diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java index 60b257869..dda92961d 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/ui/changelist/v3_X_Changes.java @@ -85,116 +85,19 @@ public class v3_X_Changes { public static void add_v3_2_Changes( ArrayList 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)"));