XaiJu
Towergirls
Towergirls

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Towergirls Unity 0.533.1

It hasn't been too long since the last patch, and I've been burned out on bug fixing, so there isn't a tremendous amount of bug fixes or new content.  I have managed to include some fixes that should make kingdom management recruiting/building functional once again, along with a few other minor things.  Refreshingly I was able to add in the siege units for both Frozen Church and the Forgotten Garden.  If you care to, it might be fun to mess around with those using the testsiege cheat.

My plans for March are to continue fixing bugs, add another faction or two of siege units, and maybe even sneak in Knight Princess' rescue.  In other news that super secret thing that might lead to more funding for the game is actually partly done, now, and I otherwise get to continue waiting on people to see it to completion.

The enable cheats cheatcode has been changed for March.  As always, thank you for your continued support.

Edit: Quick little additional patch to fix some of the issues with the new stuff and recruitment/building still not working in the compiled build.


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Towergirls 0.533.1

Units and buildings can definitely be queued or constructed in territories now

Generic skeleton units are now denoted as being Undead, as was intended

The Skeleton Mages unit now uses the correct sprite for their soldiers; was using their avatar instead

The ability tooltip for Banshee's Death Scream ability has been updated

Highlighting a valid unit in sieges for an ability will no longer constantly play a clicking sound

Siege abilities that require an Undead target should now correctly require Undead targets

Added a simple particle effect to the Necromancer unit's Dark Ritual ability


Towergirls 0.533

Recruitable units in the territory recruit screen now longer have the 'remove unit' button imposed over them

Army units can be recruited once again in territories

Buildings can be constructed again in territories

A territory that finishes recruiting units will no longer output a 'unit finished' message every turn thereafter

A siege battle in an enemy territory will not grant the player army a fortified bonus if the garrisoned army decides to go on the offense

Enemy mage units in sieges will now make use of damaging abilities and prioritize using them on more expensive targets

Fixed an issue where a player army wouldn't retreat from an enemy territory after being defeated and be entirely destroyed in the process

Surge is now correctly marked as a Spell instead of an Ability

Transactions with the Filthy Bastard will now correctly subtract or add from all of the player's booze as appropriate

Dungeon maps with no data will no longer display 'Glacier Keep' as a placeholder

Fixed the territory inspector, top level diplomacy screen, and trading screens appearing garbled on low resolutions

The character tabs in the inventory will no longer lose their labels on low resolutions

Nimbus' buff now definitely uses the correct icon

Item tooltips for finesse-based weapons will now correctly display 'Finesse' instead of 'Dexterity'

When issuing movement orders to multiple units, and targeting the ground, they will now all move at the pace of the slowest selected unit

Restored the 'remove unit' button from added siege units in the siege testing screen

The Kobold Craftsman now correctly carries some +1 quality Spears, instead of two identical stacks of +0

Added in Forgotten Garden siege units for the hell of it

Units in a selected army on the overmap can be highlighted once again to view their information and stats

The 'Spooky' unit passive has been added; deals constant morale damage to engaged, enemy units that aren't Undead

High Forest's Queen's Men unit have had their squad size increased from 12 to 16; forget to also boost their unit sizes with that recent Spearmen/Heavy Infantry buff

Added in Frozen Church siege units for the hell of it

Siege abilities can now be channeled

Siege units can now have a color assigned to modify the color of their soldier and avatar sprites

The siege music should always play during siege battles now

When loading to a game and the overmap, if no music would play for whatever reason, it will now play the the generic landscape music or queued up sieges theme


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