v3.1.0: updated changelog and version for ALPHA-1.0!
This commit is contained in:
@@ -17,8 +17,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 838
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appVersionName = '3.1.0-ALPHA-0.3'
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appVersionCode = 839
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appVersionName = '3.1.0-ALPHA-1.0'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@@ -209,9 +209,9 @@ public class WelcomeScene extends PixelScene {
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}
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message = "Welcome Alpha testers!\n\n" +
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"This is an early look at v3.1, with the goal of getting some feedback on the Warrior's new broken seal ability.\n\n" +
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"I'm hopeful that it feels better compared to the more passive ability he used to have, but things are definitely still a bit rough and experimental, so please let me know what you think!";
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message = "Hey again Alpha testers!\n" +
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"\n" +
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"After a bit of time, v3.1 is now content complete! I expect to release the update to beta in another few days. Please let me know what you think, and if you encounter any issues!";
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} else {
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message = Messages.get(this, "what_msg");
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@@ -22,11 +22,14 @@
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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.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Talent;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BadgeBanner;
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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.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.GnollExileSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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@@ -82,70 +85,74 @@ public class v3_X_Changes {
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ChangeInfo changes = new ChangeInfo("v3.1-ALPHA", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("ALPHA-0.3", 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(new TalentIcon(Talent.LETHAL_DEFENSE), "Lethal Defense changes",
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"Two of the Warrior's new talent mechanics just grant him a bunch of shielding, which is kind of boring, and also not the best if you're just finishing a fight. I'm changing up lethal defence, which has the more rigid trigger, to instead interact with the Warrior's seal cooldown.\n" +
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"\n" +
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"**- Lethal Defense** Now refunds 33/67/100% of broken seal's cooldown, instead of granting barrier. This can reduce the cooldown to as low as -100%, which means the seal shield is immediately available again after it is activated."));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"**-** Custom notes for items can now be created or edited from the item's info window\n" +
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"**-** Hero renaming can now be done in the hero info window while a run is in progress\n" +
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"\n" +
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"**-** When equipping new armor, the Warrior is now given a prompt to automatically swap his seal\n" +
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"**-** unidentified wands can now be used with the mage's staff\n" +
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"**-** partially IDed items can now be used with the dried rose"));
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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 the following bugs:\n" +
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"**Caused by ALPHA:**\n" +
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"**-** Tengu not jumping when he doesn't see an enemy\n" +
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"\n" +
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"**Existed prior to ALPHA:**\n" +
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"**-** Shattered locking to 60fps on 120hz iOS devices\n" +
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"**-** metamorphed cleanse clearing lost inventory debuff\n" +
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"**-** Custom notes not properly applying to specific rings, wands, and trinkets\n" +
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"**-** Minor visual errors"));
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changes = new ChangeInfo("ALPHA-0.2", 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(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed the following bugs:\n" +
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"**Caused by ALPHA:**\n" +
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"**-** Crashes when loading older Warrior runs\n" +
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"**-** Errors with new Lethal Defense logic"));
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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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changeInfos.add(changes);
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changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Dev Commentary",
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"Hey Alpha testers!\n\n" +
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"This is an early look at v3.1, with the goal of getting some feedback on the Warrior's new broken seal ability.\n\n" +
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"I'm hopeful that it feels better compared to the more passive ability he used to have, but things are definitely still a bit rough and experimental, so please let me know what you think!\n\n" +
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"v3.1 will also include other new content and changes when it released, none of which are currently present in the Alpha."));
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"Hey again Alpha testers!\n" +
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"\n" +
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"After a bit of time, v3.1 is now content complete! I expect to release the update to beta in another few days. Please let me know what you think, and if you encounter any issues!\n" +
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"\n" +
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"There are a few, mostly visual, things left to do before v3.1 fully releases:\n" +
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"**-** New terrain (and by extension hermit crabs) are currently using placeholder visuals\n" +
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"**-** Warrior has a few visual tweaks I'd like to make before release\n" +
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"**-** Any balance/bug issues that crop up during the alpha/beta will be addressed\n" +
