From 7175bab0c14ed33f84f14955649dfbeb478eb5fd Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Thu, 9 Feb 2023 00:40:29 -0500 Subject: [PATCH] v2.0.0: updated version/changelog for BETA-1 --- build.gradle | 4 +- .../scenes/WelcomeScene.java | 6 +- .../ui/changelist/v2_X_Changes.java | 128 +++--------------- 3 files changed, 27 insertions(+), 111 deletions(-) diff --git a/build.gradle b/build.gradle index 8fd4cd43b..dee39381c 100644 --- a/build.gradle +++ b/build.gradle @@ -14,8 +14,8 @@ allprojects { appName = 'Shattered Pixel Dungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' - appVersionCode = 673 - appVersionName = '2.0.0-ALPHA-5' + appVersionCode = 674 + appVersionName = '2.0.0-BETA-1' 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 1391c675e..9a08a2f62 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/scenes/WelcomeScene.java @@ -206,9 +206,9 @@ public class WelcomeScene extends PixelScene { } - message = "Greeting Alpha testers, welcome to an early look at Shattered's new hero!\n\n" + - "We're now ready for beta content-wise! I'm going to make some visual adjustments to the duelist, and then proceed with the beta next week!\n\n" + - "This Alpha release includes a second armor ability! Please let me know what you think."; + message = "Greeting Beta testers!\n\n" + + "This beta includes most of Shattered's first new hero! The base Duelist, one subclass, and two armor abilities are fully implemented! I plan to finish up the Duelist's sprite, second subclass, and third armor ability soon.\n\n" + + "Please let me know what you think, or if you run into any bugs!"; } else { message = Messages.get(this, "what_msg"); 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 8223f013f..57f42658e 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 @@ -57,111 +57,18 @@ public class v2_X_Changes { //TODO public static void add_v2_0_Changes( ArrayList changeInfos ) { - ChangeInfo changes = new ChangeInfo("v2.0-ALPHA", true, ""); + ChangeInfo changes = new ChangeInfo("v2.0-BETA", true, ""); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes = new ChangeInfo("ALPHA-5", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(new HeroIcon(new ElementalStrike()), "Elemental Strike", - "_The Duelist's second armor ability has been added!_\n\n" + - "The Duelist strikes an enemy or location, performing a regular attack that's guaranteed to hit and spreading a magical effect that travels up to 3 tiles in a 65 degree cone. This magical effect varies based on the enchantment on the Duelist's primary weapon.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "_-_ The chasm warning screen now also appears when levitation is about to end.\n\n" + - "_-_ The Duelist can now use rapier lunge outside of her FOV, but the ability will be wasted if there is no enemy there.")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed: (caused by ALPHA):\n" + - "_-_ Goo sometimes dealing 0 damage due to unintentionally committed debug code\n" + - "_-_ Rapier lunge not closing doors\n" + - "_-_ Flail spin using attack speed instead of always taking 1 turn\n" + - "_-_ Duelist abilities benefiting from time freeze\n" + - "_-_ Minor textual errors")); - - changes = new ChangeInfo("ALPHA-4", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed: (caused by ALPHA):\n" + - "_-_ Challenge only using 5 armor charge due to unintentionally committed debug code\n" + - "_-_ Dirk and Assassin's Blade still asking for a target despite not targeting anymore\n" + - "_-_ Secondary weapon abilities using the primary weapon's range\n" + - "_-_ Secondary weapon abilities not benefitting from twin upgrades\n" + - "_-_ Tengu's health bar persisting if he is hit into second phase by a weapon ability\n" + - "_-_ Crashes when self-hitting with mageroyal dart and crossbow weapon ability\n" + - "_-_ Crossbow ability not triggering lethal haste or shocking enchantment\n" + - "\n" + - "Fixed (existed prior to ALPHA):\n" + - "_-_ Very rare cases of Tengu throwing bombs into walls")); - - changes = new ChangeInfo("ALPHA-3", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.DUELIST, 1), "Duelist Balancing", - "I'm making a few more aggressive balance changes based on early Alpha feedback.