XaiJu
Towergirls
Towergirls

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Towergirls Unity 0.534

I'm going to be taking a short break for a week or so to try and get over this most recent bout of burnout.  As it turns out, being the only person working on the game, and almost solely fixing bugs, gets tiring very quickly.

On the bright side we're making good progress on that cool stuff (TM) that I've hinted at once or twice.  Hetros and I have been working on turning Chivalric Games into an actual game studio, so we can do stuff like make a page on Steam, or merchandising.  We've also probably got a publisher lined up for once the company is formed, which will mean a lot more eyes on the game and hopefully more funding.

This patch mostly has bugfixes for kingdom stuff.  I'll resume fixing more kingdom management issues and maybe finally get around to readding Knight Princess in not too long.

The enable cheats cheatcode has been changed for March.  Thank you for your continued support, and hopefully there will be accelerated development in the near future to show for it.


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Towergirls 0.534

Red Dragon Wyrm Riders no longer have 85% Magic Resist- set to 15% instead, as was intended

All Long Hive siege units except their Monster unit have been added

Fixed the 'out of date' version detector incorrectly firing when comparing version numers with and without fractional versions

Red Dragon Wyrm Riders are once again marked as cavalry.  Tags are now stored differently in soldier prefabs, missed that bool.

If the selected unit uses an ability with a cooldown, that cooldown timer will appear over the relevant ability right away without needing to reselect that unit

The AoE reticle will now properly disappear in siege battles after targeting with an AoE ability

The overmap's Underground Toggle button will now hide and unhide territories as appropriate

Armies and the party will once again be hidden and unhidden as appropriate when viewing the underground layer on the overmap

Recruiting units and constructing buildings once again subtracts resources as intended; new kingdom behind-the-scenes stuff mucked it up

When an army is wiped out under abnormal circumstances the owning kingdom's income should refresh

Unit upkeep costs are now displayed when selecting a unit type to recruit in a territory

After recruiting a unit, if the new resource stockpiles aren't sufficient to recruit the selected unit type, any lacking resources will be reflected and the button turned uninteractable

Recruited units, when highlighted, will now display an accurate amount of upkeep

Unit recruitment costs, in the selected unit type in the recruitment panel, will now be colored red when the player lacks the respective resource

The territory 'Santuary De Antepasados' has been renamed to 'Santuary Antepasados'

Statuary Seacoast and the Forgotten Gardens now display the correct total population when viewed

High Forest's Clerics unit now has their Divine Grace ability

Golem Munifex have been buffed- now have +2 Power, +4 Endurance, and their Overdrive grants an additional 8% damage

Ser Knight will no longer gain experience via custom test sieges

(WIP) All Orc siege units have been added

Siege attack sound effects and coin gain/loss sound effects should now take into account volume settings

The list of recruitable unit types, in the recruitment screen, will now have their individual resource costs displayed in red if the player doesn't have enough of a resource

Fixed an issue where the Dwarven Diviner letter could be queued up to be delivered before the player controls their first territory

The army titles during sieges will now actually reflect the owner of the enemy army

Hatchery Maiden's Purge ability should now cleanse ALL buffs and debuffs from the target unit

Insect units that use Buzz Buzz should now correctly clear any soldiers-dueling-with-enemy-soldiers states as the ability goes off

Unit Agility buffs will now increase or decrease their Attack and Reload rates

Siege Projectile Spells should now have their damage reduced proportionally to their number of missing soldiers, as was intended

Fixed an issue where terms in Diplomacy that have their value cleared entirely would cause errors

Armies can no longer move to or attack a territory with no assigned kingdom

When viewing the underground layer, and then opening and then closing the territory search field, territory names will be restored when returning to the above-ground view

May have fixed an issue with some doorways constantly spitting Ser back and forth between rooms, effectively locking the player to one particular room

Fixed inconsistent capitalization in unit very short descriptions/tooltips

Diplomacy will no longer be possible with kingdoms that have not been activated yet (they are typically activated once the player recruits a unit or stockpiles enough resources)

Incomplete or destroyed structures will no longer grant construction or recruitment speed to territories

Storehouses and similar structures that amplify resource production by a percentage now round this bonus up

Instances of 'Wyrd' in structure descriptions have been replaced with 'Magic'

WIP structures can no longer be razed in the territory screen

Fixed all instances of the game using the old kingdom list instead of the new kingdom management system; resource tooltips, unit upkeeps after deleting a unit, and similar should now be accurate

Actually fixed the doorway issue lol


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