reduced to 5% of max HP, from 10% max HP\n" +
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"_-_ Unlocked badges rarely showing as locked\n" +
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"_-_ Damage from allies no longer cancels charm effect"));
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"_-_ Burning spider webs destroying some tile types that they shouldn't\n\n" +
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"Fixed (existed prior to v0.9.0):\n" +
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.RING_TOPAZ, null), Messages.get(RingOfEnergy.class, "name"),
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"_-_ Great crab sometimes dropping 3 meat instead of 2\n" +
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"The _Ring of Energy_ is doing better after being buffed to apply to artifacts, but there is still room to make its effect stronger without making it overpowered:\n\n" +
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"_-_ Cleave being reset when a kill corrupts the enemy\n" +
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"_-_ Bonus artifact charging increased from 10% to 15%"));
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"_-_ Sleeping VFX persisting in cases where it shouldn't"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "nerfs"), false, null);
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changes.hardlight(CharSprite.NEGATIVE);
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changeInfos.add(changes);
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changes.addButton( new ChangeButton( new Image(Assets.Interfaces.TALENT_ICONS, 0, 0, 16, 16), Talent.HEARTY_MEAL.title(),
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"_Hearty Meal_ is currently the strongest tier one talent in the game, so I'm deepening the missing health requirement slightly to make its power a bit harder to access:\n\n" +
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"_-_ Now grants 2/3 healing when hero is below 50% health, down from 3/5\n" +
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"_-_ The full 3/5 heal is still available if the hero is below 25% health"));
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changes.addButton( new ChangeButton( new Image(new SpinnerSprite()), Messages.get(Spinner.class, "name"),
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"I'm pulling down the damage of _Cave Spinners_ slightly to address player frustration:\n\n" +
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"_-_ Melee damage down to 10-20 from 10-25"));
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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 = 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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@ -156,6 +221,15 @@ public class v0_9_X_Changes {
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"_-_ The reclaim trap spell can no longer be dropped when a trap is stored in it. This prevents an exploit.\n" +
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"_-_ The reclaim trap spell can no longer be dropped when a trap is stored in it. This prevents an exploit.\n" +
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"_-_ Items gained from secret mazes are now known to be uncursed."));
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"_-_ Items gained from secret mazes are now known to be uncursed."));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"I'm making some adjustments to sewers loot to give players a bit more control of what gear they get, and to reduce the chance of spawning high tier gear that the player may never get to use:\n" +
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"_-_ Chance for regular gear drops in the sewers to be T4/T5 reduced by 50%.\n" +
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"_-_ Players can now see what type of weapon/armor the sad ghost has before selecting it.\n\n" +
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"_-_ Statues are now killed if a disarming trap triggers under them.\n" +
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"_-_ Weak shields no longer override stronger ones.\n" +
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"_-_ Long pressing item slots in the alchemy screen now shows the item's description.\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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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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"_-_ Various visual errors\n" +
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"_-_ Various visual errors\n" +
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@ -178,6 +252,18 @@ public class v0_9_X_Changes {
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"_-_ Hero unable to cleanse fire with chill when immune to it, and vice-versa\n" +
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"_-_ Hero unable to cleanse fire with chill when immune to it, and vice-versa\n" +
|
||||||
"_-_ DM-201's attacking while stunned"));
|
"_-_ DM-201's attacking while stunned"));
|
||||||
|
|
||||||
|
changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
|
||||||
|
"Fixed (existed prior to v0.9.0):\n" +
|
||||||
|
"_-_ Tengu's abilities being reset by saving/loading\n" +
|
||||||
|
"_-_ Various cases where game win badges would not appear\n" +
|
||||||
|
"_-_ Force cubes trigger traps before being placed to the floor\n" +
|
||||||
|
"_-_ Beacon of returning rarely teleporting the player into walls\n" +
|
||||||
|
"_-_ Player being forced to swap equipped misc items when they shouldn't in some cases\n" +
|
||||||
|
"_-_ Enemies rarely not appearing paralyzed when they are\n" +
|
||||||
|
"_-_ Great crab sometimes dropping 3 meat instead of 2\n" +
|
||||||
|
"_-_ Cleave being reset when a kill corrupts the enemy\n" +
|
||||||
|
"_-_ Sleeping VFX persisting in cases where it shouldn't"));
|
||||||
|
|
||||||
changes.addButton(new ChangeButton(new WandOfFrost(),
|
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."));
|
"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