I do want to look into ways to encourage more supporter purchases, especially on the Google Play verison, but it’s never going to be locking a major content update behind a paywall.
If the item is unidentified then it’ll always show stats as if it going from +0 to +1, and will let you know that.
No specific date yet, but we are getting close. I said ‘sometime in July’ and I think that’s still accurate, though it’ll be later obviously.
It’s worth noting that v2.5 ended up growing quite a bit bigger than I initially planned for it to be.
Hah! As far as I’m aware Java is a pretty memory-safe language, and the game has also already supported text input for a while now, so hopefully never.
Please look at the screenshot again, there already are separators when two floors are on the same row. Separators on different columns seems unnecessary as there’s already a new header that serves as a separator.
I went back and forward on this in development before settling on the more compact view. I do agree that this can result in reduced readability, but I felt it was worth it compared to making the player scroll a whole lot to access earlier floors. I made this choice partly because the lack of compactness makes the current list UI totally unusable, and moving to the grid’s main goal is to address that. Using one floor per row would also be especially bad in landscape where there’s roughly twice the horizontal space and half the vertical space.
I would like to give a little more info on score in the future, but this isn’t really the feature for that. Landmarks mainly automatically note things which you’d care about remembering between floors, such as an alchemy room. Secret rooms aren’t noted at all. I agree that a similar UI could be used to break down missing things by floor, but I wonder if just noting them would be sufficient, compared to doing something like showing where they were on the map.
I don’t often directly implement them into the game, but I’m always happy to listen to suggestions as a form of feedback.
The badges are all relating to the new catalogs, replacing the old researcher badges. I do agree that it would be nice to have more specific badges for each of the heroes/subclasses though.
Yep, exactly that.
The cancel button does not spend the scroll in this case, as the game isn’t revealing any info the player shouldn’t be able to know beforehand. Cancel will kick you back to selecting an item, which will only force-use the scroll if it wasn’t already IDed.
That actually varies by device. Shattered usually puts confirm on the left (or above) and cancel on the right.
I decided against showing enchant and glyph stats atm as they’re already less specifically described by the game, and I don’t think that info is as critical to player decision-making as seeing direct stat scaling is.
It shouldn’t be possible to access or modify any of the game’s internal files unless you have root, at which point it’s silly for me to try and prevent cheating. Shattered shouldn’t store any of its save data in user storage or sdcard.
You can sign out of Google Play games with Shattered first, and delete your cloud data there. Then you can also clear local app data and start from scratch.
To the surprise of absolutely nobody, I’m closing the comments on this thread.
It’s a rainbow colored potion wishing people a happy pride, it is as similarly inoffensive as any of the other holiday items, and will be gone in a few days. Obviously not everyone celebrates such a holiday, and that’s fine, but If pride existing in the game offends you but halloween/christmas/chinese new years doesn’t, then you should consider why that is.
It’s mostly just for fun, I don’t expect the numbers to be useful in any real practical sense.
All the numbers it tracks are over all of your runs. In total it tracks:
At the moment this UI is not going to include any additional stats about specific items/enemies, you’ll get what is shown in the regular info windows essentially. The catalog will record some extra info such as how many times an item has been upgraded or used though.
The cleric is going to the the focus of v3.0.0, which is almost certainly going to be the next major update after v2.5.0. I can’t give an ETA yet but late this year seems most likely.