v2.4.0: updated version and changelog for ALPHA-1
This commit is contained in:
@@ -16,8 +16,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 768
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appVersionName = '2.3.2'
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appVersionCode = 769
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appVersionName = '2.4.0-ALPHA-1'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@@ -53,7 +53,7 @@ import java.util.Collections;
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public class WelcomeScene extends PixelScene {
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private static final int LATEST_UPDATE = ShatteredPixelDungeon.v2_3_2;
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private static final int LATEST_UPDATE = 769;
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//used so that the game does not keep showing the window forever if cleaning fails
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private static boolean triedCleaningTemp = false;
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@@ -202,6 +202,8 @@ public class WelcomeScene extends PixelScene {
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}
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message = "Welcome Alpha testers!\n\nv2.4.0 is mostly complete so far, with 8 trinkets implemented and a bunch of other content too. Check the changes screen for more details, and please let me know what you think!";
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} else {
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message = Messages.get(this, "what_msg");
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}
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@@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.Whip;
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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.GhostSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.GnollGuardSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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@@ -45,7 +46,8 @@ import java.util.ArrayList;
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public class v2_X_Changes {
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public static void addAllChanges( ArrayList<ChangeInfo> changeInfos ){
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add_Coming_Soon(changeInfos);
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//add_Coming_Soon(changeInfos);
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add_v2_4_Changes(changeInfos);
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add_v2_3_Changes(changeInfos);
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add_v2_2_Changes(changeInfos);
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add_v2_1_Changes(changeInfos);
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@@ -74,59 +76,182 @@ public class v2_X_Changes {
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}
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public static void add_v2_4_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v2.4.0-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(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), "Alpha To-Do",
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"v2.4.0 isn't yet content complete, so there's a bit more I plan to add before beta/release:\n\n" +
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"_-_ I want to add a few more Trinkets, ideally so there are 10-12 in total for release.\n" +
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"_-_ I'd like to make further alchemy UI improvements, mainly it'd be nice to include the guidebook on the main screen for desktop users.\n" +
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"_-_ I plan on making a few supporter feature improvements, primarily better epitaphs and maybe custom notes. This might get delayed to a future patch/update though.\n" +
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"_-_ I'll make further Hero tweaks in response to feedback as needed.\n" +
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"_-_ And, of course, there'll be various misc tweaks and fixes as needed."));
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.RAT_SKULL), "Trinkets!",
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"_A new category of item has been added: Trinkets!_\n" +
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"\n" +
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"Trinkets are a new item type produced and upgraded via alchemical energy, and are more about tweaking gameplay variables than giving direct power or utility.\n" +
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"\n" +
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"Look out for a trinket catalyst in the early stages of the game, which you can use at the first alchemy pot to produce one of three trinket options. There are _8 trinkets in total_ currently."));
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changes.addButton( new ChangeButton(Icons.get(Icons.STAIRS), "New Rooms",
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"_New standard rooms have been added to the various regions of the game!_\n" +
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"\n" +
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"This includes one totally new room per region, and two new variants of entrance/exit rooms per region. Rooms that are mostly empty rectangles are now much less common, and there's a bunch of variety for which rooms can have entrance/exit stairs in them.\n" +
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"\n" +
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"Entrance rooms are now also capable of merging with other rooms in a dungeon floor, but there are some guarantees so that enemies won't ever be near you right after descending to a new floor."));
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.PUMPKIN_PIE), "More Holiday Items",
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"_I've added more holiday items for the rest of 2024!_\n" +
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"\n" +
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"Expect to see some new temporary holiday overrides for cornish pasties for:\n" +
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"_-_ Pride in late June\n" +
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"_-_ Shattered's Birthday in early August\n" +
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"_-_ Pixel Dungeon's Birthday in early December\n" +
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"_-_ New Years in late December and early January\n" +
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"\n" +
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"This is in addition to the usual pumpkin pie around Halloween and candy cane around the Winter Holidays.\n" +
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"\n" +
