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v0.8.0: final commit (finally!)
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00-Evan committed Apr 16, 2020
1 parent 508735e commit de448a0
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Showing 6 changed files with 371 additions and 121 deletions.
4 changes: 2 additions & 2 deletions build.gradle
Original file line number Diff line number Diff line change
Expand Up @@ -14,8 +14,8 @@ allprojects {
appName = 'Shattered Pixel Dungeon'
appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'

appVersionCode = 382
appVersionName = '0.7.5e'
appVersionCode = 412
appVersionName = '0.8.0'

appJavaCompatibility = 1.8

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Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,9 @@ public class ShatteredPixelDungeon extends Game {
public static final int v0_7_2d = 340;
public static final int v0_7_3b = 349;
public static final int v0_7_4c = 362;
public static final int v0_7_5 = 371;
public static final int v0_7_5e = 382;

public static final int v0_8_0 = 412;

public ShatteredPixelDungeon( PlatformSupport platform ) {
super( sceneClass == null ? WelcomeScene.class : sceneClass, platform );
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Original file line number Diff line number Diff line change
Expand Up @@ -39,6 +39,7 @@
import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_5_X_Changes;
import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_6_X_Changes;
import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_7_X_Changes;
import com.shatteredpixel.shatteredpixeldungeon.ui.changelist.v0_8_X_Changes;
import com.watabou.noosa.Camera;
import com.watabou.noosa.NinePatch;
import com.watabou.noosa.audio.Music;
Expand Down Expand Up @@ -87,12 +88,15 @@ public void create() {

switch (changesSelected){
case 0: default:
v0_7_X_Changes.addAllChanges(changeInfos);
v0_8_X_Changes.addAllChanges(changeInfos);
break;
case 1:
v0_6_X_Changes.addAllChanges(changeInfos);
v0_7_X_Changes.addAllChanges(changeInfos);
break;
case 2:
v0_6_X_Changes.addAllChanges(changeInfos);
break;
case 3:
v0_5_X_Changes.addAllChanges(changeInfos);
v0_4_X_Changes.addAllChanges(changeInfos);
v0_3_X_Changes.addAllChanges(changeInfos);
Expand Down Expand Up @@ -152,8 +156,8 @@ public void onClick(float x, float y) {
panel.innerWidth(),
panel.innerHeight() + 2);
list.scrollTo(0, 0);
RedButton btn0_7 = new RedButton("v0.7"){

RedButton btn0_8 = new RedButton("v0.8"){
@Override
protected void onClick() {
super.onClick();
Expand All @@ -163,11 +167,11 @@ protected void onClick() {
}
}
};
if (changesSelected == 0) btn0_7.textColor(Window.TITLE_COLOR);
btn0_7.setRect(list.left()-3, list.bottom()+5, 45, 14);
add(btn0_7);
if (changesSelected == 0) btn0_8.textColor(Window.TITLE_COLOR);
btn0_8.setRect(list.left()-4f, list.bottom()+5, 32, 14);
add(btn0_8);

RedButton btn0_6 = new RedButton("v0.6"){
RedButton btn0_7 = new RedButton("v0.7"){
@Override
protected void onClick() {
super.onClick();
Expand All @@ -177,11 +181,11 @@ protected void onClick() {
}
}
};
if (changesSelected == 1) btn0_6.textColor(Window.TITLE_COLOR);
btn0_6.setRect(btn0_7.right() + 2, btn0_7.top(), 45, 14);
add(btn0_6);
if (changesSelected == 1) btn0_7.textColor(Window.TITLE_COLOR);
btn0_7.setRect(btn0_8.right() + 1, btn0_8.top(), 32, 14);
add(btn0_7);

RedButton btnOld = new RedButton("v0.5-v0.1"){
RedButton btn0_6 = new RedButton("v0.6"){
@Override
protected void onClick() {
super.onClick();
Expand All @@ -191,8 +195,22 @@ protected void onClick() {
}
}
};
if (changesSelected == 2) btnOld.textColor(Window.TITLE_COLOR);
btnOld.setRect(btn0_6.right() + 2, btn0_7.top(), 45, 14);
if (changesSelected == 2) btn0_6.textColor(Window.TITLE_COLOR);
btn0_6.setRect(btn0_7.right() + 1, btn0_8.top(), 32, 14);
add(btn0_6);

