diff --git a/build.gradle b/build.gradle index 919d80bf5..1ed8ecda8 100644 --- a/build.gradle +++ b/build.gradle @@ -15,8 +15,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 757 - appVersionName = '2.3.0-ALPHA-0.2' + appVersionCode = 758 + appVersionName = '2.3.0-ALPHA-0.3' appJavaCompatibility = JavaVersion.VERSION_1_8 diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java index d198f7698..da222ab8e 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -53,7 +53,7 @@ import java.util.Collections; public class WelcomeScene extends PixelScene { - private static final int LATEST_UPDATE = 456; + private static final int LATEST_UPDATE = 756; //used so that the game does not keep showing the window forever if cleaning fails private static boolean triedCleaningTemp = false; diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java index 80bf1025d..7923c2add 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v2_X_Changes.java @@ -89,10 +89,25 @@ public class v2_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("", false, null); + changes = new ChangeInfo("ALPHA-0.3", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "Added damage icons in three more cases: physical damage that ignores armor, corruption damage, and amulet curse damage.")); + + 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 v2.3.0-ALPHA:_\n" + + "_-_ Hearty meal only triggering below 1/4 HP\n" + + "_-_ Incorrect healing text from test subject talent\n" + + "_-_ Incorrect exp gain text from corrupted enemies\n" + + "_-_ Rot lashers spamming healing text\n" + + "_-_ Various minor cases of misattributed damage text icons\n\n" + + "_Existed prior to v2.3.0-ALPHA:_\n" + + "_-_ Damage from Body Slam talent ignoring armor\n" + + "_-_ Meditate and other damage-resisting effects not applying to crystal spire attacks")); + changes = new ChangeInfo("ALPHA-0.2", false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); @@ -118,7 +133,7 @@ public class v2_X_Changes { "\n" + "This variant features _gnolls and earth-moving magic._ Expect to spend a bit more time digging, as this environment features collapsed walls, boulders, and angry gnolls wielding spears and earth-moving devices. Their magic is quite chaotic, so be ready to dodge and possibly get the gnolls caught in their own attacks.\n" + "\n" + - "The boss for this variant is the _gnoll geomancer,_ an experienced gnoll with access to lots of mobility and earth-moving power. ")); + "The boss for this variant is the _gnoll geomancer,_ an experienced gnoll with access to lots of mobility and earth-moving power.")); changes.addButton(new ChangeButton(new Image(Assets.Environment.TILES_CAVES, 32, 64, 16, 16), "Fungi Caves Quest", "_I currently have plans for a 3rd caves quest variant in 2.3.0, but it is not implemented yet._")); @@ -144,7 +159,7 @@ public class v2_X_Changes { changeInfos.add(changes); changes.addButton(new ChangeButton(Icons.get(Icons.BUFFS), "Floating Text Icons", - "The little bits of floating text that appear above characters to indicate damage, positive effects, and currency gain now have tiny icons to indicate the type! \n" + + "The little bits of floating text that appear above characters to indicate damage, positive effects, and currency gain now have tiny icons to indicate the type!\n" + "\n" + "For damage, it is now shown whether the damage is physical, magical, or if it comes from a particular debuff or DOT effect. Note that armor usually reduces physical damage, but doesn't in all cases. Armor never reduces magical damage.\n" + "\n" +