v0.9.2: finished up dev commentary up to 0.5, more coming later

This commit is contained in:
Evan Debenham 2021-02-11 21:56:13 -05:00
parent 7e521ec841
commit 99ed2a14a0
6 changed files with 57 additions and 41 deletions

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@ -52,11 +52,11 @@ public class v0_1_X_Changes {
"_-_ Released August 15th, 2014\n" +
"_-_ 10 days after Shattered v0.1.0\n" +
"\n" +
"v0.1.1 was the first update that added new content! Based on suggestions and feedback from v0.1.0, I decided to implement new functionality for ankhs and a new type of food!\n" +
"v0.1.1 was the first update that added new content! I added new ankh functionality and a new type of food based on suggestions and feedback from v0.1.0.\n" +
"\n" +
"This update also included Shattered's first contentious change: I removed the automatic revival feature from the dew vial. This lead to many accidental deaths for players who were used to the automatic revive from Pixel Dungeon. I kept receiving complaints about it years later!\n" +
"This update also included Shattered's first contentious change: I removed the automatic revival feature from the dew vial. This led to many accidental deaths for players who were used to the automatic revive from Pixel Dungeon. I kept receiving complaints about it years later!\n" +
"\n" +
"These early updates were much smaller and less polished compared to more modern ones, which meant I released them much faster. I eventually shifted towards a more quality oriented approach."));
"These early updates were much smaller and less polished compared to more modern ones, which meant I released them much faster. I eventually shifted towards slower updates with more size and quality."));
changes.addButton( new ChangeButton(new Blandfruit(),
"Players who chance upon gardens or who get lucky while trampling grass may come across a new plant: the _Blandfruit._\n\n" +
@ -94,9 +94,11 @@ public class v0_1_X_Changes {
"_-_ 69 days after Pixel Dungeon v1.7.1\n" +
"_-_ 9 days after v1.7.1 source release\n" +
"\n" +
"I started playing Pixel Dungeon in mid 2013, and loved the game but was frustrated with the balance of some items. When Pixel Dungeon went open source I decided to make Shattered as a balance modification to Pixel Dungeon (it 'shattered' the game's balance). At this stage I didn't have any plans to add new content. I was just going to spend a couple months rebalancing the game and that was it!\n" +
"v0.1.0 and v0.1.1 were extremely early Shattered updates that were only distributed via the Pixel Dungeon Subreddit. At this early stage of development Shattered was basically the same game as Pixel Dungeon v1.7.1.\n" +
"\n" +
"This version was only distributed via the Pixel Dungeon Subreddit, I didn't release on Google Play until v0.2.0. At this early stage of development Shattered was basically the same game as Pixel Dungeon v1.7.1. At the time I thought this update was all the changes I would ever make to consumable items!"));
"I started playing Pixel Dungeon in mid 2013. I loved the game but was frustrated with the balance of some items. When Pixel Dungeon went open source I decided to make Shattered as a balance modification. I called it Shattered as 'Shattered Pixel' was an old trade name I had, and the mod was going to 'shatter' Pixel Dungeon's balance.\n" +
"\n" +
"At this stage I didn't have any plans to add new content, I thought I was just going to spend a couple months rebalancing the game and that was it!"));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SEED_EARTHROOT, null), "Seed Changes",
"_-_ Blindweed buffed, now cripples as well as blinds.\n\n" +

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@ -63,11 +63,11 @@ public class v0_2_X_Changes {
"_-_ Released February 23rd, 2015\n" +
"_-_ 48 days after Shattered v0.2.3\n" +
"\n" +
"v0.2.4 was a very important update, even if its content was mainly porting another update from Pixel Dungeon's source code. This is because the v1.7.5 source included a change that was quite controversial: Degradation.\n" +
"v0.2.4 was a very important update, even if it was mainly porting another update from Pixel Dungeon's source code. This is because the v1.7.5 source included a change that was quite controversial: Degradation.\n" +
"\n" +
"In Pixel Dungeon (after v1.7.5) upgraded gear degrades as it is used, and this degradation can only be reset by upgrading an item further. The goal of this change was to discourage hoarding upgrades and dumping them on a single weapon, but (especially in v.1.7.5) many players felt that degradation ruined the fun of the game.\n" +