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"...I may have also added a tiny little surprise for Rat King's birthday, but that won't appear until 2025."));
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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(HeroSprite.avatar(HeroClass.DUELIST, 6), "Duelist Weapon Abilities",
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"I'm making some overarching changes to the Duelist's weapon abilities, to make them stronger and feel more impactful:\n" +
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"_-_ Weapon ability charge speed down by 33%\n" +
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"_-_ Weapon abilities buffed across the board\n" +
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"_-_ All weapon abilities now scale with weapon level in some way\n" +
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"_-_ Weapon abilities now directly state their damage ranges\n" +
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"\n" +
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"There are also some changes to the Champion subclass to go along with this:\n" +
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"_-_ Champion's two weapons now share a charge count, but Champion gets boosted max charges and charge speed.\n" +
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"_-_ Champion's secondary charge talent has been replaced with a new talent that encourages varied ability use."));
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changes.addButton( new ChangeButton(Icons.get(Icons.ENERGY), "Alchemy Changes",
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"I've made a bunch of changes to the alchemy system to streamline things and complement the addition of trinkets:\n" +
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"\n" +
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"_-_ Catalysts have been removed entirely, recipes now simply cost more energy instead of requiring one.\n" +
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"_-_ Lots of recipes have received adjustments to their overall energy cost or output quantities.\n" +
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"_-_ High value potions/scrolls now grant a little more energy if they are energized.\n" +
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"_-_ Alchemy pots now always spawn on the 3rd or 4th floor in each region.\n" +
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"_-_ Various UI improvements have been made to the alchemy screen.",
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"Various specific alchemy items have also received more notable changes:\n" +
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"\n" +
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"_- Added Unstable Brew,_ which gives a random potion effect that's likely to be useful.\n" +
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"_- Aqua Blast_ is now a brew, otherwise unchanged.\n" +
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"_- Featherfall_ is now an elixir, otherwise unchanged.\n" +
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"_- Elixir of Icy Touch_ now applies 3 chill each hit, up from 2.\n" +
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"_- Elixir of Toxic Essence_ now spreads gas quicker and grants lingering gas immunity for 5 turns.\n" +
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"_- Added Unstable Spell,_ which gives a random scroll effect that's likely to be useful.\n" +
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"_- Alchemize_ has a new recipe, it is now much cheaper to make.\n" +
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"_- Summon Elemental_ now retains its empowerment, rather than having it last only 1 use."));
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changes.addButton( new ChangeButton(Icons.get(Icons.TALENT), "T1 talent changes",
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"I've made some changes meant to improve some of the least popular T1 talents:\n" +
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"_- Cached Rations_ now awards a smaller number of unique 'supply rations'. These rations grant a little healing and cloak charge.\n" +
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"_- Test Subject and Tested Hypothesis_ have been replaced with two new talents that grant small combat bonuses.\n" +
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"\n" +
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"Plus one change to an unnecessarily complex T1 talent:\n" +
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"_- Hearty Meal_ has been simplified, now just has one threshold at 30% HP"));
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/*changes.addButton( new ChangeButton(Icons.get(Icons.GOLD), "Supporter Changes",
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"."));*/
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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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"_-_ Potion and Scroll talents can now trigger from elixirs, brews, and spells\n" +
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"_-_ Ankh resurrection window now warns if two items aren't selected\n" +
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"_-_ Trying to attack an enemy that has charmed you now shows a warning\n" +
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"\n" +
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"_Heroes:_\n" +
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"_-_ Gladiator and Monk now include brief ability descriptions in their subclass descriptions\n" +
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"_-_ Ability descriptions for Gladiator and Monk now change if their abilities are empowered",
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"_Items:_\n" +
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"_-_ Thrown weapons now state when they break in the game log\n" +
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"_-_ Tipped darts now last forever when reaching 100 uses, like other thrown weapons\n" +
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"_-_ Dried rose now includes the ghost's strength in its description\n" +
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"\n" +
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"_Misc:_\n" +
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"_-_ Updated various code dependencies\n" +
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"_-_ Slight optimizations to memory use\n" +
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"_-_ Improved the error message on Android when native code is missing\n" +
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"_-_ Removed the power saver setting on Android 4.4+ devices, if the user hadn't already enabled it.\n" +
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"(Power saver was always meant for very old Android devices. It gives no real benefit for more modern ones.)"));
