- shields rarely failing to apply (having no target)
- ghouls dieing while over pits
- Tengu having nowhere to jump in rare cases
- multiplicity when the attacker is the hero
- talisman buffs not always respecting floor differences
- null pointers in reflection
- ankhs are now blessed when thrown into water of health
- demon spawners are no longer removed by unblessed ankhs
- golems now interrupt the hero when teleporting them
- fixed mimics not revealing themselves in some cases where they should
- tweaked when a space is considered open for large enemies
- fixed further AI weirdness with retreating characters
- fixed class array bundling errors (JSON was loading full class references if it wasn't loading from file)
- various minor vfx bugs with goo when pump-up attack is interrupted
Large sections of game logic are now working through libgdx instead of
android libraries. There is still work to do but this is the first
major step. Big changes include:
- Graphics code is now through LibGDX (except for text rendering)
- Initialization and screen-handling logic is now mostly through LibGDX
- Audio is now through LibGDX
- Input handling is now through LibGDX
- Most misc functions are now through LibGDX
- magical resistances no longer apply to the melee attacks of magic users
- ring of elements buffed to 20% reduction per level from 16%
- antimagic glyph rebalanced, no longer depends on armor DR
- ballisticas now go through vision-blocking terrain, but not solid
- bleeding is now floating-point internally
- fixed hanging when caustic ooze is attached to a dead character
- attached a check for shadowcaster crashes
- fixed problematic interactions between traps, thrown items, and hourglass
- moved android savefile interaction out of core module
- decoupled save file names from hero classes (more work to do here)
- moved save files to individual folders
- added conversion logic for old saves