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