v3.2.0: condensed v3.2 changelog

This commit is contained in:
Evan Debenham
2025-07-31 13:48:41 -04:00
parent 2dbbb799ee
commit dee2525e43

View File

@@ -85,116 +85,19 @@ public class v3_X_Changes {
public static void add_v3_2_Changes( ArrayList<ChangeInfo> changeInfos ) {
ChangeInfo changes = new ChangeInfo("v3.2-BETA", true, "");
ChangeInfo changes = new ChangeInfo("v3.2", true, "");
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes = new ChangeInfo("", false, null);
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes = new ChangeInfo("BETA-4", false, null);
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"**-** Tomahawk Bleed % down to 33% from 50%, but is now its own separate damage roll that ignores enemy armor and bonus dmg from excess str.\n" +
"\n" +
"**-** Stone of Intuition guess window now shows which item you are guessing for\n" +
"\n" +
"**-** Updated Translations"));
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 BETA-3:**\n" +
"**-** Thrown weapons sometimes taking 1 turn to throw in cases where they shouldn't\n" +
"**-** Shurikens not getting an instant throw when aimed at terrain\n" +
"\n" +
"**Caused by BETA-2:**\n" +
"**-** Rare crash bugs when selling thrown weapons to shopkeepers\n" +
"\n" +
"**Caused by BETA-1:**\n" +
"**-** Flail ability bonus damage not applying\n" +
"**-** Duplication bug involving incendiary darts\n" +
"**-** Spirit bow not being curse-infusable\n" +
"**-** Cases where curse infusion and upgrading could cause thrown weapons to incorrectly turn to dust\n" +
"**-** Thrown Weapons not including explosive curse state in their description\n" +
"**-** Various minor typos\n" +
"\n" +
"**Existed prior to BETA:**\n" +
"**-** Chaotic Censer aiming at passive enemies\n" +
"**-** Cases where sacrificial fire would rarely not apply\n" +
"**-** Rogue not getting invisibility from some unstable spell effects\n" +
"**-** Minor Visual bugs"));
changes = new ChangeInfo("BETA-3", false, null);
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"**-** Thrown weapons (including the bow) now always spend 1 turn if they aren't aimed at a target. This is to prevent turn manipulation exploits with speed augmented weapons.\n" +
"\n" +
"**-** Added credits for Swedish\n" +
"**-** Updated translations"));
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 BETA-2:**\n" +
"**-** Darts being incorrect deleted in a bunch of cases\n" +
"**-** Alchemize UI not being updated along with shop selling UI in previous beta-1 change for selling thrown weapons\n" +
"\n" +
"**Caused by BETA-1:**\n" +
"**-** Survivalist's Intuition still granting its old benefit to all equipment\n" +
"**-** Shard of Oblivion not notifying when thrown weapons are ready to ID in some cases\n" +
"**-** Transmuting also repairing thrown weapons\n" +
"**-** Projecting from spirit bow stacking twice on its own arrows\n" +
"\n" +
"**Existed prior to BETA:**\n" +
"**-** Rare cases where hero could not regen more than 1hp/turn when they should\n" +
"**-** Cleric's body form enchantment/glyph effect also applying to some enemies"));
changes = new ChangeInfo("BETA-2", false, null);
changes.hardlight(Window.TITLE_COLOR);
changeInfos.add(changes);
changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.LIQUID_METAL), "Liquid Metal",
"I've made some improvements to liquid metal to make it more appealing to use with upgraded thrown weapons, now that the durability scaling per upgrade is down to 1.5x from 3x:\n" +
"**-** Liquid metal cost scaling per upgrade down to 1.33x from 2x\n" +
"**-** Liquid metal can now replace missing thrown weapons from a set (sets still cap at 3!)"));
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"**-** Blacksmith's smith option now offers a thrown weapon in addition to 2 melee weapons and an armor\n" +
"**-** Blacksmith room can no longer spawn next to the depth exit room\n" +
"\n" +
"**-** Added a new language: Swedish! (credits TBA)\n" +
"**-** Updated Translations"));
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 BETA-1:**\n" +
"**-** Enchantments and augments being applicable to darts\n" +
"**-** Stone of detect magic not working on thrown weapons\n" +
"**-** Heavy boomerang description not mentioning its properties\n" +
"**-** Golden & Ebony mimic loot bonuses not applying to thrown weapons\n" +
"**-** Trickster potentially dropping upgraded or cursed thrown weapons\n" +
"**-** Exploits where thrown weapon sets could be partially sold before upgrading\n" +
"**-** Various minor textual errors\n" +
"\n" +
"**Existed prior to BETA:**\n" +
"**-** Indonesian language using the wrong name"));
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), "Dev Commentary",
"Hey Beta testers, thanks for testing v3.2.0!\n" +
"**-** Released August 4th, 2025\n" +
"**-** 63 days after Shattered v3.1.0\n" +
"\n" +
"v3.2.0 is smaller than most updates, but comes with a major overhaul to thrown weapons, balance changes to some subclasses, and a major QoL change to accuracy/evasion effects.\n" +
"\n" +
"The update is content complete, but I do expect to do a bit more before it goes live:\n" +
"**-** Followup balance tweaks to thrown weapon sets and other stuff as needed\n" +
"**-** Additional small fixes and tweaks"));
"Dev commentary will be added here in the future."));
changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.JAVELIN), "Thrown Weapon Sets",
"**Thrown weapons have been majorly overhauled to be more worthwhile to upgrade!**\n" +
@@ -226,6 +129,15 @@ public class v3_X_Changes {
changes.hardlight(CharSprite.WARNING);
