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Releases: all3f0r1/oubliettes

Version 0.9: a new campaign, walls that join, a stone per difficulty

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@github-actions github-actions released this 19 Oct 11:12

The campaign is a new one: the levels solved or begun in the campaign of 0.8 are forgotten, and
the dungeons solved in it go to the gallery.

Changed

  • The campaign has 250 new grids. In each difficulty the levels go from the one that asks for the
    least work to the one that asks for the most, measured as hints measure it, and they take turns:
    long hallways, branching ones, and treasure rooms, one or several. About half have a chest.
  • Daily opens today's dungeon only. Those of the days before are let go, marks and all; the ones
    solved stay in the gallery and in the count.
  • New art: walls marked side by side join into one stretch of stone, open floors are paved with
    four layings of flagstones, and the monsters, chests, torches and app icon are redrawn. Each
    difficulty has its stone: lavender for Novice, wet green for Easy, ivory for Medium, mauve below.

Version 0.8: hints that teach, lessons, a daily dungeon, grids to share

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@github-actions github-actions released this 11 Oct 19:37

Saves, solved levels and settings of 0.7.3 are kept. Endless grids under way are kept too; the ones
dug from now on are measured and shaped anew.

Added

  • Hints that teach the reasoning. A Hint plank under the grid gives the plainest deduction
    your marks allow, a word at a time: where to look, then why, then which cells, outlined in gold. It
    stays until those cells are marked. When no rule gives a cell, it names the one to try and says
    which rule the try breaks. With a wrong mark on the grid it says so, and shows it if asked. An
    option turns the plank off.
  • The tutorial is a table of lessons: the basics, then treasure rooms, dead ends, narrow
    hallways, the dungeon in one piece and trying a cell out. Each is a small dungeon solved one
    deduction at a time, then one to solve on your own with the Hint plank at hand. A lesson bears a
    seal once that second grid is solved.
  • Daily: one dungeon a day, dug from the date, so the same for every player on this version.
    The last two weeks stay open and nothing is lost for a day missed.
  • Share on a solved grid sends what it was, how many hints it took and the grid itself, never
    its solution. Enter a code, in Endless, digs the dungeon a friend sent: the whole message can
    be pasted. A grid is taken only if reasoning alone solves it.
  • A gallery, in Endless, keeps the dungeons solved in Endless, in Daily and from a friend.
  • The campaign is told in chapters of ten levels, five to a difficulty, each with its name, its
    count and a seal once mapped. The levels and their order are the same.
  • On grids with small cells, two fingers spread the grid and move it; the counts stay along the
    edges, each in front of its row or its column.
  • The cells laid since the latest checkpoint bear a parchment corner: a try is told apart from
    what is sure.
  • A tap on a count switches between plain and calligraphic digits.
  • An option keeps Endless from moving on to the next grid by itself.

Changed

  • Reasoning in Endless is measured by the deductions a grid takes, not only by how many cells have
    to be tried: which rules, and how far a try has to be followed before it breaks one. Gentle,
    Tricky and Fiendish each still take about a third of what is dug in a size.
  • Dungeons come in more shapes: long winding hallways, branches and their dead ends, or more
    treasure rooms.
  • Should a campaign ever be replaced again, the dungeons solved in the former one go to the gallery.

Version 0.7.3: the jingle one time in three, a cry the rest of the time

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@github-actions github-actions released this 10 Oct 11:52

Saves, solved levels and settings of 0.7.2 are kept.

Changed

  • A solved grid plays one sound, not two: the victory jingle one time in three, the cry of a
    monster the rest of the time.

Version 0.7.2: monsters on the alert, one music everywhere

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@github-actions github-actions released this 10 Oct 11:41

Saves, solved levels and settings of 0.7.1 are kept.

Added

  • Once a grid is solved, every monster stands on the alert, ready to strike whoever comes near:
    reared up, shaking, lunging now and then, its eyes staring under lowered brows. In calm mode it
    holds the pose without moving.
  • A monster cries out when a grid is solved: one of ten cries, another one from grid to grid.

Changed

  • Only the row and the column of the cell marked last are finished by themselves. The lines this
    fills are no longer finished in turn: they are left to you.
  • The music of the grids plays on every screen, the menu included, and is no longer cut from
    one screen to the next. The calmer loop of the menus is gone.
  • The music stops when a grid is solved, and comes back with the next screen: the menu, the next
    grid, or the same one played again.
  • Monsters no longer hop on a solved grid.

Version 0.7.1: rows and columns that finish themselves

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@github-actions github-actions released this 10 Oct 09:47

Saves, solved levels and settings of 0.7 are kept.

Added

  • A row or a column you mark is finished by itself once its unknown cells can only be filled one
    way: all open when it has its walls, all walls when it needs every one of them. The lines this
    fills are finished in turn. It is one action with the mark that set it off, and an option turns
    it off. The tutorial does not do it: its steps teach those very deductions.

0.7

0.7

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@github-actions github-actions released this 07 Oct 10:05

Settings, Endless grids and their count are kept. The campaign is a new one: the levels solved
or begun in the campaign of 0.6.3 are forgotten, since they would land on grids they were never
played on.

