v2.2.0: updated changelog, version, and WelcomeScene for BETA-0.1

This commit is contained in:
Evan Debenham
2023-09-08 12:18:27 -04:00
parent 091b17a3d6
commit acd8e29ea4
3 changed files with 9 additions and 28 deletions

View File

@@ -14,8 +14,8 @@ allprojects {
appName = 'Shattered Pixel Dungeon' appName = 'Shattered Pixel Dungeon'
appPackageName = 'com.shatteredpixel.shatteredpixeldungeon' appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
appVersionCode = 739 appVersionCode = 740
appVersionName = '2.2.0-ALPHA-0.2' appVersionName = '2.2.0-BETA-0.1'
appJavaCompatibility = JavaVersion.VERSION_1_8 appJavaCompatibility = JavaVersion.VERSION_1_8

View File

@@ -201,8 +201,8 @@ public class WelcomeScene extends PixelScene {
message += "\n" + Messages.get(this, "patch_translations"); message += "\n" + Messages.get(this, "patch_translations");
} }
message = "Greetings alpha testers, welcome to an early look at everything else coming in v2.2.0!\n\n" + message = "Greetings beta testers, welcome to an early look at everything else coming in v2.2.0!\n\n" +
"The blacksmith quest has unfortunately been a bit delayed, so I've decided to release some early alpha/beta versions of v2.2.0 so people can play with all of the other changes that are done.\n\n" + "The blacksmith quest has unfortunately been a bit delayed, so I've decided to release some early beta versions of v2.2.0 so people can play with all of the other changes that are done.\n\n" +
"Hopefully the new quest can come online in the coming weeks, but in the meantime I hope you enjoy this update's other changes."; "Hopefully the new quest can come online in the coming weeks, but in the meantime I hope you enjoy this update's other changes.";
} else { } else {
message = Messages.get(this, "what_msg"); message = Messages.get(this, "what_msg");

View File

@@ -76,31 +76,10 @@ public class v2_X_Changes {
public static void add_v2_2_Changes( ArrayList<ChangeInfo> changeInfos ) { public static void add_v2_2_Changes( ArrayList<ChangeInfo> changeInfos ) {
ChangeInfo changes = new ChangeInfo("v2.1-ALPHA-0.1", true, ""); ChangeInfo changes = new ChangeInfo("v2.1-BETA-0.1", true, "");
changes.hardlight(Window.TITLE_COLOR); changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes); changeInfos.add(changes);
changes = new ChangeInfo("", false, null);
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes = new ChangeInfo("ALPHA-0.2", false, null);
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"_-_ Increased the value of lower-exp enemies in sacrifice rooms. This is most noticeable in early floors, especially when sacrificing rats."));
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 ALPHA:_\n" +
"_-_ Epitaph text not appearing\n" +
"_-_ New crystal path rooms not generating keys\n" +
"\n" +
"_Existed Prior to ALPHA:_\n" +
"_-_ Rare crash bugs involving right-click menus\n" +
"_-_ Wild Magic ability not respecting wand of warding's ward cap"));
changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null); changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null);
changes.hardlight(Window.TITLE_COLOR); changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes); changeInfos.add(changes);
@@ -184,8 +163,8 @@ public class v2_X_Changes {
"_-_ The sad ghost now always spawns at the end of the level it appears in and does not leave the exit room\n" + "_-_ The sad ghost now always spawns at the end of the level it appears in and does not leave the exit room\n" +
"_-_ Bosses from the sad ghost's quest now tend to wander toward the hero\n" + "_-_ Bosses from the sad ghost's quest now tend to wander toward the hero\n" +
"_-_ Crystal path rooms have been redesigned to give the player more choice over the items they get\n" + "_-_ Crystal path rooms have been redesigned to give the player more choice over the items they get\n" +
"_-_ Overhauled retreating enemy AI. Retreating enemies should get stuck far less often, and terrified enemies are unable to approach the hero.\n" + "_-_ Increased the value of lower-exp enemies in sacrifice rooms. This is most noticeable in early floors, especially when sacrificing rats.\n" +
"_-_ The Google Play version of Shattered now uses Google Play Games v2, which requires Android 4.4+\n" + "_-_ Added a new Language: Belarusian!\n" +
"\n" + "\n" +
"_Items:_\n" + "_Items:_\n" +
"_-_ Equipping two of the same ring now shows their combined effect in their descriptions\n" + "_-_ Equipping two of the same ring now shows their combined effect in their descriptions\n" +
@@ -197,8 +176,10 @@ public class v2_X_Changes {
"_-_ The game's tutorial is now skipped if there is existing gameplay data (e.g. via Google Play Games sync)\n" + "_-_ The game's tutorial is now skipped if there is existing gameplay data (e.g. via Google Play Games sync)\n" +
"\n" + "\n" +
"_Other:_\n" + "_Other:_\n" +
"_-_ Overhauled retreating enemy AI. Retreating enemies should get stuck far less often, and terrified enemies are unable to approach the hero.\n" +
"_-_ Healing effects still do not stack, but now combine more effectively\n" + "_-_ Healing effects still do not stack, but now combine more effectively\n" +
"_-_ Added dev commentary for v1.1.0\n" + "_-_ Added dev commentary for v1.1.0\n" +
"_-_ The Google Play version of Shattered now uses Google Play Games v2, which requires Android 4.4+\n" +
"_-_ Removed support for Android Instant Apps\n" + "_-_ Removed support for Android Instant Apps\n" +
"_-_ Updated some links in the game's credits")); "_-_ Updated some links in the game's credits"));