"In Pixel Dungeon (after v1.7.5) upgraded gear degrades as it is used, and this degradation is usually reset by upgrading an item further. The goal of this change was to discourage hoarding upgrades and dumping them on a single weapon, but (especially in v.1.7.5) many players felt that degradation ruined the fun of the game.\n" +
"\n" +
"After a lot of consideration, I decided to not implement degradation into Shattered. Instead I started planning other changes to solve this problem, without restricting gameplay quite as much. Those changes would eventually show up in updates like v0.4.0 and v0.8.0."));
"After a lot of consideration, I decided to not implement degradation into Shattered. Instead I started planning other changes to solve this problem without restricting gameplay quite as much. Those changes would eventually show up in updates like v0.4.0 and v0.8.0."));
changes.addButton( new ChangeButton(new ItemSprite(new Honeypot()), "Pixel Dungeon v1.7.5",
"v1.7.3 - v1.7.5 Source Implemented, with exceptions:\n" +
@ -104,7 +104,7 @@ public class v0_2_X_Changes {
"_-_ Released January 6th, 2015\n" +
"_-_ 64 days after Shattered v0.2.2\n" +
"\n" +
"v0.2.3 was another update made of many small improvements. The most significant game content in this update was four new artifacts, which all went on to become quite popular!\n" +
"v0.2.3 was another update made of many small improvements. The most significant game content in this update was major additions and refinements to artifacts, including preventing duplicates.\n" +
"\n" +
"This was also the first update where I started really trying to focus on game stability and code quality. In v0.2.3 I made some big changes to the internal code of the game's save system, which fixed lots of cases where the game would fail to save and load properly.\n" +
"\n" +
@ -145,11 +145,11 @@ public class v0_2_X_Changes {
"_-_ Released November 3rd, 2014\n" +
"_-_ 21 days after Shattered v0.2.1\n" +
"\n" +
"v0.2.2 was Shattered's first update that didn't have a specific focus, and instead made a bunch of little improvements.\n" +
"v0.2.2 was Shattered's first update that didn't have a specific focus. It instead made a bunch of little improvements.\n" +
"\n" +
"The largest change was the integration of Pixel Dungeon's source code from v1.7.2, which included synchronous movement! It's something we take for granted now, but before this change every on-screen character had to move one at a time, which slowed the pace of the game to a crawl whenever 2 or more enemies were on screen.\n" +
"The largest change was the integration of Pixel Dungeon's source code from v1.7.2, which included synchronous movement! It's something we take for granted now, but before this change every on-screen character had to move one at a time. This slowed the pace of the game to a crawl whenever two or more enemies were on screen.\n" +
"\n" +
"Heroes remains also received big changes this update. In Pixel Dungeon you could use remains to consistently start the run after a win with heavily upgraded plate armor. I felt this violated the roguelike nature of the game, and so I nerfed remains so that they couldn't be exploited to reliably transfer power from one run to the next."));
"Heroes remains also received big changes this update. In Pixel Dungeon you could use remains to consistently pass highly upgraded armor from one run to the next. I felt this violated the roguelike nature of the game, and so I nerfed remains to prevent this."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.STONE_AUGMENTATION, null), "Pixel Dungeon v1.7.2",
"Implemented directly from v1.7.2:\n" +
@ -191,9 +191,9 @@ public class v0_2_X_Changes {
"_-_ Released October 13th, 2014\n" +
"_-_ 28 days after Shattered v0.2.0\n" +
"\n" +
"v0.2.1 was the first in a (short lived) series of 'region overhaul' updates. Thanks to releasing on Google Play, Shattered was getting a huge influx of new players, and so I wanted to make some changes that they would appreciate. The three new minibosses and Goo changes were all made with new players in mind, to try and better teach them how to play the game.\n" +
"v0.2.1 was the first in a short lived series of 'region overhaul' updates. Thanks to releasing on Google Play, Shattered was getting a huge influx of new players, and I wanted to make some changes that they would appreciate. The three new minibosses and Goo changes were all made to try and help new players get used to the game.\n" +
"\n" +
"This update was also the first sign that I was starting to seriously expand Shattered's scope. I was no longer just planning to rebalance items, but was now making additions and reworks to regions of the game as well! Updates were also well on their way to be more about new content than just small balance tweaks."));
