diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index c04718719..60b257869 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -329,47 +329,6 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes = new ChangeInfo("v3.1.1", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SEAL), "Followup Warrior Tweaks", - "Gameplay-wise the Warrior is doing well after his mini-rework. I will likely make some changes in v3.2 but for now I'm just making one buff to an early talent:\n" + - "**- Hearty Meal** HP threshold increased to 33% from 30%, healing increased to 4/6 at +1/+2 from 3/5 at +1/+2.\n\n" + - "There are also some tweaks to the Warrior's new splash in response to feedback:\n" + - "**-** Significantly brightened the broken seal so that new details are easier to see\n" + - "**-** Added back in scarring and some muscle definition to the Warrior's arms\n" + - "**-** Deepened shadowing along the Warrior's figure\n" + - "**-** Added various small details to make the armor appear more worn and the Warrior more rugged")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "**-** Switched Shattered's rendering backend on iOS to use Metal (new) instead of OpenGL (legacy). This should result in better performance and higher frame rates on supported devices.\n" + - "\n" + - "**-** Enemies and items can no longer spawn on top of plants generated by garden rooms\n" + - "\n" + - "**-** Added a new language: Traditional Chinese!\n" + - "**-** Renamed Chinese language to Simplified Chinese\n" + - "**-** Updated translations and translator credits\n" + - "\n" + - "**-** Increased the HP threshold for status pane blinking red to 33% from 30%, for consistency with hearty meal change.")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed the following bugs:\n" + - "**Caused By v3.1:**\n" + - "**-** Incorrect landmark entries for beacon of returning\n" + - "\n" + - "**Existed Prior to v3.1:**\n" + - "**-** Thrown weapons sticking to broken crystal guardians\n" + - "**-** Ebony mimics always appearing hidden after ankh revive\n" + - "**-** Various issues with how the game handles animation logic at very low framerates\n" + - "**-** Haptics not working properly on more modern iOS devices\n" + - "**-** Website links not working on modern iOS versions\n" + - "**-** Indonesian language not working on desktop platforms")); - changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); @@ -395,7 +354,8 @@ public class v3_X_Changes { "**-** The broken seal can now be applied to known-uncursed armor.\n" + "**-** When swapping armor, the Warrior now gets a prompt to swap his seal too.", - "Various other Warrior mechanics have been adjusted to compensate for the seal changes:\n" + + "Various other Warrior mechanics have been adjusted as well:\n" + + "**- Hearty Meal** HP threshold increased to 33% from 30%, healing increased to 4/6 at +1/+2 from 3/5 at +1/+2.\n" + "**- Provoked Anger** talent now triggers when any shield buff breaks, and grants +3/+5 bonus damage, up from +2/+3.\n" + "**- Iron Will** talent unchanged, still grants 1 or 2 max shield.\n" + "**- 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" + @@ -477,7 +437,18 @@ public class v3_X_Changes { "**-** The inventory button gold indicator on mobile now shows when buying items\n" + "**-** Rooms with a chasm in the center must now be at least 3x3, up from 2x2\n" + "**-** Increased the minimum supported iOS version to 12, from 11\n" + - "**-** Moved the notification position to the top-left on the Steam version. It should no longer obscure UI elements")); + "**-** Moved the notification position to the top-left on the Steam version. It should no longer obscure UI elements", + + "**v3.1.1:**\n" + + "**-** Switched Shattered's rendering backend on iOS to use Metal (new) instead of OpenGL (legacy). This should result in better performance and higher frame rates on supported devices.\n" + + "\n" + + "**-** Enemies and items can no longer spawn on top of plants generated by garden rooms\n" + + "\n" + + "**-** Added a new language: Traditional Chinese!\n" + + "**-** Renamed Chinese language to Simplified Chinese\n" + + "**-** Updated translations and translator credits\n" + + "\n" + + "**-** Increased the HP threshold for status pane blinking red to 33% from 30%, for consistency with hearty meal change.")); changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), "Fixed the following bugs:\n" + @@ -519,7 +490,15 @@ public class v3_X_Changes { "**-** Paralysis vfx on enemies sometimes cancelling animations as it ends\n" + "**-** Rare cases of wonky display scaling on Linux systems\n" + "**-** Various minor visual & textual errors\n" + - "**-** Various rare crash errors\n")); + "**-** Various rare crash errors", + + "**v3.1.1:**\n" + + "**-** Thrown weapons sticking to broken crystal guardians\n" + + "**-** Ebony mimics always appearing hidden after ankh revive\n" + + "**-** Various issues with how the game handles animation logic at very low framerates\n" + + "**-** Haptics not working properly on more modern iOS devices\n" + + "**-** Website links not working on modern iOS versions\n" + + "**-** Indonesian language not working on desktop platforms")); changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null); changes.hardlight(CharSprite.POSITIVE);