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.
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 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.