"This update also continued 0.2.0's trend of expanding Shattered's scope. I was no longer just planning to change items, but was now making additions and reworks to regions of the game as well!"));
changes.addButton( new ChangeButton(new Image(Assets.Sprites.GHOST, 0, 0, 14, 15), "New Sewer Quests",
"_-_ Removed the dried rose quest (the rose will return...)\n\n" +
@ -218,9 +218,11 @@ public class v0_2_X_Changes {
"_-_ Released September 15th, 2014\n" +
"_-_ 31 days after Shattered v0.1.1\n" +
"\n" +
"v0.2.0 was the first version of Shattered to release on Google Play! I had originally wanted to wait longer before sharing the game more widely, but changed my mind because I was getting flooded with messages about it.\n" +
"v0.2.0 was the first version of Shattered to release on Google Play! I had originally wanted to wait longer, but I was getting flooded with messages about it.\n" +
"\n" +
"The idea for artifacts came from realizing it would be very difficult to balance some rings by just buffing or nerfing them. Rings like the ring of satiety would just never be worth upgrading, so I decided to take those mechanics and put them on a new class of item! Artifacts were a tremendous success and ended up becoming Shattered's first flagship feature!\n" +
"Artifacts came from realizing it would be very difficult to make some rings worth upgrading by just buffing them. Instead, I decided to put their mechanics on a new class of item that didn't need upgrades! Artifacts ended up becoming Shattered's first flagship feature!\n" +
"\n" +
"I feel like this was the start of a new era for Shattered's development, as updates become about making much more significant changes to content than just balance adjustments.\n" +
"\n" +
"Giving the Cloak of Shadows to the Rogue was also my first attempt at a class rework. It was a much more simple change than later reworks, and I ended up revisiting the Rogue in v0.6.2."));

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@ -59,7 +59,7 @@ public class v0_3_X_Changes {
"\n" +
"v0.3.5 introduced the second proper class rework, this time to the Warrior! I tried to shift the warrior's powers away from a raw stat increase into something more interesting, while still keeping his power easy to access for new players. Similarly to the Mage's rework, the core ideas added here are still in the game, but I've since made lots of changes to the specifics.\n" +
"\n" +
"This was also the first time that I decided to split a major update into two smaller ones. Originally v0.4.0 was going to rework both the warrior and weapons, but partyway through development I decided to split them in order to get an update out sooner. This approach was quite successful, but I ended up not properly using it again until v0.9.0!"));
"This was also the first time that I decided to split a major update into two smaller ones. Originally v0.4.0 was going to rework both the warrior and weapons, but part way through development I decided to split them in order to get an update out sooner. This approach was quite successful, but I ended up not properly using it again until v0.9.0!"));
changes.addButton( new ChangeButton(new Image(Assets.Sprites.WARRIOR, 0, 15, 12, 15), "Warrior Rework!",
"Warrior Rework:\n" +
@ -101,9 +101,9 @@ public class v0_3_X_Changes {
"_-_ Released February 10th, 2016\n" +
"_-_ 54 days after Shattered v0.3.3\n" +
"\n" +
"v0.3.4 made Shattered available in multiple languages! This was a direct response to messages I kept getting from users in non-english speaking communities, who wanted to share the game with their friends, but couldn't due to the language barrier.\n" +
"v0.3.4 made Shattered available in multiple languages! This update was a direct response to messages I kept getting from users who wanted to share the game with their friends, but couldn't due to the language barrier.\n" +
"\n" +
"Translating the game was no small feat, Shattered has a huge amount of text and it is constantly changing and growing. As of early 2021 Shattered has roughly 35 thousand words of total text. Because of the volume of text it would have been prohibitively expensive to get the game professionally translated, and so I opted to ask for community translations instead.\n" +
"Translating the game was no small feat, Shattered has a huge amount of text that is constantly changing and growing. As of early 2021 Shattered has roughly 35 thousand words of total text. Because of the volume of text it would have been prohibitively expensive to get the game professionally translated, and so I opted to ask for community translations instead.\n" +
"\n" +
"The response from the community was and continues to be incredible! Even multiple years later Shattered's updates are still consistently translated into a number of languages."));
