- Added auto-incrementing build numbers.
- You can see them in the help menu (press ? in-game).
- The initial release is granted build #2 (0.7.0 is retroactively granted build #1).
- Fixed a bug that caused stairs to return you to the same place you read a town portal scroll.
- Fixed the + and – keys while browsing a shop
- Fixed Control-L and Control-R
- Added strength potions.
- Made gold more common and added Billoughy shirts as a way to tone down the amount of armor in the game.
- Changed the item frequency of some weapons and potions so as not to overload the player.
- Changed number of items which appear on new levels
- Dozens of minor tweaks here and there to make things a little better
- Stairs can appear behind the counter in dungeon shops; this can prevent you from completing the game in some cases.
To make a long story short, I decided to keep using Java/LibGDX. This was based on three important discoveries. One, I just really love Java and I really do not want to rewrite the entire game in C++. I mildly dislike C++ compared to Java. Maybe someday, but not today, I will dabble in the C++ port until it gets closer to something tangible.
Secondly, all of the other available Java game libraries have flaws that preclude their use over LibGDX. For example, LWJGL has no image loaders. That’s huge. JMonkeyEngine forces you to derive from their application class; thus it also does not fit the model of ‘game as library’ I have been working on; more on that later. Other libraries seem poorly designed, with non-intuitive APIs and many of the same problems LibGDX has — although usually worse. I faced the music, LibGDX is not a good library compared to Allegro5 but it is the best I will be able to use if I want to target multiple platforms in Java.
Well, there’s DosBOX. Maybe I should take a look at that later.