v0.9.0b: final commit
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parent
3ff95be5a7
commit
a861d52572
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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 = 482
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appVersionCode = 490
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appVersionName = '0.9.0a'
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appVersionName = '0.9.0b'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@ -143,7 +143,7 @@ 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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//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 = Messages.get(this, "patch_intro");
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message += "\n";
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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_bugfixes");
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message += "\n" + Messages.get(this, "patch_translations");
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message += "\n" + Messages.get(this, "patch_translations");
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@ -161,7 +161,8 @@ public class WelcomeScene extends PixelScene {
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private void updateVersion(int previousVersion){
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private void updateVersion(int previousVersion){
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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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if (previousVersion < LATEST_UPDATE){
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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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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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@ -44,17 +44,52 @@ public class v0_9_X_Changes {
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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("", false, null);
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changes = new ChangeInfo("v0.9.0b", 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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"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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"_- Survivalist's Intuition_ ID speed boost at +1/+2 increased to 1.75x/2.5x, from 1.5x/2x\n" +
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"_- Scholar's Intuition_ ID speed boost at +1 increased to 3x from 2x\n\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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"_- 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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"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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"_-_ Champion spawn chance increased to 1/10 from 1/15\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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"_-_ 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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"I've also fixed two bugs that affected hostile champions specifically:\n" +
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"_-_ Fixed pathing issues with giant champions.\n" +
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"_-_ Fixed projecting elementals spamming their ranged attacks."));
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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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"Fixed (caused by v0.9.0):\n" +
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"_-_ \"+1 Talent Point\" appearing when no new points are given in some cases.\n\n" +
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"Fixed (existed prior to v0.9.0):\n" +
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"_-_ Tengu's abilities being reset by saving/loading\n" +
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"_-_ Various cases where game win badges would not appear\n" +
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"_-_ Force cubes trigger traps before being placed to the floor\n" +
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"_-_ Beacon of returning rarely teleporting the player into walls\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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"_-_ Enemies rarely not appearing paralyzed when they are"));
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changes = new ChangeInfo("v0.9.0a", false, null);
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changes = new ChangeInfo("v0.9.0a", 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.SHPX), "Developer Commentary",
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"I'm still planning to evaluate talent balance and make adjustments where needed, but some bugs have to get fixed first!\n\nInitial data for talents is looking good though, but a few will likely be slightly buffed or nerfed."));
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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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"_-_ Updated Translations"));
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"_-_ Updated Translations"));
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