v2.3.1: updated changelog and version for v2.3.1 release!
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@@ -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 = 765
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appVersionName = '2.3.0'
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appVersionCode = 767
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appVersionName = '2.3.1'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@@ -196,7 +196,7 @@ public class WelcomeScene extends PixelScene {
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//TODO: change the messages here in accordance with the type of patch.
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message = Messages.get(this, "patch_intro");
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message += "\n";
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message += "\n" + Messages.get(this, "patch_balance");
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//message += "\n" + Messages.get(this, "patch_balance");
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message += "\n" + Messages.get(this, "patch_bugfixes");
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message += "\n" + Messages.get(this, "patch_translations");
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@@ -70,7 +70,7 @@ public class v2_X_Changes {
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"As always, v2.4.0 will include some smaller changes and fixes as well. Right now I'm considering making some targeted balance and design tweaks to various hero abilities, but I haven't locked that in yet as there are lots of little things I could choose to look into changing or improving."));
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changes.addButton( new ChangeButton(Icons.WARNING.get(), "iOS 9 and 10 Support",
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"The next update will also be dropping support for iOS 9 and 10, which currently make up ~0.05% of Shattered's iOS playerbase. I'm making this change due to an update to Shattered's game library (libGDX), and to remove the requirement to include 32-bit iOS code with the game. iOS 9 and 10 players will still be able to continue playing Shattered Pixel Dungeon v2.3."));
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"The next update will also be dropping support for iOS 9 and 10, which currently make up ~0.05% of Shattered's iOS playerbase. I'm making this change due to an update to Shattered's game library (libGDX), and to remove the requirement to include 32-bit iOS code with the game. iOS 9 and 10 players will still be able to continue playing Shattered Pixel Dungeon v2.3.0"));
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}
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@@ -80,6 +80,40 @@ public class v2_X_Changes {
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("", false, null);
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("v2.3.1", 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" +
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"_Note that this version of libGDX has issues with very old versions of Android (4.0-4.3). I've managed to get it working, but the fix I used may have side-effects. Please let me know if you encounter any stability issues with the game on Android, I'll make further adjustments if needed._\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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