v3.2.0: condensed v3.1 changelog

This commit is contained in:
Evan Debenham
2025-07-31 12:34:25 -04:00
parent e9f09f21bd
commit 2dbbb799ee

View File

@@ -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);