\n" + - "\n" + - "_- Rapier_ now blocks 0-1 damage, like I stated it would earlier in development\n" + - "_- Aggressive Barrier_ shielding granted up to 3 from 2\n" + - "\n" + - "Weapon abilities:\n" + - "_- Combo Strike_ timing window up to 6/5/4 from 5/4/3\n" + - "_- Cleave_ is no longer instant when killing an enemy\n" + - "_- Sneak_ no longer blinks, now grants 6/5/4 turns of invisibility instead\n" + - "\n" + - "_- Lightweight Charge_ heavily nerfed to 20/15/10% from 50/33/25%. I am considering outright removing this talent, as Duelist/Champion already have mechanics to encourage using lower tier weapon abilities. This talent was designed before both the Champion and Swift Equip.")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "_-_ Items and Enemies can no longer spawn on the Wandmaker quest ritual marker.")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed: (caused by ALPHA):\n" + - "_-_ Plenty of textual errors\n" + - "_-_ Crashes when transferring hero armors\n" + - "_-_ Furor and Evasion nerfs not actually being applied\n" + - "_-_ Flail ability costing 2 charges every spin, instead of just the first\n" + - "_-_ Whip ability always using primary weapon's attack range\n" + - "_-_ Darts not being visually sped up by secondary weapon crossbow\n" + - "_-_ Duelist not appearing in ascension victory screen\n" + - "_-_ Inventory window showing 18 spaces instead of 19 when a secondary weapon is equipped\n" + - "_-_ Twin upgrades not accounting for some upgrade/degrade effects\n" + - "_-_ Corrupting enemies not counting as a win when dueling\n" + - "\n" + - "Fixed (existed prior to ALPHA):\n" + - "_-_ DM-201s targeting invisible heroes\n" + - "_-_ Some armor abilities not checking if targets are out of vision")); - - changes = new ChangeInfo("ALPHA-2", false, null); - changes.hardlight(Window.TITLE_COLOR); - changeInfos.add(changes); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), - "Buffed _Restored Agility_ talent, now grants 3x/10x evasion, up from 2x/5x.\n\n" + - "Duelist can no longer use weapon abilities with insufficient strength.")); - - changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), - "Fixed: (caused by ALPHA):\n" + - "_-_ Various minor textual errors\n" + - "_-_ Errors with old Warrior saves and Veteran's Intuition talent\n" + - "_-_ Attacking Duelist abilities not cancelling invis or time freeze")); - changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "To-Do", - "While v2.0.0 has made it to alpha, there's still a fair bit of work to do! here's roughly what I have planned:\n\n" + - "Before Beta:\n" + - "_-_ Implement the Elemental Strike ability\n" + - "_-_ Substantially improve the Duelist's spritework. She needs hair!\n" + - "_-_ Fix any critical bugs or balance issues\n\n" + - "Before Release:\n" + + "While v2.0.0 has made it to beta, there's still some work to do! here's roughly what I have planned to finish before release:\n\n" + "_-_ Implement the Monk subclass\n" + - "_-_ Implement the 3rd armor ability\n" + + "_-_ Implement the Feint armor ability\n" + "_-_ Finish up Duelist visuals and any other small adjustments\n" + "_-_ Fix any major bugs or balance issues")); @@ -170,23 +77,27 @@ public class v2_X_Changes { "\n" + "The Duelist is an entire new hero class, _with a unique ability for every weapon in the game!_ She can be unlocked by earning a simple badge for equipping a T2 or higher weapon without a strength penalty. However, for the Beta she is unlocked by default!\n" + "\n" + - "I want the Duelist to provide more interesting gameplay options for melee weapon focused builds, that have previously been fairly plain and simple compared to builds using other items.")); + "I want the Duelist to provide more interesting gameplay options for melee weapon focused builds, that have previously been fairly plain and simple compared to builds using other items.\n" + + "\n" + + "_Note that the duelist's in-game sprite is not final. I plan to improve it before release._")); changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.DUELIST, 4), "Duelist Subclasses", "_The Duelist has two subclasses, with 3 more talents each!_\n" + "\n" + "_The Champion_ is a master of melee weapons who can equip a secondary weapon in addition to her primary one!\n" + "\n" + - "_The Monk_ is a master of physical technique, _but has not been finished yet._ Look out for the second subclass very soon!")); + "_The Monk_ is a master of physical technique. As she defeats enemies, she gains energy which can be used on a variety of defensive and utlity-focused abilities.\n" + + "_The Monk has not been finished yet._ Look out for this second subclass very soon!")); changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.DUELIST, 6), "Duelist Armor Abilities", "_The Duelist has three lategame armor abilities, with 3 more talents each!