v1.3.2: final commit

This commit is contained in:
Evan Debenham
2022-07-25 13:59:32 -04:00
parent 5d6fe5aa97
commit cad7c0eb87
2 changed files with 37 additions and 4 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 = 644 appVersionCode = 646
appVersionName = '1.3.1' appVersionName = '1.3.2'
appJavaCompatibility = JavaVersion.VERSION_1_8 appJavaCompatibility = JavaVersion.VERSION_1_8

View File

@@ -87,10 +87,43 @@ public class v1_X_Changes {
changes.hardlight(Window.TITLE_COLOR); changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes); changeInfos.add(changes);
changes = new ChangeInfo("", false, null); changes = new ChangeInfo("v1.3.2", false, null);
changes.hardlight(Window.TITLE_COLOR); changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes); changeInfos.add(changes);
changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "UI Adjustments",
"As promised, I'm making a few UI improvements in v1.3.2. Unfortunately, these ended up being smaller than expected due to some design troubles:\n\n" +
"_-_ Boss health bars have been expanded to show current health and active buffs/debuffs.\n" +
"_-_ The Changes scene has been expanded on large enough displays. This is the first of several UI expansions I'd like to make over time.\n\n" +
"I've mentioned more detailed enemy info at the top-left for desktop users a few times now (each enemy getting a small info pane with health and buffs/debuffs), but have unfortunately decided to scrap that feature. After playtesting it the additional UI elements just added clutter. Most critically, when many enemies were present at once (the exact situation that extra enemy info was supposed to help with) it became impossible to tell which enemy was which. Instead, in a future update I'm going to look into giving enemies expanded health bar info if you hover over them."));
Image ic = Icons.get(Icons.SEED);
ic.hardlight(1f, 1.5f, 0.67f);
changes.addButton( new ChangeButton(ic, "Seeded Run Bugfixes",
"I have identified and fixed a couple of bugs which made levelgen of seeded runs with the same seed not always identical.\n\n" +
"Unfortunately, the fixes for this will mean that some of the items generated by a particular seed will be different on v1.3.2 than v1.3.1 or v1.3.0. I generally want to avoid smaller updates changing seeded runs like this.\n\n" +
"_-_ Fixed a bug where colors of potions, glyphs on scrolls, and gems on rings could vary between runs with the same seed.\n" +
"_-_ Fixed a bug where the number of enemies spawned over time could affect item generation on the next floor.\n"));
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"_-_ Characters with guaranteed dodges (e.g. spirit hawk) can now evade Yog's laser beam\n\n" +
"_-_ Dates and countdowns for daily runs are now language neutral (only use numbers)\n" +
"_-_ The rankings scene now automatically opens the daily run window if you just ended a daily\n\n" +
"_-_ Minor visual improvements to the amulet scene\n\n" +
"_-_ Updated translations"));
changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed (caused by v1.3.0):\n" +
"_-_ Various rare hang and crash bugs\n" +
"_-_ Enraged brutes not being killed by cleansing darts\n" +
"_-_ Minor visual bugs in one specific floor 5 layout type\n" +
"_-_ Lit bombs being preserved with other items when defeating Tengu\n" +
"_-_ Some badges not being properly saved to a run during ascension\n" +
"_-_ Sheep spawned by woolly bomb not being dismissable in some cases\n" +
"_-_ Various rare cases where boss challenge badges wouldn't unlock\n\n" +
"Fixed (existed prior to v1.3.0):\n" +
"_-_ Gateway traps being able to teleport containers"));
changes = new ChangeInfo("v1.3.1", false, null); changes = new ChangeInfo("v1.3.1", false, null);
changes.hardlight(Window.TITLE_COLOR); changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes); changeInfos.add(changes);
@@ -114,7 +147,7 @@ public class v1_X_Changes {
"_-_ 105 days after Shattered v1.2.0\n" + "_-_ 105 days after Shattered v1.2.0\n" +
"Expect dev commentary here in the future.")); "Expect dev commentary here in the future."));
Image ic = Icons.get(Icons.SEED); ic = Icons.get(Icons.SEED);
ic.hardlight(1f, 1.5f, 0.67f); ic.hardlight(1f, 1.5f, 0.67f);
changes.addButton( new ChangeButton(ic, "Seeded Runs!", changes.addButton( new ChangeButton(ic, "Seeded Runs!",
"_It's now possible to enter a custom seed when starting a new game!_\n\n" + "_It's now possible to enter a custom seed when starting a new game!_\n\n" +