@ -144,7 +144,7 @@ public class v0_3_X_Changes {
"\n" +
"v0.3.3 was a small bumper update that was mostly focused on getting Google Play Games functionality working.\n" +
"\n" +
"Google Play Games was the first online functionality ever added to Shattered. Understandably, some people were worried that this was the beginning of a trend towards turning Shattered into an online-only game. I tried to address this worry by making the functionality as optional as possible, and heavily emphasizing that it was only for tiny extras like cloud sync and play games badges. Nowadays things are much more relaxed and Shattered has several internet-enabled features, but still none of them are needed to play the game itself."));
"Google Play Games was the first online functionality ever added to Shattered. Some people were understandable worried that this was the start of me turning Shattered into a game that would require internet. I tried to address this worry by making the functionality as optional as possible and heavily emphasizing that it was only for tiny extras like cloud sync and play games badges. Nowadays things are much more relaxed and Shattered has several internet-enabled features, but still none of them are needed to play the game itself."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Google Play Games",
"Added support for Google Play Games in the Google Play version:\n\n" +
@ -178,11 +178,9 @@ public class v0_3_X_Changes {
"_-_ Released November 4th, 2015\n" +
"_-_ 79 days after Shattered v0.3.1\n" +
"\n" +
"v0.3.2 was my second 'area rework' before I ended up shelving the idea.\n" +
"v0.3.2 was my second 'area rework' before I ended up shelving the idea. I stopped doing area reworks because I decided to shift my focus toward the longer-term, and so decided I wanted to make other changes before reworking more areas. Future area reworks ended up happening incrementally as I worked on larger updates instead, such as v0.6.0 and v0.8.0.\n" +
"\n" +
"I stopped doing area reworks because I realized that I was going to be working on Shattered for quite a while, and the quality bar I was working towards was continually increasing. I decided to shift my focus toward the longer-term, and so decided I wasn't ready to rework more areas yet. Future area reworks instead ended up happening incrementally as I worked on larger updates instead, such as v0.6.0 and v0.8.0.\n" +
"\n" +
"v0.3.2 was also another update with a controversial change: the removal of the tome of mastery from the start of the game. Prior to this change subclasses were available from floor 1 after you unlocked them. I mainly changed this as I wanted to make subclasses more powerful and interesting, but having them available on floor 1 limited that."));
"v0.3.2 was also another update with a controversial change: the removal of the tome of mastery from the start of the game. Prior to this change subclasses were available from floor 1 after you unlocked them. I changed this as I wanted to make subclasses more powerful and interesting, but having them available on floor 1 limited that."));
changes.addButton( new ChangeButton(new Image(Assets.Sprites.TENGU, 0, 0, 14, 16), "Prison Rework",
"_-_ Tengu boss fight completely redone\n" +
@ -235,11 +233,11 @@ public class v0_3_X_Changes {
"_-_ Released August 17th, 2015\n" +
"_-_ 83 days after Shattered v0.3.0\n" +
"\n" +
"The trap changes in v0.3.1 are the first group of content changes that I ended up regretting. While almost all of the content in these earlier updates has been revisited in some form, the trap changes were probably detrimental to the game at the time they were implemented.\n" +
"v0.3.1 is the first update that I ended up regretting. While almost all of the content in these earlier updates has been revisited in some way, the trap changes were probably detrimental to the game at the time they were implemented.\n" +
"\n" +
"I was too obsessed with quantity over quality. While v0.3.1 definitely added a great variety of traps, and did help with trap frustration in the earlygame, it also added a tonne of trap frustration in the mid and lategame. I only ended up fixing this years later, primarily with the trap changes in v0.6.2 and v0.8.0. Incrementally adding well-designed traps over time would have been a much better approach.\n" +
"I was too obsessed with quantity over quality, and so I ended up adding a tonne of trap frustration in the mid and lategame. I only ended up fixing this years later, primarily with the trap changes in v0.6.2 and v0.8.0. Incrementally adding well-designed traps over time would have been a much better approach.\n" +
"\n" +