RedButton btnOld = new RedButton("v0.5-0.1"){
@Override
protected void onClick() {
super.onClick();
if (changesSelected != 3) {
changesSelected = 3;
ShatteredPixelDungeon.seamlessResetScene();
}
}
};
if (changesSelected == 3) btnOld.textColor(Window.TITLE_COLOR);
btnOld.setRect(btn0_6.right() + 1, btn0_8.top(), 42, 14);
add(btnOld);

Archs archs = new Archs();
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Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@
import com.shatteredpixel.shatteredpixeldungeon.ui.Icons;
import com.shatteredpixel.shatteredpixeldungeon.ui.RenderedTextBlock;
import com.shatteredpixel.shatteredpixeldungeon.ui.StyledButton;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndMessage;
import com.shatteredpixel.shatteredpixeldungeon.windows.WndStartGame;
import com.watabou.glwrap.Blending;
import com.watabou.noosa.Camera;
Expand All @@ -43,7 +44,7 @@

public class WelcomeScene extends PixelScene {

private static int LATEST_UPDATE = ShatteredPixelDungeon.v0_7_5;
private static int LATEST_UPDATE = ShatteredPixelDungeon.v0_8_0;

@Override
public void create() {
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Original file line number Diff line number Diff line change
Expand Up @@ -71,104 +71,13 @@ public static void add_v0_7_5_Changes( ArrayList<ChangeInfo> changeInfos ){
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);

changes = new ChangeInfo("", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);

changes = new ChangeInfo("v0.7.5e", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);

changes.addButton( new ChangeButton(new Image(Assets.SNAKE, 12, 0, 12, 11), "Snake adjustments",
"Snakes are doing a good job of filling their role as an enemy that demands being surprise attacked, but they are a bit annoying if the player gets unlucky and has to surprise them multiple times.\n\n" +
"I'm tweaking them so that they are much more likely to die from a single surprise hit, but their danger otherwise should be very similar:\n" +
"_-_ Snake health reduced to 4 from 6\n" +
"_-_ Snake evasion increased by 25%\n\n" +
"Snakes now also have an item drop! They will occasionally drop a random seed."));

changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Tengu Adjustments",
"Tengu is in a much better place balance-wise since the changes in 0.7.5b, but he's still ruining the rogue's day a bit too often.\n\n" +
"I'm buffing invisibility versus Tengu again, so that it completely avoids his regular attacks, but doesn't totally trivialize him:\n" +
"_-_ Tengu now cannot attack invisible heroes\n" +
"_-_ Tengu can now use his 3rd phase abilities against heroes he cannot see\n" +
"_-_ VFX for Tengu's abilities now triggers even if the player can't see them"));

changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed (existed prior to 0.7.5):\n" +
"_-_ Small amounts of stuttering when the hero moves\n" +
"_-_ Rare layout issues with buttons in item windows\n" +
"_-_ Bolts from wand of lightning not spreading in many cases where they should\n" +
"_-_ Various rare crash bugs"));

changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(ChangesScene.class, "language"),
"Updated Translations"));

changes = new ChangeInfo("v0.7.5c&d", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);

changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), Messages.get(ChangesScene.class, "misc"),
"_-_ Made additional tweaks to camera movement speed when following hero, should be slightly faster in most cases."));

changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed (caused by 0.7.5):\n" +
"_-_ Various visual bugs on floor 10\n" +
"_-_ Text being highlighted when it shouldn't in specific cases\n" +
"_-_ Letters failing to render in various specific cases\n" +
"_-_ Camera moving slower than intended when zoomed in\n" +
"_-_ Camera jittering at low framerates\n" +
"_-_ Various rare crash bugs\n\n" +
"Fixed (existed prior to 0.7.5):\n" +
"_-_ Thrown weapons sticking to corrupted characters when they shouldn't"));

changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(ChangesScene.class, "language"),
"Updated Translations"));

changes = new ChangeInfo("v0.7.5a&b", false, null);
changes.hardlight( Window.TITLE_COLOR );
changeInfos.add(changes);

changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX Text Rendering!",
"The game's text renderer is now using LibGDX freetype. This looks almost identical to the existing text but is slightly crisper, platform-independent, and much more efficient!\n\n" +
"Text rendering was the last bit of android-dependant code, so the game's core code modules (~98% of its code) are now being compiled as general code and not android-specific code!\n\n" +
"Also updated translations"));

changes.addButton( new ChangeButton(new Image(Assets.TENGU, 0, 0, 14, 16), "Enemy Balance Adjustments",
"Tengu has been adjusted to be a bit less difficult for melee characters, in particular for the rogue:\n" +
"_-_ Tengu blink distance on phase 3 reduced by 1 tile\n" +
"_-_ Tengu accuracy reduced by 10%\n" +
"_-_ Tengu accuracy versus invisible characters reduced by 50%\n\n" +
"Additionally, some minor balance changes have been made to regular enemies:\n" +
"_-_ Snake damage down to 1-4 from 1-5\n" +
"_-_ Crab damage down to 1-7 from 1-8\n" +
"_-_ Slime damage down to 2-5 from 3-5\n" +
"_-_ Necromancer Skeleton HP on summon up to 20/25 from 15/25"));

changes.addButton( new ChangeButton(new WandOfCorruption(),
"The nerfs to the wand of corruption in 0.7.5 had basically no effect on its winrate when upgraded, so I'm taking a different approach and buffing its base power but reducing its upgraded power. I'm also putting more emphasis on debuffs helping corruption chances:\n\n" +
"_-_ Corruption resistance reduction from minor debuffs up to 25% from 12.5% (was 20% prior to 0.7.5)\n" +
"_-_ Corruption resistance reduction from major debuffs up to 50% from 25% (was 33% prior to 0.7.5)\n" +
"_-_ Corruption power adjusted to 3+lvl/2 from 2+lvl\n\n" +
"_-_ Wraith corruption resistance reduced slightly, to put them into line with other uncommon enemies."));

changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed (caused by 0.7.5):\n" +
"_-_ Necromancers incorrectly only summoning skeletons at melee range\n" +
"_-_ Rare cases where doors would appear incorrectly on floor 5\n" +
"_-_ Doors not opening when they should in some cases\n" +
"_-_ Necromancers rarely healing skeletons after they die\n" +
"_-_ Various rare crash bugs\n\n" +
"Fixed (existed prior to 0.7.5):\n" +
"_-_ Black texture errors on older android devices\n" +
"_-_ Scenes not fading in when they should in certain cases"));

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), "Developer Commentary",
"_-_ Released October 2nd, 2019\n" +
"_-_ 76 days after Shattered v0.7.4" +
"_-_ 76 days after Shattered v0.7.4\n" +
"\n" +
"Dev commentary will be added here in the future."));

Expand All @@ -185,18 +94,24 @@ public static void add_v0_7_5_Changes( ArrayList<ChangeInfo> changeInfos ){
"As a part of this rework, Tengu's stats have also been adjusted:\n" +
"_-_ HP up to 160 from 120\n" +
"_-_ Evasion reduced by 25%\n" +
"_-_ Damage reduced by 30%"));

"_-_ Damage reduced by 30%\n" +
"_-_ Accuracy reduced by 10%"));

changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX Text Rendering!",
"The game's text renderer is now using LibGDX freetype. This looks almost identical to the existing text but is slightly crisper, platform-independent, and much more efficient!\n\n" +
"Text rendering was the last bit of android-dependant code, so the game's core code modules (~98% of its code) are now being compiled as general code and not android-specific code!"));

changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null);
changes.hardlight( CharSprite.WARNING );
changeInfos.add(changes);

changes.addButton( new ChangeButton(new Image(Assets.RAT, 0, 15, 16, 15), "Enemy Changes",
"_-_ Significantly improved the consistency of enemy spawns (large numbers of the same enemy and large enemy groups should be less common)\n\n" +
"_-_ Adjusted enemy spawn chances on floors 1-10 to make rooms for new enemies\n\n" +
"_-_ Adjusted enemy spawn chances on floors 1-10 to make room for new enemies\n\n" +
"_-_ Skeletons no longer rarely appear on floor 4\n\n" +
"_-_ Guards no longer drop healing potions, they are now dropped by necromancers\n" +
"_-_ Guards now grant 7 exp, up from 6\n\n" +
"_-_ Crabs now deal 1-7 damage, down from 1-8\n\n" +
"_-_ Albino rats now grant 2 exp, up from 1\n" +
"_-_ Albino rats now drop mystery meat"));