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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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"_-_ Ruins rooms in the last region using incorrect wall shapes since v2.2.0\n" +
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"_-_ Rare cases where some victory badges would not save if game was immediately closed\n" +
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"_-_ Rare cases where game actors could continue to process for a moment when hero falls into a chasm\n" +
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"_-_ Various cases where characters would not play death animations if they died while paralyzed\n" +
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"\n" +
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"_Enemies:_\n" +
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"_-_ Newborn elemental boss rarely firing its attack through walls\n" +
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"_-_ Rare cases where the final boss could command minions to attack themselves\n" +
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"_-_ Gnoll geomancer and sappers potentially dropping boulders next to entrance\n" +
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"_-_ Gnoll sappers granting armor to corrupted gnoll guards\n" +
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"_-_ Necromancer skeletons not following necromancer's aggro in some cases",
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"_Items:_\n" +
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"_-_ Thieve's Armband not working on hiding mimics\n" +
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"_-_ Chilling enchantment reducing chill duration in rare cases\n" +
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"_-_ Rare cases where lucky enchantment wouldn't trigger\n" +
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"_-_ Runestones affecting terrain when thrown at a character\n" +
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"_-_ Thrown weapons sticking to downed ghouls in some cases\n" +
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"_-_ Camouflage glyph not working if hero uses ethereal chains to move into grass\n" +
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"_-_ Sandals of nature incorrectly interacting with artifact charging\n" +
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"_-_ Several artifacts being unable to gain more than 1 (or 1%) charge per turn\n" +
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"_-_ Brimstone glyph not benefiting from glyph power boosts past +50%\n" +
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"_-_ Errors when leaving/entering blacksmith's area while a boomerang was circling back\n" +
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"_-_ Transfusion not benefiting from wand damage bonuses\n" +
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"_-_ Dwarf King's crown automatically IDing armor\n" +
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"_-_ Armband allowing more than one steal in specific cases\n" +
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"_-_ Swiftness glyph ignoring nearby enemies in specific cases",
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"_Heroes:_\n" +
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"_-_ Duelist's swift equip not working during time freeze\n" +
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"_-_ Monk's flurry of blows not using projecting enchantment when empowered\n" +
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"_-_ Various battlemage on-hit effects not showing as magical damage\n" +
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"_-_ Empowered strike talent not working with blastwave\n" +
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"\n" +
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"_Misc:_\n" +
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"_-_ Various minor visual and textual errors\n" +
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"_-_ Various rare crash bugs\n" +
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"_-_ Specific cases where unbreakable traps could spawn in halls in the caves\n" +
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"_-_ Music not properly pausing in background on desktop in some cases\n" +
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"_-_ Various rare errors when game launches in fullscreen\n" +
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"_-_ 'taste vengeance' badge not being earnable in a run after unlocking it"));
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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(new Image(new GhostSprite()), "Ghost and Blacksmith Enchantments",
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"I've given a slight boost to the rewards of the Ghost quest and Blacksmith's smith reward, aimed at making enchantments/glyphs more likely. this should make these rewards a bit more interesting more often.\n" +
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"\n" +
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"_-_ Ghost reward enchant rate up to 20% from 10%\n" +
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"_-_ Blacksmith smith reward enchant rate up to 30% from 0%"));
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}
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public static void add_v2_3_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v2.3", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("v2.3.2", 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(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"_-_ Slightly improved the layout of shop rooms when many items are present\n\n" +
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"_-_ Updated a link in the game's 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 the following bugs:\n" +
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"_Caused by v2.3.1:_\n" +
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"_-_ Tengu being able to set himself on fire, oops =S\n\n" +
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"_Existed prior to v2.3.0:_\n" +
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"_-_ Various minor textual errors\n" +
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"_-_ Very specific cases where levelgen could vary based on whether the player has a timekeeper's hourglass or not\n" +
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"_-_ Hero leap vfx not causing the camera to follow them\n" +
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"_-_ Cases where grass and embers wouldn't appear on top of specific ground visuals"));
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changes = new ChangeInfo("v2.3.1", 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.PREFS), Messages.get(ChangesScene.class, "misc"),
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"I've updated to the latest version of Shattered's game library (libGDX), which has a few benefits:\n" +
