v2.0.0: updated version/changelog for BETA-1
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@@ -206,9 +206,9 @@ public class WelcomeScene extends PixelScene {
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}
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message = "Greeting Alpha testers, welcome to an early look at Shattered's new hero!\n\n" +
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"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" +
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"This Alpha release includes a second armor ability! Please let me know what you think.";
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message = "Greeting Beta testers!\n\n" +
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"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" +
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"Please let me know what you think, or if you run into any bugs!";
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} else {
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message = Messages.get(this, "what_msg");
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@@ -57,111 +57,18 @@ public class v2_X_Changes {
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//TODO
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public static void add_v2_0_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v2.0-ALPHA", true, "");
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ChangeInfo changes = new ChangeInfo("v2.0-BETA", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changes = new ChangeInfo("ALPHA-5", 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(new HeroIcon(new ElementalStrike()), "Elemental Strike",
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"_The Duelist's second armor ability has been added!_\n\n" +
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"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."));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"_-_ The chasm warning screen now also appears when levitation is about to end.\n\n" +
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"_-_ The Duelist can now use rapier lunge outside of her FOV, but the ability will be wasted if there is no enemy there."));
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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: (caused by ALPHA):\n" +
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"_-_ Goo sometimes dealing 0 damage due to unintentionally committed debug code\n" +
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"_-_ Rapier lunge not closing doors\n" +
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"_-_ Flail spin using attack speed instead of always taking 1 turn\n" +
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"_-_ Duelist abilities benefiting from time freeze\n" +
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"_-_ Minor textual errors"));
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changes = new ChangeInfo("ALPHA-4", 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(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
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"Fixed: (caused by ALPHA):\n" +
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"_-_ Challenge only using 5 armor charge due to unintentionally committed debug code\n" +
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"_-_ Dirk and Assassin's Blade still asking for a target despite not targeting anymore\n" +
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"_-_ Secondary weapon abilities using the primary weapon's range\n" +
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"_-_ Secondary weapon abilities not benefitting from twin upgrades\n" +
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"_-_ Tengu's health bar persisting if he is hit into second phase by a weapon ability\n" +
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"_-_ Crashes when self-hitting with mageroyal dart and crossbow weapon ability\n" +
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"_-_ Crossbow ability not triggering lethal haste or shocking enchantment\n" +
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"\n" +
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"Fixed (existed prior to ALPHA):\n" +
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"_-_ Very rare cases of Tengu throwing bombs into walls"));
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changes = new ChangeInfo("ALPHA-3", 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(HeroSprite.avatar(HeroClass.DUELIST, 1), "Duelist Balancing",
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"I'm making a few more aggressive balance changes based on early Alpha feedback.\n" +
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"\n" +
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"_- Rapier_ now blocks 0-1 damage, like I stated it would earlier in development\n" +
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"_- Aggressive Barrier_ shielding granted up to 3 from 2\n" +
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"\n" +
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"Weapon abilities:\n" +
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"_- Combo Strike_ timing window up to 6/5/4 from 5/4/3\n" +
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"_- Cleave_ is no longer instant when killing an enemy\n" +
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"_- Sneak_ no longer blinks, now grants 6/5/4 turns of invisibility instead\n" +
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"\n" +
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"_- 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."));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
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"_-_ Items and Enemies can no longer spawn on the Wandmaker quest ritual marker."));
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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: (caused by ALPHA):\n" +
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"_-_ Plenty of textual errors\n" +
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"_-_ Crashes when transferring hero armors\n" +
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"_-_ Furor and Evasion nerfs not actually being applied\n" +
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"_-_ Flail ability costing 2 charges every spin, instead of just the first\n" +
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"_-_ Whip ability always using primary weapon's attack range\n" +
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"_-_ Darts not being visually sped up by secondary weapon crossbow\n" +
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"_-_ Duelist not appearing in ascension victory screen\n" +
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"_-_ Inventory window showing 18 spaces instead of 19 when a secondary weapon is equipped\n" +
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"_-_ Twin upgrades not accounting for some upgrade/degrade effects\n" +
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"_-_ Corrupting enemies not counting as a win when dueling\n" +
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"\n" +
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"Fixed (existed prior to ALPHA):\n" +
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"_-_ DM-201s targeting invisible heroes\n" +
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"_-_ Some armor abilities not checking if targets are out of vision"));
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changes = new ChangeInfo("ALPHA-2", 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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"Buffed _Restored Agility_ talent, now grants 3x/10x evasion, up from 2x/5x.\n\n" +
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"Duelist can no longer use weapon abilities with insufficient strength."));
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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: (caused by ALPHA):\n" +
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"_-_ Various minor textual errors\n" +
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"_-_ Errors with old Warrior saves and Veteran's Intuition talent\n" +
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"_-_ Attacking Duelist abilities not cancelling invis or time freeze"));
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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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changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "To-Do",
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"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" +
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"Before Beta:\n" +
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"_-_ Implement the Elemental Strike ability\n" +
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"_-_ Substantially improve the Duelist's spritework. She needs hair!\n" +
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"_-_ Fix any critical bugs or balance issues\n\n" +
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"Before Release:\n" +
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"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" +
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"_-_ Implement the Monk subclass\n" +
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"_-_ Implement the 3rd armor ability\n" +
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"_-_ Implement the Feint armor ability\n" +
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"_-_ Finish up Duelist visuals and any other small adjustments\n" +
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"_-_ Fix any major bugs or balance issues"));
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@@ -170,23 +77,27 @@ public class v2_X_Changes {
