I do think there are cases where the game could include a bit more numbers clarity, but I'm afraid I don't want to just effectively put the wiki into the main game. Are there any particular 'hidden' mechanics which you think are most egregious? I don't think any of the things you list are crucial to winning the game, and in fact the game does mention solution potions to special rooms in the guidebook.
So an evasion augmented armor grants 4 + 2*lvl evasion. I could include this stat, but it's not actually going to help decision-making at all, as you have no idea how that compares to the amount of blocking you've lost. Furthermore extra points of evasion/accuracy aren't necessarily more useful, generally the more of it you've got the less useful each point is, which is often the opposite of blocking's value. So I just don't include the numbers at all as that ends up being a similar amount of information with less complexity.
Accuracy figures are the exact same in this regard, I'd rather have no numbers at all than show numbers which aren't actually useful.
The next update isn't actually revealing any more information than the game already displays, it's just giving it to you in a nice compact form that's much easier to access, and in the case of SoU it's showing it to you before spending the scroll instead of after.
Unfortunately I don't intend to show off accuracy and evasion stats because the numbers aren't particularly meaningful. The hero has 10 accuracy and 5 evasion to start, and gains +1 of each per level. This tells you nothing about the actual hit/dodge chance on a per-enemy basis. the only real way for me to show this information would be to show the exact hit/dodge chance for each enemy, which feels like way too much information.
The level boost isn't changed for the bow vs. other thrown weapons, so there's no need to put in another line on the update window. The item's description is probably a better place for clarity on that front.
Equippong/unequipping armor takes 2 turns, so completely swapping from one set to another takes 4 in total. However, this is currently affected by hero speed, so wearing excessively heavy armor would result in this taking longer than 4 turns. I agree this is a bit of a trap that isn't explained anywhere currently.
The cleric is going to the the focus of v3.0.0, which is almost certainly going to be the next major update after v2.5.0. I can't give an ETA yet but late this year seems most likely.
I do want to look into ways to encourage more supporter purchases, especially on the Google Play verison, but it's never going to be locking a major content update behind a paywall.
If the item is unidentified then it'll always show stats as if it going from +0 to +1, and will let you know that.
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.
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.
Afraid I'm not ever going to add toggles to turn off new content added in updates, although I do want the new visuals to satisfy as many people as possible.