- mimic surprise damage reduced by ~20%
- mimic outline opacity reduced by ~33%
- caves passive player vision up to 8 from 6
- DM-200 damage reduced by ~12%
- Ripper demon accuracy reduced by ~12%
- mimics now have a weak outline when hidden instead of no outline
- mimics no longer hit heroes through stealth when opened
- added a hint to mimic descriptions
- evasion reduced slightly
- now have armor equal to depth/2
- damage increased by ~50%
- no longer give exp (same as other floor-independent mobs)
- now are visually different from chests, can be preemptively attacked
- will inflict bonus damage to the hero if they try to open them.
- shurikens not getting an instant attack in lots of cases
- dried rose appearing overcharged in quickslot sometimes
- rounding errors and incorrect debuff resistance values in corruption wand
- heap type not being preserved by teleportation traps
- traps on Tengu phase 1 incorrectly triggering right as phase 1 ends
- traps on Tengu phase 2 not being revealed by stone of clairvoyance
- music not playing if the player goes right to the changes scene
- caustic slimes having a slower attack animation than regular slimes
- one incorrect green pixel in furrowed grass for prison tileset
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
- added catalysts, which make advanced alchemy more flexible
- changed many advanced alchemy recipes to tie into catalysts
- removed several elixirs and brews which offered no new gameplay
- adjusted magical infusion due to it now using catalysts
- adjusted journal to reflect all these changes