_\n" + "\n" + "_Challenge_ compels an enemy to fight the Duelist while all other enemies are temporarily frozen in time.\n" + "\n" + - "_Elemental Strike_ produces a special effect that is based on the Duelist's weapon enchantment. _This ability has not been finished yet,_ look out for it very soon!\n" + + "_Elemental Strike_ produces a special effect that is based on the Duelist's weapon enchantment.\n" + "\n" + - "_A third armor ability will be added before release!_")); + "_Feint_ allows the Duelist to sidestep an enemy's attack while they are focused on her afterimage.\n" + + "_Feint has not been finished yet,_ look out for it very soon!")); changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null); changes.hardlight(CharSprite.WARNING); @@ -219,15 +130,17 @@ public class v2_X_Changes { "_Hero, Allies, & Enemies:_\n" + "_-_ The hero can now also self-trample plants, in addition to grass\n" + "_-_ Ripper demons will now try to leap even if their destination is blocked by terrain\n" + - "_-_ Knockback effects now round up after being halved vs. bosses")); - - changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc") + " 2", + "_-_ Knockback effects now round up after being halved vs. bosses\n" + + "\n" + "_Effects:_\n" + "_-_ Backup barrier now triggers before wand zaps fully resolve\n" + - "\n" + + "_-_ The chasm warning screen now also appears when levitation is about to end.")); + + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc") + " 2", "_Levelgen:_\n" + "_-_ Adjusted the layout of sacrifice rooms to provide some cover from ranged enemies\n" + "_-_ Secret rooms now never affect the generation of items in other rooms\n" + + "_-_ Items and Enemies can no longer spawn on the Wandmaker quest ritual marker.\n" + "\n" + "_Items:_\n" + "_-_ Several artifacts now cancel invisibility when used\n" + @@ -242,7 +155,6 @@ public class v2_X_Changes { changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes") + " 1", "Fixed the following bugs:\n" + - "\n" + "_Highlights:_\n" + "_-_ Softlocks caused by the warden using fadeleaf just as they start a boss fight\n" + "_-_ Particle effects failing to appear in a bunch of rare cases\n" + @@ -254,6 +166,7 @@ public class v2_X_Changes { "_-_ Lethal momentum not triggering on kills made via enchantment\n" + "_-_ Teleportation effects not being blocked by magic immunity\n" + "_-_ Barkskin not reducing damage from things like bombs or the chalice of blood\n" + + "_-_ Some armor abilities not checking if targets are out of vision\n" + "_-_ Magical fire not clearing regular fire if they are on the same tile\n" + "_-_ Gladiator being able to riposte enemies who charmed him\n" + "_-_ Iron Stomach talent cancelling fall damage in rare cases\n" + @@ -267,6 +180,7 @@ public class v2_X_Changes { "_-_ Transmuting a dried rose deleting any items held by the ghost\n" + "_-_ Alchemist's Toolkit not triggering the enhanced rings talent\n" + "_-_ Wand of fireblast rarely shooting great distances\n" + + "_-_ Wand of Lightning rarely taking credit for hero deaths not caused by it\n" + "_-_ Horn of plenty benefiting from artifact recharging much more than intended\n" + "_-_ Magic immunity not blocking use of shield battery, cursed artifact effects, or wand recharging\n" + "_-_ Cursed items still blocking equipment slots when lost via ankh revive\n" + @@ -280,8 +194,9 @@ public class v2_X_Changes { "_Allies & Enemies:_\n" + "_-_ Rare cases of hero stacking onto enemies when trying to swap positions with an ally\n" + "_-_ DM-300 not using abilities in its first phase in specific situations\n" + - "_-_ DM-201s rarely lobbing grenades through closed doors\n" + + "_-_ DM-201s rarely lobbing grenades when they shouldn't\n" + "_-_ DM-300's rockfall attack very rarely having no delay\n" + + "_-_ Tengu rarely throwing bombs into walls\n" + "_-_ Several on-kill effects incorrectly triggering when ghouls get downed, but not killed\n" + "_-_ Soiled fist being able to see through shrouding fog\n" + "_-_ Rare cases where the Imp's shop could appear without completing his quest\n" + @@ -298,6 +213,7 @@ public class v2_X_Changes { "_UI/VFX:_\n" + "_-_ Various minor audiovisual errors\n" + "_-_ Various minor textual errors\n" + + "_-_ Items rarely disappearing when hotkeys are used to close the inventory\n" + "_-_ 'i' being incorrectly uppercased to 'I' in Turkish\n" + "_-_ Auras from champion enemies being visible in the fog of war for one frame\n" + "_-_ Very rare cases where Goo attack particles behaved incorrectly\n" +