v2.2.0: updated changelog, version, and WelcomeScene for BETA-0.1
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@@ -14,8 +14,8 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 739
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appVersionCode = 740
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appVersionName = '2.2.0-ALPHA-0.2'
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appVersionName = '2.2.0-BETA-0.1'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@@ -201,8 +201,8 @@ public class WelcomeScene extends PixelScene {
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message += "\n" + Messages.get(this, "patch_translations");
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message += "\n" + Messages.get(this, "patch_translations");
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}
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}
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message = "Greetings alpha testers, welcome to an early look at everything else coming in v2.2.0!\n\n" +
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message = "Greetings beta testers, welcome to an early look at everything else coming in v2.2.0!\n\n" +
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"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" +
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"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" +
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"Hopefully the new quest can come online in the coming weeks, but in the meantime I hope you enjoy this update's other changes.";
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"Hopefully the new quest can come online in the coming weeks, but in the meantime I hope you enjoy this update's other changes.";
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} else {
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} else {
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message = Messages.get(this, "what_msg");
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message = Messages.get(this, "what_msg");
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@@ -76,31 +76,10 @@ public class v2_X_Changes {
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public static void add_v2_2_Changes( ArrayList<ChangeInfo> changeInfos ) {
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public static void add_v2_2_Changes( ArrayList<ChangeInfo> changeInfos ) {
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ChangeInfo changes = new ChangeInfo("v2.1-ALPHA-0.1", true, "");
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ChangeInfo changes = new ChangeInfo("v2.1-BETA-0.1", true, "");
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changes.hardlight(Window.TITLE_COLOR);
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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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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("ALPHA-0.2", 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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"_-_ Increased the value of lower-exp enemies in sacrifice rooms. This is most noticeable in early floors, especially when sacrificing rats."));
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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 ALPHA:_\n" +
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"_-_ Epitaph text not appearing\n" +
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"_-_ New crystal path rooms not generating keys\n" +
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"\n" +
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"_Existed Prior to ALPHA:_\n" +
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"_-_ Rare crash bugs involving right-click menus\n" +
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"_-_ Wild Magic ability not respecting wand of warding's ward cap"));
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changes = new ChangeInfo(Messages.get(ChangesScene.class, "new"), false, null);
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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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changes.hardlight(Window.TITLE_COLOR);
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changeInfos.add(changes);
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changeInfos.add(changes);
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@@ -184,8 +163,8 @@ public class v2_X_Changes {
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"_-_ The sad ghost now always spawns at the end of the level it appears in and does not leave the exit room\n" +
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"_-_ The sad ghost now always spawns at the end of the level it appears in and does not leave the exit room\n" +
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"_-_ Bosses from the sad ghost's quest now tend to wander toward the hero\n" +
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"_-_ Bosses from the sad ghost's quest now tend to wander toward the hero\n" +
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"_-_ Crystal path rooms have been redesigned to give the player more choice over the items they get\n" +
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"_-_ Crystal path rooms have been redesigned to give the player more choice over the items they get\n" +
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"_-_ Overhauled retreating enemy AI. Retreating enemies should get stuck far less often, and terrified enemies are unable to approach the hero.\n" +
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"_-_ Increased the value of lower-exp enemies in sacrifice rooms. This is most noticeable in early floors, especially when sacrificing rats.\n" +
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"_-_ The Google Play version of Shattered now uses Google Play Games v2, which requires Android 4.4+\n" +
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"_-_ Added a new Language: Belarusian!\n" +
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"\n" +
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"\n" +
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"_Items:_\n" +
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"_Items:_\n" +
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"_-_ Equipping two of the same ring now shows their combined effect in their descriptions\n" +
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"_-_ Equipping two of the same ring now shows their combined effect in their descriptions\n" +
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@@ -197,8 +176,10 @@ public class v2_X_Changes {
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"_-_ The game's tutorial is now skipped if there is existing gameplay data (e.g. via Google Play Games sync)\n" +
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"_-_ The game's tutorial is now skipped if there is existing gameplay data (e.g. via Google Play Games sync)\n" +
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"\n" +
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"\n" +
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"_Other:_\n" +
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"_Other:_\n" +
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"_-_ Overhauled retreating enemy AI. Retreating enemies should get stuck far less often, and terrified enemies are unable to approach the hero.\n" +
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"_-_ Healing effects still do not stack, but now combine more effectively\n" +
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"_-_ Healing effects still do not stack, but now combine more effectively\n" +
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"_-_ Added dev commentary for v1.1.0\n" +
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"_-_ Added dev commentary for v1.1.0\n" +
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"_-_ The Google Play version of Shattered now uses Google Play Games v2, which requires Android 4.4+\n" +
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"_-_ Removed support for Android Instant Apps\n" +
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"_-_ Removed support for Android Instant Apps\n" +
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"_-_ Updated some links in the game's credits"));
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"_-_ Updated some links in the game's credits"));
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