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"**-** I may make a few more small misc of QoL changes before release"));
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SEAL), "Warrior's Broken Seal",
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changes.addButton( new ChangeButton(HeroSprite.avatar(HeroClass.WARRIOR, 1), "Warrior Mini Rework",
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"**The Warrior has had a mini overhaul to his broken seal ability!** The seal's shielding should now feel more impactful and interactive, while still being easy to use for new players:\n" +
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"\n" +
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"**-** Broken Seal shield no longer passively builds, it now triggers all at once just before the Warrior gets damaged to 50% health or lower.\n" +
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"**-** Max shield is now based on armor tier, scaling from 5-13 (max of 15 with iron will talent)\n" +
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"**-** This shielding has a 100 turn cooldown, unused shield refunds up to 50% cooldown\n" +
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"**-** Significantly loosened the criteria for applying broken seal to new armor, it now only needs the new armor to be curse-IDed.",
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"**-** Max shield is now based on armor tier, scaling from 5-13 (max of 15 with iron will talent).\n" +
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"**-** This shielding has a 100 turn cooldown, unused shield refunds up to 50% cooldown.\n" +
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"**-** Significantly loosened the criteria for applying broken seal to new armor, it now only needs the new armor to be curse-IDed.\n" +
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"**-** When swapping armor, the Warrior now gets a prompt to swap his seal too.",
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"Various other Warrior mechanics have been adjusted to compensate:\n" +
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"Various other Warrior mechanics have been adjusted to compensate for the seal changes:\n" +
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"**- Provoked Anger** talent now triggers when any shield buff breaks, and grants +3/+5 bonus damage, up from +2/+3.\n" +
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"**- Iron Will** talent unchanged, still grants +1 or +2 max shield.\n" +
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"**- Iron Will** talent unchanged, still grants 1 or 2 max shield.\n" +
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"**- Liquid Willpower** talent now grants regular barrier equal to 6.5%/10% of max HP, instead of recharging 50%/75% of max seal shield.\n" +
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"**- Lethal Defence** talent now grants 7/13/20 regular barrier, instead of recharging 33%/67%/100% of max seal shield.\n" +
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"**- Lethal Defence** talent now reduces seal cooldown, instead of recharging seal shield.\n" +
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"**- Berserker** enrage shield is now its own separate shielding buff, and has its own scaling separate from the seal's max shield."));
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changes.addButton( new ChangeButton(Icons.STAIRS.get(), "New Rooms and Terrain Types",
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"This update includes an **expansion to the dungeon's standard rooms!**\n" +
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"\n" +
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"**- New decorative terrain** has been added to each region, largely inspired by details from the region splash arts. \n" +
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"**- 5 new standard rooms** have been added that use these new terrain objects, one per region.\n" +
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"**- 8 existing standard rooms** have been modified to use the new terrain objects.\n" +
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"**- 10 new entrance/exit variants** of standard rooms have been added as well. two per region.\n" +
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"**- Plain empty rooms** no longer spawn normally.\n" +
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"\n" +
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"**Note that the new terrain is currently using placeholder visuals**"));
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.FERRET_TUFT), "Ferret Tuft",
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"**A new trinket has been added to the game!**\n" +
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"\n" +
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"The **Ferret Tuft** is a simpler evasion-boosting trinket with more of a cute aesthetic. It's a little reference to a favourite ferret.\n" +
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"\n" +
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"Choosing and upgrade the trinket will cause all characters to gain evasion, including enemies! That might sound like a mixed bag, but keep in mind that there are lots of ways to counter enemy evasion."));
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changes.addButton( new ChangeButton(BadgeBanner.image( Badges.Badge.TAKING_THE_MICK.image ), "New Badges",
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"v3.1 also includes **four new badges**, each themed around a specific challenge:\n" +
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"\n" +
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"**- Safety Hazard** is a gold-tier badge that requires using terrain against enemies\n" +
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"**- So Many Colors** is a platinum-tier badge that requires having a bunch of buffs/debuffs at once\n" +
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"**- Pacifist Ascent** is a diamond-tier badge that require surviving an ascension without any enemy kills.\n" +
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"**- Taking the Mick** is a diamond-tier badge that requires defeating the final boss with a VERY high level pickaxe\n" +
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"\n" +
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"I've also reduced the difficulty of the **Big Game Hunter** badge. It now requires discovering 10 types of rare enemies, down from all of them."));
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changes.addButton( new ChangeButton(new Image(new GnollExileSprite()), "New Rare Enemies",
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"**Two new rare enemies** have been added to the sewers:\n" +
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"\n" +
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"**Gnoll Exiles** are exceptionally strong, but also wary of combat. They won't attack unprovoked, so you can just let them pass, but maybe you'll be interested in the loot they carry...\n" +
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"\n" +
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"**Hermit Crabs** are sturdy but slow crabs that use a broken barrel for extra support. They're a bit tough to fight, but much easier to run away from, and have a good chance to drop some armor for you.\n" +
