Beta Release Notes - XBigTK13X/Aigilas GitHub Wiki

These are organized in the order that they were implemented, latest being at the bottom. For more information about these changes, check out the devblog.

  • LAN performance improvements on Linux
  • Rewrite of the pathfinder
  • Unified visual design for gameplay -> Centered on animals associated with each sin
  • Setup a server to handle continuous releases of the unstable edition
  • Moved player data into config files
  • Moved skill data into config files
  • Moved enemies data into config files
  • Moved bosses data into config files
  • Fixed numerous HUD glitches in LAN play
  • Refactored dungeon generation to be more flexible
  • Moved reaction data into config files
  • Moved status data into config files
  • Converted the stat system to support a wider range of sensible inputs (int based instead of float based)
  • Threw together a homemade track in Audacity for the main theme music
  • Piped all errors into a log in case of a crash, much easier debugging with an included stack trace
  • Major optimizations made to asset caching. Brought asset count from 200,000 down to 7
  • Created a training dummy for players to test out their skills before entering the dungeon
  • Moved some base stats for creatures into config files
  • Redesign of the text rendering system -> Better caching and reuse of Text instances
  • Ability to manipulate Text objects with TextEffects
  • New run-time loaded enum-like types to support config value validation
  • Updated to libgdx 0.9.7 to get Scene2D UI support
  • Built a dynamic sprite system to manage organic tileset displays
  • Created a main menu with keyboard and mouse support
  • Redesigned guest joining scenario so that a host doesn't need to be running before a guest can try joining
  • New options menu with an option to toggle fullscreen
  • Darkened the palette of each sprite
  • Scripts for each OS to handle launching the game with a single command
  • Implemented a simple license verification system
  • Create a launcher for the game that handles verification and downloads of updates
  • Changed level descension to be blocked until all monsters have been defeated
  • Added darkness to the game, players can only see in their immediate vicinity
  • Create a caching system to optimize some entity look ups
  • New option to toggle the rendering mode between framed and stretched
  • Gave creatures the ability to face left or right
  • Migrated building the game to a standard Maven project
  • Licenses are now cached after their first entry
  • Redrew acolytes, altars, player and darkness in new style
  • Split game decisions into two camps, synced and unsynced. Supported by a dual RNG system
  • Threw together a simple EXE launcher for Windows
  • Redrew sins in the new style
  • Redrew the rest of the sprites
  • Updated to the latest libgdx nightly to gain controller support
  • Replaced missing controller functionality from the C# migration
  • Setup default config to handle Xbox 360 controllers out of the box
  • Redesigned the Input system to handle generic controller input, not just Xbox 360 controllers
  • Added a screen in the options menu to setup a controller
  • Added a screen in the options menu to setup controls for a keyboard
  • Attacks now make enemies flash when a player hits them
  • Polished the UI of the main menu
  • Fixed RNG bugs that were causing LAN clients to go out of sync