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"\n" +
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"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" +
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"\n" +
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"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."));
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"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" +
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"\n" +
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"_Note that the duelist's in-game sprite is not final. I plan to improve it before release._"));
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changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.DUELIST, 4), "Duelist Subclasses",
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"_The Duelist has two subclasses, with 3 more talents each!_\n" +
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"\n" +
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"_The Champion_ is a master of melee weapons who can equip a secondary weapon in addition to her primary one!\n" +
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"\n" +
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"_The Monk_ is a master of physical technique, _but has not been finished yet._ Look out for the second subclass very soon!"));
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"_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" +
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"_The Monk has not been finished yet._ Look out for this second subclass very soon!"));
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changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.DUELIST, 6), "Duelist Armor Abilities",
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"_The Duelist has three lategame armor abilities, with 3 more talents each!_\n" +
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"\n" +
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"_Challenge_ compels an enemy to fight the Duelist while all other enemies are temporarily frozen in time.\n" +
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"\n" +
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"_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" +
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"_Elemental Strike_ produces a special effect that is based on the Duelist's weapon enchantment.\n" +
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"\n" +
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"_A third armor ability will be added before release!_"));
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"_Feint_ allows the Duelist to sidestep an enemy's attack while they are focused on her afterimage.\n" +
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"_Feint has not been finished yet,_ look out for it very soon!"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null);
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changes.hardlight(CharSprite.WARNING);
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@@ -219,15 +130,17 @@ public class v2_X_Changes {
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"_Hero, Allies, & Enemies:_\n" +
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"_-_ The hero can now also self-trample plants, in addition to grass\n" +
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"_-_ Ripper demons will now try to leap even if their destination is blocked by terrain\n" +
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"_-_ Knockback effects now round up after being halved vs. bosses"));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc") + " 2",
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"_-_ Knockback effects now round up after being halved vs. bosses\n" +
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"\n" +
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"_Effects:_\n" +
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"_-_ Backup barrier now triggers before wand zaps fully resolve\n" +
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"\n" +
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"_-_ The chasm warning screen now also appears when levitation is about to end."));
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changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc") + " 2",
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"_Levelgen:_\n" +
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"_-_ Adjusted the layout of sacrifice rooms to provide some cover from ranged enemies\n" +
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"_-_ Secret rooms now never affect the generation of items in other rooms\n" +
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"_-_ Items and Enemies can no longer spawn on the Wandmaker quest ritual marker.\n" +
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"\n" +
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"_Items:_\n" +
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"_-_ Several artifacts now cancel invisibility when used\n" +
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@@ -242,7 +155,6 @@ public class v2_X_Changes {
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changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes") + " 1",
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"Fixed the following bugs:\n" +
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"\n" +
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"_Highlights:_\n" +
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"_-_ Softlocks caused by the warden using fadeleaf just as they start a boss fight\n" +
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"_-_ Particle effects failing to appear in a bunch of rare cases\n" +
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@@ -254,6 +166,7 @@ public class v2_X_Changes {
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"_-_ Lethal momentum not triggering on kills made via enchantment\n" +
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"_-_ Teleportation effects not being blocked by magic immunity\n" +
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"_-_ Barkskin not reducing damage from things like bombs or the chalice of blood\n" +
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"_-_ Some armor abilities not checking if targets are out of vision\n" +
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"_-_ Magical fire not clearing regular fire if they are on the same tile\n" +
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"_-_ Gladiator being able to riposte enemies who charmed him\n" +
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"_-_ Iron Stomach talent cancelling fall damage in rare cases\n" +
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@@ -267,6 +180,7 @@ public class v2_X_Changes {
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"_-_ Transmuting a dried rose deleting any items held by the ghost\n" +
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"_-_ Alchemist's Toolkit not triggering the enhanced rings talent\n" +
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"_-_ Wand of fireblast rarely shooting great distances\n" +
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"_-_ Wand of Lightning rarely taking credit for hero deaths not caused by it\n" +
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"_-_ Horn of plenty benefiting from artifact recharging much more than intended\n" +
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"_-_ Magic immunity not blocking use of shield battery, cursed artifact effects, or wand recharging\n" +
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"_-_ Cursed items still blocking equipment slots when lost via ankh revive\n" +
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@@ -280,8 +194,9 @@ public class v2_X_Changes {
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"_Allies & Enemies:_\n" +
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"_-_ Rare cases of hero stacking onto enemies when trying to swap positions with an ally\n" +
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"_-_ DM-300 not using abilities in its first phase in specific situations\n" +
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"_-_ DM-201s rarely lobbing grenades through closed doors\n" +
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"_-_ DM-201s rarely lobbing grenades when they shouldn't\n" +
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"_-_ DM-300's rockfall attack very rarely having no delay\n" +
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"_-_ Tengu rarely throwing bombs into walls\n" +
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"_-_ Several on-kill effects incorrectly triggering when ghouls get downed, but not killed\n" +
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"_-_ Soiled fist being able to see through shrouding fog\n" +
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"_-_ Rare cases where the Imp's shop could appear without completing his quest\n" +
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@@ -298,6 +213,7 @@ public class v2_X_Changes {
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"_UI/VFX:_\n" +
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"_-_ Various minor audiovisual errors\n" +
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"_-_ Various minor textual errors\n" +
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"_-_ Items rarely disappearing when hotkeys are used to close the inventory\n" +
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"_-_ 'i' being incorrectly uppercased to 'I' in Turkish\n" +
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"_-_ Auras from champion enemies being visible in the fog of war for one frame\n" +
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"_-_ Very rare cases where Goo attack particles behaved incorrectly\n" +
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