Added

  • Endless asks for two things on one screen, a size from 6×6 to 14×14 and how much reasoning
    its grids take: Gentle, Tricky or Fiendish, by how often solving them takes trying a
    cell both ways. Each size has its own measure of the three, and each pair keeps its grid under way.
  • In Endless the next grid comes by itself once one is solved, until you walk out. In calm mode the
    planks stay and nothing moves on its own.
  • Quit on the menu, next to Options.

Changed

  • The campaign has 250 new grids. In each difficulty the levels go from the one that asks for the
    least reasoning to the one that asks for the most, and every one of them can be solved without a
    guess: 15 grids of the former Medium and Hard could not.
  • The dungeon has more to look at. Open cells are paved, walls shade the floor under them and
    monsters and chests cast a shadow; monsters breathe, each at its own pace, and those that fly
    drift; every sprite has its shade and its glint, walls come in five kinds and the torch flame in
    six frames. On the menu the light of the torches wavers and sparks rise from them.
  • The first difficulty is Novice, no longer Baby.
  • Being told when every count is met but a rule is broken is on by default. Those who set the option
    keep their choice.
  • Check shows the wrong marks for three seconds, no longer one.
  • The screenshots are those of this version.

Version 0.6.3: no more radio, no Internet permission

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@github-actions github-actions released this 05 Oct 05:21

Saves, solved levels and settings of 0.6.2 are kept.

Removed

  • The radio option: Ancient FM is free of charge and of adverts, but it is not free software or
    free content. The bundled loops are the only music, and the app no longer asks for the Internet
    permission.

0.6.2

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@github-actions github-actions released this 03 Oct 14:18

Saves, solved levels and settings of 0.6.1 are kept.

Changed

  • The grid sits in the middle of the screen, between the title and the planks.
  • Check shows the wrong marks for a second, then rests for a minute. It is greyed on an empty grid.
  • Return only appears once a checkpoint is laid, and can be used once the grid has changed since.

0.6.1

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@github-actions github-actions released this 03 Oct 13:31

Saves, solved levels and settings of 0.6 are kept.

Changed

  • Fewer planks under the grid, and each kind has its look: Wall and Hallway (the former
    Dot) show what they lay, undo and redo are two iron arrows, Checkpoint and Return are
    parchment on a line of their own. The line saying what a tap does is gone.
  • Over the grid, opposite the way back: reset (a round arrow), the rules (?) and, in Endless,
    the new grid (two chevrons).
  • The tutorial has a step about checkpoints, where they can be tried.
  • A count reached is dimmed and struck through, out of the way; a count exceeded is red and underlined.
  • The plank that leads back carries an arrow to the left.
  • The sign of the main menu is an old board, split at both ends, nailed askew right over the entrance.

0.6

0.6

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@github-actions github-actions released this 03 Oct 12:05

Saves, solved levels and settings of 0.5 are kept.

Added

  • Two difficulties, in Campaign and in Endless: Baby (6×6) and Leeroy (14×14). The campaign
    now has 250 levels.
  • Checkpoint and Return, under the grid: remember the grid before trying something out, and
    come back to it.
  • Help, in Options and off by default: a Check plank crosses out the marks that are wrong.
  • Save to a file and Load a file, in Options: progress survives removing the app.
  • A seal on the Tutorial once done, on a difficulty once all its levels are solved, and smaller ones
    on Campaign.
  • A spider on the screens where nothing else moved, and dwellers hopping while Endless digs a grid.
  • Wall and Dot planks under the grid: the chosen mark is laid at the first tap, without
    going through a wall to reach a dot. Tapping the chosen plank again brings back the cycle.
  • New grid in Endless leaves an unsolved grid. It asks first when the grid has marks.
  • An option to be told when every count is met but a rule is broken. Off by default.

Changed

  • The main menu is the entrance of the dungeon: the name is its sign, and eyes watch from the dark.
    Each sign tells what it is for: parchment for the Tutorial, on top; a gilded plank for Continue;
    iron for Options.
  • Campaign and Endless first ask for the difficulty, with how many levels of each are solved.
  • Reset asks first.
  • Torches: a quieter flame without sparks, and a light that follows it instead of pulsing.
  • New grids (Endless, and the Baby and Leeroy levels) can all be solved without a guess: the
    generator only keeps a grid its solver finishes by deduction, trying a cell both ways at most.
  • Grids are dug faster, and 14×14 ones are possible at all: the solver deduces from every rule
    instead of trying rows one after the other, and a dungeon that gives an ambiguous grid is changed
    where deduction gets stuck rather than thrown away. Endless grids already begun are kept; a new
    one is no longer what its seed gave in 0.5.
  • The grid and its planks rest on the bottom of the screen, under the thumb, and Rules moved
    down with them.
  • A solved grid says so above the grid, with the progress of its difficulty.
  • The row and the column of the cell touched last are lit over their cells too, not only their counts.
  • The magnifier shows up on 10×10 grids as well: it measured the screen instead of the grid.
  • A chosen plank carries a gold stroke under its lettering, besides its gold rim.
  • In the tutorial, Back is now Previous.

Fixed

  • The music loops without a gap. It is now decoded once and played from memory, instead of being
    started over by the system player at every turn.
  • A row drawn from the last column could be taken for the system back gesture.
  • With large fonts, the title no longer runs under the planks and rows of planks wrap.
  • Screen readers announce a solved grid, the tutorial's turn and the chosen plank; sliders are
    named, screen titles are headings, and a level begun is said once.