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.
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.