"Still, v0.3.1 wasn't all bad. It also introduced some very important interface changes such as four quickslots, heavily expanded game settings, and quickslot autotargeting."));
"Still, v0.3.1 wasn't all bad. It also introduced some very important interface changes such as four quickslots, heavily expanded game settings, and added quickslot autotargeting."));
changes.addButton( new ChangeButton(new Image(Assets.Environment.TERRAIN_FEATURES, 112, 96, 16, 16), "Trap Overhaul",
"_-_ Over 20 new traps + tweaks to existing ones\n" +
@ -284,9 +282,9 @@ public class v0_3_X_Changes {
"_-_ 253 days after Shattered v0.2.0\n" +
"_-_ 92 days after Shattered v0.2.4\n" +
"\n" +
"v0.3.0 was Shattered's second major item category rework (if you ignore the relatively tiny changes in v0.1.0), and Shattered's first real subclass rework!\n" +
"v0.3.0 was Shattered's second major item category rework, and Shattered's first real class rework!\n" +
"\n" +
"This rework also included changes to the Mage's subclasses. While other aspect's of the Mage have changed a bunch since the rework, the core idea of each subclass and his staff have persisted. While this may seem similar to the Rogue changes in v0.2.0, the mage never required a second rework.\n" +
"This class rework also included changes to the Mage's subclasses. While other aspects of the Mage have changed a bunch since the rework, the core idea of each subclass and his staff have persisted. While this may seem similar to the Rogue changes in v0.2.0, the mage never required a second rework.\n" +
"\n" +
"Around this time I was also starting to include substantial smaller tweaks in each update. Nowadays every update includes a large amount of smaller changes, but back in these earlier days this was a newer development."));

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@ -58,7 +58,9 @@ public class v0_4_X_Changes {
"_-_ Released October 16th, 2016\n" +
"_-_ 37 days after Shattered v0.4.2\n" +
"\n" +
"Dev commentary will be added here in the future."));
"v0.4.3 was a small update that mostly focused on more technical changes. With all the internal changes that v0.4.2 brought there were lots of new bugs, and I didn't want to make players wait all the way until the release of v0.5.0 to get fixes for them.\n" +
"\n" +
"While it doesn't affect the content of the game, I also massively improved how Shattered is built from its source code in v0.4.2 and v0.4.3. This makes Shattered easier to compile for people who want to work with its open source, and also results in a compiled game that's a bit smaller and more efficient."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Technical Improvements",
"_-_ Added rankings and hall of heroes sync via Google Play Games, for the Google Play version of Shattered.\n\n" +
@ -87,7 +89,11 @@ public class v0_4_X_Changes {
"_-_ Released September 9th, 2016\n" +
"_-_ 46 days after Shattered v0.4.1\n" +
"\n" +
"Dev commentary will be added here in the future."));
"v0.4.2 was an update almost entirely focused on technical improvements in preparation for v0.5.0 and v0.6.0. I knew that I wanted the game to be able to support bigger maps and more complex graphics.\n" +
"\n" +
"The most user-visible change in this update was the decoupling of Shattered's display logic and gameplay logic. This doubled the amount of processor power that the game had access to and meant that the game wouldn't freeze or hitch if gameplay logic was taking a while. This made the game run much smoother.\n" +
"\n" +
"Behind the scenes, the biggest changes were probably to various bits of game logic that assumed a constant map size of 32x32. After 0.4.2 many of these operations were made more efficient, and could work on variably sized maps, up to a new theoretical max of about 144x144."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Technical Improvements",
"_-_ Many general performance improvements\n" +
@ -117,7 +123,9 @@ public class v0_4_X_Changes {
"_-_ Released July 25th, 2016\n" +
"_-_ 35 days after Shattered v0.4.0\n" +
"\n" +
"Dev commentary will be added here in the future."));
"v0.4.1 was a direct followup to v0.4.0. I wanted to address various balance issues that arose as a consequence of the weapon overhaul. Upgrading armor was already seen as optional by many players prior to v0.4.0, and so after v0.4.0 armor was beginning to be seen as almost useless! I had always intended to try and better balance armor vs. weapons, but after v0.4.0 I realized that I needed to make it a top priority.\n" +
"\n" +