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"\n" +
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"**Note that hermit crabs currently use a placeholder sprite**"));
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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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@@ -159,56 +166,116 @@ public class v3_X_Changes {
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"**Highlights:**\n" +
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"**-** All potions now refresh the duration of their specific effects. Previously the duration of some potion effects could stack on themselves.\n" +
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"**-** The big game hunter badge now requires discovering 10 types of rare enemies, down from all of them.\n" +
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"**-** Added discovery hints for all catalog entries\n" +
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"**-** Added landmark entries for lost backpack and beacon of returning\n" +
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"\n" +
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"**Characters:**\n" +
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"**-** Improved Tengu's AI, he can now switch targets if he is unable to attack the hero\n" +
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"\n" +
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"**Items:**\n" +
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"**-** Slightly reduced telekinetic grab's sale/energy value, so that it can't be used to effectively turn high-tier thrown weapons into energy.",
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"**-** Various small color tweaks to health bars, inventory buttons, and flare vfx to improve the experience for colorblind players\n" +
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"**-** Custom notes for items can now be created or edited from the item's info window\n" +
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"**-** Hero renaming can now be done in the hero info window while a run is in progress\n" +
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"**-** All potions now refresh the duration of their specific effects. Previously the duration of some potion effects could stack on themselves\n" +
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"**-** Added discovery hints for all catalog entries\n" +
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"**-** Added landmark entries for lost backpack and beacon of returning",
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"**Effects:**\n" +
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"**-** Smaller shorter-term shielding buffs are now consumed before larger longer-term ones\n" +
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"**-** The gravity chaos cursed wand effect now has its own debuff icon\n" +
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"\n" +
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"**Misc:**\n" +
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"**-** Rooms with a chasm in the center must now be at least 3x3, up from 2x2.\n" +
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"**-** Increased the minimum supported iOS version to 12, from 11.\n" +
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"**-** Moved the notification position to the top-left on the Steam version. It should no longer obscure UI elements."));
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"**Items:**\n" +
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"**-** Slightly reduced telekinetic grab's sale/energy value, so that it can't be used to effectively turn high-tier thrown weapons into energy\n" +
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"**-** Unidentified wands can now be imbued in the mage's staff\n" +
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"**-** Partially IDed items can now be used with the dried rose\n" +
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"\n" +
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"**Characters:**\n" +
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"**-** Improved Tengu's AI, he can now switch targets if he is unable to attack the hero\n" +
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"**-** Defeating Dwarf King now cleanses the player of the degraded debuff\n" +
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"**-** Light Ally and Shadow Clone having very slightly more accuracy/evasion than the hero at base",
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"**Effects:**\n" +
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"**-** Smaller shorter-term shielding buffs are now consumed before larger longer-term ones\n" +
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"**-** The gravity chaos cursed wand effect now has its own debuff icon\n" +
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"**-** When using metamorph, food talents that grant the same type of recharging can now stack\n" +
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"**-** Improved VFX for activating or deactivating brawler's stance\n" +
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"\n" +
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"**Misc:**\n" +
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"**-** The inventory button gold indicator on mobile now shows when buying items\n" +
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"**-** Rooms with a chasm in the center must now be at least 3x3, up from 2x2\n" +
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"**-** Increased the minimum supported iOS version to 12, from 11\n" +
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"**-** Moved the notification position to the top-left on the Steam version. It should no longer obscure UI elements"));
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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 the following bugs:\n" +
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"**Highlights:**\n" +
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"**-** Thrown weapons gaining or losing more accuracy than intended based on enemy adjacency\n" +
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"**-** Shocking enchantment triggering its damage twice in many cases since v3.0\n" +
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"\n" +
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"**Effects:**\n" +
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"**-** Runs in progress older than 2 months showing 'NO TEXT FOUND'\n" +
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"**-** Allies not waking from magical sleep after it has healed them\n" +
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"**-** Hallowed ground producing furrowed grass more often than intended in some cases\n" +
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"**-** Paralysis vfx on enemies sometimes cancelling animations right as it ends\n" +
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"**-** Mirror images not benefitting from body form or holy weapon if the Cleric was unarmed\n" +
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"**-** Ascended form ending early if its shielding was reduced to 0\n" +