Expand All @@ -209,11 +124,16 @@ public static void add_v0_7_5_Changes( ArrayList<ChangeInfo> changeInfos ){
changes.addButton( new ChangeButton(new Image(Assets.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed:\n" +
"_-_ Various stability issues caused by the LibGDX conversion\n" +
"_-_ Bolts from wand of lightning not spreading in many cases where they should\n" +
"_-_ Thrown weapons sticking to corrupted characters when they shouldn't\n" +
"_-_ Area-based effects behaving oddly in rare cases\n" +
"_-_ Thieves not escaping when they should in many cases\n" +
"_-_ A rare crash bug involving boomerangs\n" +
"_-_ Sai and gauntlets giving 1 more defense than what their descriptions stated\n" +
"_-_ Players rarely opening containers/doors from a distance"));
"_-_ Players rarely being able to open containers/doors from a distance\n" +
"_-_ Black texture errors on older android devices\n" +
"_-_ Scenes not fading in when they should in certain cases\n" +
"_-_ Small amounts of stuttering when the hero moves\n" +
"_-_ Various rare crash bugs"));

changes.addButton( new ChangeButton(Icons.get(Icons.LANGS), Messages.get(ChangesScene.class, "language"),
"Added new Language: Japanese!\n\n" +
Expand Down Expand Up @@ -246,15 +166,17 @@ public static void add_v0_7_5_Changes( ArrayList<ChangeInfo> changeInfos ){
changeInfos.add(changes);

changes.addButton( new ChangeButton(new WandOfLivingEarth(),
"I'm continuing to adjust the wand of living earth to make it less able to stand on its own as a run-winning item. It should excel at providing defensive power, but shouldn't also give good offense.\n\n" +
"I'm adjusting the wand of living earth to make it less able to stand on its own as a run-winning item. It should excel at providing defensive power, but shouldn't also give good offense.\n\n" +
"_-_ Guardian average damage decreased by 33%\n" +
"_-_ Base wand damage up to 4-6 from 3-6\n" +
"_-_ Wand damage scaling down to 0-2 from 1-2"));

changes.addButton( new ChangeButton(new WandOfCorruption(),
"Corruption is performing extremely well when invested in, so I'm adjusting debuff influence on corruption chance to make it more difficult to corrupt enemies.\n\n" +
"_-_ Corruption resistance reduction from minor debuffs reduced to 12.5% from 20%\n" +
"_-_ Corruption resistance reduction from major debuffs reduced to 25% from 33%"));
"Corruption is performing extremely well when invested in, so I'm buffing its base power but reducing its upgraded power. I'm also putting more emphasis on debuffs helping corruption chances:\n\n" +
"_-_ Corruption resistance reduction from minor debuffs up to 25% from 20%\n" +
"_-_ Corruption resistance reduction from major debuffs up to 50% from 33%\n" +
"_-_ Corruption base power adjusted to 3+lvl/2 from 2+lvl\n\n" +
"_-_ Wraith corruption resistance reduced slightly, to put them into line with other uncommon enemies."));

}

Expand All @@ -269,7 +191,7 @@ public static void add_v0_7_4_Changes( ArrayList<ChangeInfo> changeInfos ){

changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary",
"_-_ Released July 18th, 2019\n" +
"_-_ 56 days after Shattered v0.7.3" +
"_-_ 56 days after Shattered v0.7.3\n" +
"\n" +
"Dev commentary will be added here in the future."));

Expand Down Expand Up @@ -395,7 +317,7 @@ public static void add_v0_7_3_Changes( ArrayList<ChangeInfo> changeInfos ){

changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary",
"_-_ Released May 23rd, 2019\n" +
"_-_ 66 days after Shattered v0.7.2" +
"_-_ 66 days after Shattered v0.7.2\n" +
"\n" +
"Dev commentary will be added here in the future."));

Expand Down
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