"Aside from the obvious numbers changes in this update, I also made armor much more reliable. In Shattered damage calculations have always used a 'triangular distribution', where the middle value is the most likely result, and the max or min are quite rare. Armor didn't use this prior to v0.4.1, which meant that even highly upgraded armor could be quite unreliable. Since v0.4.1, and other updates like v0.8.0, I now feel that armor is well-balanced versus weapons."));
changes.addButton( new ChangeButton(new ItemSprite(new PlateArmor()), "Item Changes pt.1",
"Armor and Enemy Balance Changes:\n" +
@ -185,7 +193,11 @@ public class v0_4_X_Changes {
"_-_ 391 days after Shattered v0.3.0\n" +
"_-_ 50 days after Shattered v0.3.5\n" +
"\n" +
"Dev commentary will be added here in the future."));
"0.4.0 was Shattered's third major item category update, this time addressing weapons! I see this update as the start of a new era for Shattered's development. For the first time a major update was adding far more content than it was reworking or repurposing.\n" +
"\n" +
"This update also restructured how weapon strength requirements scaled with upgrades. This made it much more difficult to access high tier items early by dumping upgrades into them. This was my attempt to solve some of the game's pacing issues without adding degradation.\n" +
"\n" +
"I also retooled curses to try and make them more about negative effects than negative stats. This meant the player had more flexibility when it came to trying gear out, as equipping a cursed item wasn't an almost certain game over."));
changes.addButton( new ChangeButton(new ItemSprite(new Longsword()), "Equipment Overhaul!",
"_-_ 13 new weapons, 12 rebalanced weapons\n" +

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@ -48,7 +48,9 @@ public class v0_5_X_Changes {
"_-_ 233 days after Shattered v0.4.0\n" +
"_-_ 115 days after Shattered v0.4.3\n" +
"\n" +
"Dev commentary will be added here in the future."));
"v0.5.0 was the first major update that didn't focus on a category of items, instead it was all about the game's visuals! This visual overhaul was a very important update for Shattered, as it created an immediate visual difference between it and the original Pixel Dungeon. At this stage Shattered was starting to become less of an addition to Pixel Dungeon and more of its own game in the same spirit. Having an updated set of graphics really helped sell people on this idea.\n" +
"\n" +
"v0.5.0 was also Shattered's longest-developed update yet. While I don't think there was much I could do about this for v0.5.0 and v0.6.0, it started an unfortunate trend of major updates taking up to half a year! I eventually broke this trend in v0.9.0 by splitting these larger updates into smaller parts."));
changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "New Dungeon Visual Style!",
"_-_ Walls and some terrain now have depth\n" +

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@ -86,7 +86,7 @@ public class v0_6_X_Changes {
"_-_ Released May 3rd, 2018\n" +
"_-_ 32 days after Shattered v0.6.4\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.3."));
changes.addButton( new ChangeButton(new StoneOfAugmentation(),
"The weightstone is now the runestone of augmentation!\n\n" +
@ -211,7 +211,7 @@ public class v0_6_X_Changes {
"_-_ Released April 1st, 2018\n" +
"_-_ 46 days after Shattered v0.6.3\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.3."));
changes.addButton( new ChangeButton(Icons.get(Icons.CHALLENGE_ON), "Challenges",
"Challenges have received several major changes, with the goal of making them more fair and interesting.\n" +
@ -353,7 +353,7 @@ public class v0_6_X_Changes {
"_-_ Released February 14th, 2018\n" +
"_-_ 113 days after Shattered v0.6.2\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.3."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.TRIDENT, null), "Ranged Weapons Overhaul!",
"Ranged weapons have been completely overhauled!\n\n" +
@ -498,7 +498,7 @@ public class v0_6_X_Changes {
"_-_ Released October 24th, 2017\n" +
"_-_ 70 days after Shattered v0.6.1\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.3."));
changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "Dungeon Secrets!",
"The secrets of the dungeon have been totally redesigned!\n\n" +
@ -681,7 +681,7 @@ public class v0_6_X_Changes {
"_-_ Released August 15th, 2017\n" +
"_-_ 72 days after Shattered v0.6.0\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.3."));
changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.GUIDE_PAGE, null), "Journal Additions",
"_-_ Overhauled the Journal window with loads of new functionality\n\n" +
@ -848,7 +848,7 @@ public class v0_6_X_Changes {
"_-_ Released June 4th, 2017\n" +
"_-_ 116 days after Shattered v0.5.0\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.3."));
changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "Levelgen Overhaul!",
"Level creation algorithm overhauled!\n\n" +