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"_-_ Improved vibration on modern iOS devices\n" +
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"_-_ Improved changing audio device behavior\n" +
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"_-_ Misc. stability & compatibility improvements\n\n" +
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"_-_ Magical fire is now cleared by frost next to it, in addition to on top of it\n" +
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"_-_ Tengu's fire wall attack now ignites items\n\n" +
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"_-_ Improved music transitions in main menu when game was just won\n\n" +
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"_-_ Added support for controller vibration\n" +
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"_-_ Added a vibration toggle in the settings\n\n" +
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"_-_ Updated translators and translator credits\n\n" +
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"_-_ Increased the minimum supported iOS version to 11, from 9"));
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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 v2.3.0:_\n" +
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"Nothing! v2.3.0 is pretty stable. =)\n\n" +
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"_Existed prior to v2.3.0:_\n" +
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"_-_ Game unintentionally spamming new Google Play players with Play Games login requests\n" +
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"_-_ Events which interrupt the hero not interrupting resting\n" +
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"_-_ Rare cases where hero could lose a turn when moving between depths\n" +
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"_-_ Transmutation removing items from quickslots in rare cases\n" +
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"_-_ Incorrect death messages when player is killed by wards\n" +
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"_-_ Amoked allies not being affected by aggression debuff"));
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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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@@ -201,7 +326,25 @@ public class v2_X_Changes {
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"_-_ Long-press to assign quickslot now works in the full UI inventory pane, just like the mobile inventory window\n" +
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"_-_ Added support for themed icons on Android 13+\n" +
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"_-_ Removed support for saves prior to v1.4.3\n" +
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"_-_ Added developer commentary for v1.2.0"));
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"_-_ Added developer commentary for v1.2.0",
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"_v2.3.1_\n" +
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"I've updated to the latest version of Shattered's game library (libGDX), which has a few benefits:\n" +
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"_-_ Improved vibration on modern iOS devices\n" +
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"_-_ Improved changing audio device behavior\n" +
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"_-_ Misc. stability & compatibility improvements\n" +
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"\n" +
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"_-_ Magical fire is now cleared by frost next to it, in addition to on top of it\n" +
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"_-_ Tengu's fire wall attack now ignites items\n" +
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"_-_ Improved music transitions in main menu when game was just won\n" +
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"_-_ Added support for controller vibration\n" +
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"_-_ Added a vibration toggle in the settings\n" +
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"_-_ Updated translators and translator credits\n" +
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"_-_ Increased the minimum supported iOS version to 11, from 9\n" +
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"\n" +
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"_v2.3.2_\n" +
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"_-_ Slightly improved the layout of shop rooms when many items are present\n" +
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"_-_ Updated a link in the game's 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 the following bugs:\n" +
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@@ -261,7 +404,21 @@ public class v2_X_Changes {
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"_-_ Tutorial becoming stuck in rare cases\n" +
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"_-_ Beta updates setting not working as intended\n" +
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"_-_ Music fading not working in rare cases\n" +
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"_-_ Scrolling pane in journal window freezing in rare cases"));
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"_-_ Scrolling pane in journal window freezing in rare cases",
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"_v2.3.1:_\n" +
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"_-_ Game unintentionally spamming new Google Play players with Play Games login requests\n" +
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"_-_ Events which interrupt the hero not interrupting resting\n" +
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"_-_ Rare cases where hero could lose a turn when moving between depths\n" +
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"_-_ Transmutation removing items from quickslots in rare cases\n" +
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"_-_ Incorrect death messages when player is killed by wards\n" +
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"_-_ Amoked allies not being affected by aggression debuff\n" +
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"\n" +
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"_v2.3.2:_\n" +
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"_-_ Various minor textual errors\n" +
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"_-_ Very specific cases where levelgen could vary based on whether the player has a timekeeper's hourglass or not\n" +
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"_-_ Hero leap vfx not causing the camera to follow them\n" +
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"_-_ Cases where grass and embers wouldn't appear on top of specific ground visuals"));
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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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Reference in New Issue
Block a user