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"**-** Boomerangs disappearing if the game was closed during their circle back animation",
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"**-** Desktop versions downloaded via github not notifying when updates are available\n" +
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"\n" +
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"**Characters:**\n" +
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"**-** Swapping places with allies not being counted as movement for shuriken's instant attack\n" +
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"**-** Exploits where sheep could last forever if game was frequently saved/loaded\n" +
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"\n" +
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"**-** Mirror images not benefitting from body form or holy weapon if the Cleric was unarmed\n" +
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"**-** Light Ally and Shadow Clone having very slightly more accuracy/evasion than the hero at base",
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"**Effects:**\n" +
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"**-** Glyph of stone not considering some evasion/accuracy buffs when determining damage reduction\n" +
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"**-** Hallowed ground producing furrowed grass more often than intended in some cases\n" +
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"**-** Ascended form ending early if its shielding was reduced to 0\n" +
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"**-** Boomerangs disappearing if the game was closed during their circle back animation\n" +
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"**-** Metamorphed cleanse clearing lost inventory debuff\n" +
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"**-** Metamorphed aggressive barrier using incorrect logic\n" +
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"**-** Lay on Hands sometimes applying 0 barrier to allies\n" +
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"**-** Death via the Cleric's like link not being recorded in rankings\n" +
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"**-** Targeting traps having very slightly less range than intended",
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"**Misc:**\n" +
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"**-** Shattered locking to 60fps on 120hz iOS devices\n" +
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"**-** Crystal path rooms sometimes sorting items incorrectly when player had the exotic crystals trinket\n" +
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"**-** Custom notes not properly applying to specific rings, wands, & trinkets\n" +
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"**-** Paralysis vfx on enemies sometimes cancelling animations as it ends\n" +
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"**-** Rare cases of wonky display scaling on Linux systems\n" +
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"**-** Various minor textual errors\n" +
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"**-** Various minor visual & textual errors\n" +
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"**-** Various rare crash errors"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null);
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changes.hardlight(CharSprite.POSITIVE);
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changeInfos.add(changes);
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changes.addButton( new ChangeButton(HeroSprite.avatar(HeroClass.CLERIC, 6), "Cleric Buffs",
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"Overall the Cleric is doing well following their initial release. Their winrate is low currently, but they are also very popular so I expect some of that is people still figuring them out. For the moment I'm focusing on multiple targeted buffs to specific Cleric mechanics that are weaker vs. others.\n" +
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"\n" +
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"**Base class:**\n" +
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"**- Guiding light** base damage up to 2-8 from 2-6\n" +
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"**- Holy Weapon & Ward** are now cast instantly\n" +
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||||
"**- Shield of Light** duration up to 5 from 4\n" +
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"**- Divine Sense** is now cast instantly\n" +
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"\n" +
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"**Paladin:**\n" +
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"**- Lay on Hands** healing up to 15/20/25 from 10/15/20\n" +
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"**- Aura of Protection** dmg resist up to 20%/30%/40% from 15%/23%/30%",
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"**Priest:**\n" +
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"**- Illuminate** bonus damage up to 5+lvl from lvl\n" +
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"**- Radiance** now triggers and applies illuminate\n" +
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"**- Holy Lance** cooldown down to 30 from 50\n" +
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"**- Hallowed Ground** heal up to 15 from 10\n" +
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"**- Hallowed Ground** root up to 2 turns from 1\n" +
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"**- Mnemonic Prayer** is now cast instantly\n" +
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"\n" +
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"**Ascended Form:**\n" +
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"**- Divine Intervention** duration extension up to 3/4/5/6 from 1/2/3/4\n" +
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"**- Judgement** extra dmg increased to +33% per spell from 5-10 per spell\n" +
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"\n" +
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"**Power of Many:**\n" +
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"**- Life Link** duration up to 10/13/17/20 from 6/8/10/12"));
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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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||||
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changes.addButton( new ChangeButton(HeroSprite.avatar(HeroClass.CLERIC, 6), "Cleric Nerfs",
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||||
"A few Cleric mechanics are standouts in terms of power though, so I am scaling some of those back:\n" +
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||||
"\n" +
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||||
"**- Searing Light** dmg down to +3/+5 from +4/+6\n" +
|
||||
"**- Enlightening Meal** charge gain down to +0.67/+1 from +1/+1.5\n" +
|
||||
"**- Cleanse** is no longer cast instantly\n" +
|
||||
"**- Hallowed Ground** barrier now caps at 30\n" +
|
||||
"**- Flash** starting charge cost up to 2 from 1\n" +
|
||||
"**- Stasis** charge cost up to 2 from 1, but duration +50%"));
|
||||
|
||||
}
|
||||
|
||||
public static void add_v3_0_Changes( ArrayList<ChangeInfo> changeInfos ) {
|
||||
|
||||
Reference in New Issue
Block a user