changeInfos.add(changes);
changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.LIQUID_METAL), "Liquid Metal",
"Liquid metal has also been changed to go along with the general changes to thrown weapons:\n" +
"\n" +
"**-** Recipe adjusted, now takes one known uncursed thrown weapon set and always costs 3 energy.\n" +
"**-** Liquid metal can now replace missing/broken thrown weapons from a set (up to the usual cap of 3)\n" +
"**-** Liquid metal scaling per upgrade down to 1.33x from 2x.\n" +
"\n" +
"The upgrade scaling change works out to be a slight nerf, as thrown weapon durability scaling per upgrade was also reduced to 1.5x from 3x. However, I expect durability and repairing to be much more of a factor now, as previously upgraded thrown weapons would reach infinite durability very quickly."));
changes.addButton(new ChangeButton(new TalentIcon(Talent.SURVIVALISTS_INTUITION), "Survivalist's Intuition",
"Now that thrown weapons can be identified, there is design space for the Huntress to have a non-generic identification talent:\n" +
"\n" +
@@ -233,9 +145,12 @@ public class v3_X_Changes {
changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"**Highlights:**\n" +
"**-** Ascension challenge now always notifies the player the first time the amulet's curse is weakened, which should make tracking the pacifist ascent badge easier.\n" +
"**-** Liquid metal's recipe has been adjusted, it now accepts one set of known uncursed thrown weapons and has a standard cost of 3.\n" +
"**-** Characters that are immune to the wand of lightning no longer reduce its overall damage if it arcs though them.\n" +
"**-** Blacksmith's smith option now offers a thrown weapon in addition to 2 melee weapons and an armor\n" +
"**-** Thrown weapons (including the bow) now always have a throw delay of 1 turn if they aren't aimed at a target\n" +
"**-** Ascension challenge now always notifies the player the first time the amulet's curse is weakened\n" +
"**-** Characters that are immune to the wand of lightning no longer reduce its overall damage if it arcs though them\n" +
"**-** Chaotic Censer no longer aims at passive enemies\n" +
"**-** Added a new language: Swedish!\n" +
"\n" +
"**Thrown Weapons:**\n" +
"**-** Augmentation now affects thrown weapon durability based on how it affects attack speed\n" +
@@ -245,18 +160,28 @@ public class v3_X_Changes {
"**Misc:**\n" +
"**-** Improved most tutorial/guidebook text to be more concise\n" +
"**-** Stone of Intuition guess window now shows which item you are guessing for\n" +
"**-** Blacksmith room can no longer spawn next to the depth exit room\n" +
"**-** Rats that are made friendly by the 19th armor ability no longer attack enemies\n" +
"**-** Wands now only need to be known uncursed to be used in making resin\n" +
"**-** Made tweaks to tunnel and maze rooms to reduce the chance of them generating certain shapes\n" +
"**-** Made piranha description text more helpful\n" +
"**-** Updated code libraries on iOS (Android and Desktop lib updates will come in a patch later)"));
"**-** Updated code libraries on iOS (Android and Desktop lib updates will come in a patch later)\n" +
"**-** Added dev commentary for v2.2.0\n"));
changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed the following bugs:\n" +
"**Misc:**\n" +
"**Gameplay:**\n" +
"**-** Cases where sacrificial fire would not apply just after a character steps into it\n" +
"**-** Rogue's incribed stealth talent not properly triggering from some unstable spell effects\n" +
"**-** Rare cases where hero could not regen more than 1hp/turn when they should\n" +
"**-** Distortion traps always generating mimics when choosing to generate an uncommon enemy\n" +
"**-** Cleric's body form enchantment/glyph effect also applying to some enemies\n" +
"\n" +
"**Misc:**\n" +
"**-** Cases where status text would stack on itself incorrectly\n" +
"**-** Infinity symbol (∞) not being rendered by the game's pixel font"));
"**-** Language selection menu using thr wrong name for Indonesian\n" +
"**-** Minor visual and textual bugs"));
changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null);
changes.hardlight(CharSprite.POSITIVE);
@@ -305,7 +230,7 @@ public class v3_X_Changes {
"**- Bolas** damage scaling down to 1-2 from 1-3\n" +
"**- Heavy Boomerang** durability down to 5 from 8\n" +
"**- Tomahawk** damage scaling down to 1-3 from 1-4\n" +
"**- Tomahawk** percent damage dealt as bleed down to 50% from 60%\n" +
"**- Tomahawk** bleed % down to 33% from 60%, but it is now a separate roll that ignores enemy armor\n" +
"**- Force Cube** base damage down to 10-20 from 10-25"));
changes.addButton(new ChangeButton(new TalentIcon(Talent.SHARED_UPGRADES), "Thrown Weapon Talent Nerfs",
@@ -317,7 +242,8 @@ public class v3_X_Changes {
"**- Shared Upgrades** slightly reworked, now grants a flat +16.67% damage boost and +1 duration per thrown weapon level, but caps at +33/67/100% damage and +2/4/6 duration at talent level 1/2/3."));
changes.addButton(new ChangeButton(HeroSprite.avatar(HeroClass.WARRIOR, 6), "Berserker Nerfs",
"The Berserker is doing quite well after v3.1, given that the new shield naturally synergizes with him. I'm scaling back the base class power a bit to compensate:\n\n" +
"The Berserker is doing quite well after v3.1, given that the new shield naturally synergizes with him. I'm scaling back the base subclass power a bit to compensate:\n" +
"\n" +
"**-** Rate of rage gain and loss reduced by 25%\n" +
"**-** Base enrage shield reduced to 8+2*lvl from 10+2*lvl (the armor's level)"));