v0.7.5b: 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 = 372
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appVersionName = '0.7.5a'
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appVersionCode = 378
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appVersionName = '0.7.5b'
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appAndroidCompileSDK = 29
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appAndroidMinSDK = 9
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@ -144,7 +144,7 @@ public class WelcomeScene extends PixelScene {
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//TODO: change the messages here in accordance with the type of patch.
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message = Messages.get(this, "patch_intro");
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message += "\n";
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//message += "\n" + Messages.get(this, "patch_balance");
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message += "\n" + Messages.get(this, "patch_balance");
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message += "\n" + Messages.get(this, "patch_bugfixes");
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message += "\n" + Messages.get(this, "patch_translations");
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@ -71,23 +71,54 @@ 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("", false, null);
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changes = new ChangeInfo("v0.7.5b", 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.LIBGDX), "LibGDX Text Rendering!",
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"The game's text renderer is now using LibGDX freetype. This looks almost identical to the existing text but is slightly crisper, platform-independent, and much more efficient!\n\n" +
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"Text rendering was the last bit of android-dependant code, so the game's core code modules (~98% of its code) are now being compiled as general code and not android-specific code!\n\n" +
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"_Some parts of the new text rendering are device-dependant, and it's impossible for me to test every device on my own. If you encounter any issues with text rendering please let me know!_\n\n" +
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"Also updated translations"));
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changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Enemy Balance Adjustments",
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"Tengu has been adjusted to be a bit less difficult for melee characters, in particular for the rogue:\n" +
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"_-_ Tengu blink distance on phase 3 reduced by 1 tile\n" +
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"_-_ Tengu accuracy reduced by 10%\n" +
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"_-_ Tengu accuracy versus invisible characters reduced by 50%\n\n" +
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"Additionally, some minor balance changes have been made to regular enemies:\n" +
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"_-_ Snake damage down to 1-4 from 1-5\n" +
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"_-_ Crab damage down to 1-7 from 1-8\n" +
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"_-_ Slime damage down to 2-5 from 3-5\n" +
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"_-_ Necromancer Skeleton HP on summon up to 20/25 from 15/25"));
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changes.addButton( new ChangeButton(new WandOfCorruption(),
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"The nerfs to the wand of corruption in 0.7.5 had basically no effect on its winrate when upgraded, so I'm taking a different approach and buffing its base power but reducing its upgraded power. I'm also putting more emphasis on debuffs helping corruption chances:\n\n" +
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"_-_ Corruption resistance reduction from minor debuffs up to 25% from 12.5% (was 20% prior to 0.7.5)\n" +
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"_-_ Corruption resistance reduction from major debuffs up to 50% from 25% (was 33% prior to 0.7.5)\n" +
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"_-_ Corruption power adjusted to 3+lvl/2 from 2+lvl\n\n" +
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"_-_ Wraith corruption resistance reduced slightly, to put them into line with other uncommon enemies."));
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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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"_-_ 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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"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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//misc:
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changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"_-_ Improved the visibiltiy 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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"_-_ 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\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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