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 5d6c41953..b80b4c18b 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 @@ -21,18 +21,24 @@ package com.shatteredpixel.shatteredpixeldungeon.ui.changelist; +import com.shatteredpixel.shatteredpixeldungeon.Assets; +import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.scenes.ChangesScene; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; +import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite; +import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite; +import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet; import com.shatteredpixel.shatteredpixeldungeon.ui.Icons; import com.shatteredpixel.shatteredpixeldungeon.ui.Window; +import com.watabou.noosa.Image; import java.util.ArrayList; public class v3_X_Changes { public static void addAllChanges( ArrayList changeInfos ){ - add_Coming_Soon(changeInfos); + //add_Coming_Soon(changeInfos); add_v3_0_Changes(changeInfos); } @@ -57,19 +63,98 @@ public class v3_X_Changes { changes.hardlight(Window.TITLE_COLOR); changeInfos.add(changes); - changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary", + /*changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary", "_-_ Released ..., ...\n" + "_-_ ... days after Shattered v2.5.0\n\n" + - "Dev commentary will be added here in the future.")); + "Dev commentary will be added here in the future."));*/ + + changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "v3.0.0 To-Do", + "Here's a rough list of what needs to be done before v3.0 is ready for release, in addition to changes based on feedback:\n" + + "**-** Fully implement the Priest and at least one armor ability\n" + + "**-** Release v3.0 to Beta!\n" + + "**-** Implement another armor ability\n" + + "**-** Implement the Paladin subclass\n" + + "**-** Implement a 3rd armor ability\n" + + "**-** Polish up the Cleric visually and respond to balance/design feedback\n" + + "**-** Do smaller misc. changes for v3.0, primarily some balance and interface tweaks")); + + changes.addButton( new ChangeButton(HeroSprite.avatar(HeroClass.CLERIC, 1), "The Cleric!", + "**Shattered Pixel Dungeon has another new hero, making for six total!!**\n" + + "\n" + + "The Cleric is an entire new hero class **with a variety of unique spells that they learn via talents!** They can be unlocked by removing the curse on any piece of equipment, but existing players who already have a win will automatically unlock them!\n" + + "\n" + + "Much like how the Duelist can use a bunch of weapon abilities, I want the Cleric to be an ability-centric hero focused on Magic. Unlike the Duelist, these abilities are tied into the hero and their talents, instead of equipment items.\n" + + "\n" + + "**Note that while the base Cleric is playable, they are not yet fully implemented!** Some visuals are placeholders and not all talents are functional.")); + + changes.addButton( new ChangeButton(HeroSprite.avatar(HeroClass.CLERIC, 4), "Cleric Subclasses", + "**The Cleric has two subclasses, each with their own emphasis!**\n" + + "\n" + + "**The Priest** is focused on ranged spell combat, effects that synergize with magical items like wands and artifacts.\n" + + "\n" + + "**The Paladin has not been implemented yet, look out for them soon!**")); + + changes.addButton( new ChangeButton(HeroSprite.avatar(HeroClass.CLERIC, 5), "Cleric Armor Abilities", + "**The Cleric has three lategame armor abilities as well!**\n" + + "\n" + + "**Currently none of these abilities are implemented. At least one will be before the beta.**")); changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null); changes.hardlight(CharSprite.WARNING); changeInfos.add(changes); + changes.addButton( new ChangeButton(Icons.DISPLAY.get(), "Interface Changes", + "You can now have up to six runs in progress, and the UI has been adjusted to accommodate for this.\n" + + "\n" + + "**I also plan to add a bit more information to runs in progress and make some other interface changes before release**")); + + changes.addButton(new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"), + "**Highlights:**\n" + + "**-** Enemies are now more willing to switch targets if their target is retreating and they are being attacked by something else\n" + + "**-** Enemies are now more consistently drawn to the hero's position if they are attacked from out of visible range\n" + + "**-** Fixed Reclaim trap spell exploits, and allowed it to be dropped while charged\n" + + "**-** Improved visual contrast for symbols on runestones\n" + + "\n" + + "**Characters:**\n" + + "**-** Crazed bandits now have their own description\n" + + "\n" + + "**Effects:**\n" + + "**-** Blast Wave no longer knocks back characters if they are killed over a pit\n" + + "\n" + + "**Misc.:**\n" + + "**-** Camera no longer re-centers on hero when adding custom notes\n" + + "**-** Improved text clarity in a few cases\n" + + "**-** Updated internal code libraries ")); + + changes.addButton(new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), + "Fixed the following bugs:\n" + + "**Highlights:**\n" + + "**-** Various cases where closing the game inside of the alchemy scene could result in lost progress\n" + + "**-** Runestones working while hero is magic immune\n" + + "\n" + + "**Items:**\n" + + "**-** Cursed armband not updating player gold display on desktop after stealing gold\n" + + "**-** Very specific cases where disarming traps could make items unattainable\n" + + "**-** Icecap incorrectly being blocked by high grass\n" + + "\n" + + "**Effects:**\n" + + "**-** Monk abilities which ignore armor using the incorrect damage icon\n" + + "**-** Damage type not showing when hitting downed crystal guardians\n" + + "**-** Very rare cases where spawned high grass could interfere with the floor 20 shop\n" + + "**-** Certain effects not having on-death or rankings messages\n" + + "**-** Specific cases where cursed wand effects would forget they were spawned by wondrous resin\n" + + "\n" + + "**Misc.:**\n" + + "**-** Various minor textual errors\n" + + "**-** Various rare crash errors")); + changes = new ChangeInfo(Messages.get(ChangesScene.class, "buffs"), false, null); changes.hardlight(CharSprite.POSITIVE); changeInfos.add(changes); + changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SOMETHING), "Nothing yet!", + "While there are no other balance changes in v3.0 currently, I do plan to go over some balance numbers and make adjustments here before release.")); + changes = new ChangeInfo(Messages.get(ChangesScene.class, "nerfs"), false, null); changes.hardlight(CharSprite.NEGATIVE); changeInfos.add(changes);