XaiJu
Towergirls
Towergirls

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Towergirls Unity 0.528

I am happy to announce that I am mostly through the most recent burnout of working on Towergirls.  Resuming work on kingdom management, and army stuff, has been a very refreshing and fun turn of pace.  This means I was able to get a lot of work down this past week and have something of a half-decent patch.  There's been several new kingdom management screens added to the overmap (the old useless dungeon buttons are gone from the overmap and replaced with new ones, once you own a territory), and I've majorly overhauled both siege unit data and kingdom data.  This means that it's been much easier and more efficient to add in new functionality to the overmap.  Also there's a new cheat,  "test_siege", which anyone can use that lets you mess around with army battles.

My plans for November are to iron out some of the remaining bugs from siege battles, add in many more unit types, and to get the rest of the basic siege unit abilities working.  In addition to that I'll be getting Kingdom diplomacy finished and working.  Ultimately, it would be great to allow actual gameplay with kingdom management, fighting and taking over other kingdom's territories and trading with them, and that isn't far off at all.  A full 4x kingdom management mode with a reduced number of civilizations is looking very possible by the end of November.  That would be pretty cool, and also allow people to experience more non-dungeon-delving.  We will see.

In addition to all this cool new stuff (TM) there's been a bunch of bug fixes and miscellaneous changes here and there.  View the patch notes for the full list.  Also, this patch is released a whole few days early.  Now you can enjoy the best day of the year without worrying if a new Towergirls patch will be out.  You are welcome.

The enable cheats cheatcode has been changed for November.  Stay safe out there and don't eat too much candy at once.


Towergirls 0.528

Dungeon collider boxes can now specify a new angle for the player camera to change to and lasts until Ser leaves the collider area

Room transitions that have a 'fade to black and unfade' now correctly play the animation and place ser at the correct doorway spot

Fixed an oversight that prevented BBOS - Quest pages from being displayed

Added in the 'testsiege' cheat which allows the player to arbitrarily choose player and enemy siege units and a battlefield to test sieges at

The army names at the top of the siege UI, near the score bars, can now change based on the siege parameters

Fixed an occasional siege crash caused when the last soldier in a unit is killed

There can now be 3d monstrous bosses in sieges which are animated, cast abilities, and deal melee damage in an area of effect

Monstrous bosses can sort of sync kill individual soldiers now and do not lose health from oncoming attacks or abilities while performing one

Also added a certain special monstrous boss to the game

Readded five of the six golem siege units to the game; will make a monstrous model for the Colossus later

Generic mage units now have a working direct damage Fireball spell

Mages/Summoners/etc. now deal 25% less damage with their basic ranged attack in sieges

Greatly optimized how the game handles and stores siege unit types; no longer need to instantiate the soldier prefabs before spawning units or look up their contained info

Added most of the Red Dragon siege units, although a few are using placeholder artwork; the various drakes will be added later

Units may now be told to use an ability that is out of range, and will move in that direction until they are close enough and then use it

Increased the range of Kobold unit's Lay Traps (both minor and normal) abilities by about 50%

Lots of unit stat and price balancing all around

Siege abilities can now have a cooldown before they can be used again

Fixed a large oversight that made certain sprites always remain transparent and not display, which could prevent players from progressing through the tutorial.  Oops.

Filtering characters by type on the overmap characters screen is now functional

Ser should no longer appear to wear a shield even when one is not equipped

Only two buttons will now show at the bottom left radial button controller before Ser gains control of a territory

Kingdom management buttons are now appearing at the bottom left radial button controller once Ser gains control of a territory

Added the Territories list screen which gives an overview on all of the territories currently controlled

Fixed an oversight in the save/load controller which prevented some territory variables from being loaded

Oversight from very old code; unit upkeep is no longer applied a number of times equal to controlled territories

Unit food/gold upkeep has been increased from Resource/100 to Resource/75

Garrisoned unit panels in the territory inspector are much more compact

Recruitable units in the territory inspector will now show their known abilities when viewed

Breakup dialogues with princesses will no longer prevent the game from finishing that turn on the overmap

Added the Armies list screen, which gives an overview on all player controlled armies and their relevent information

When losing a siege battle, and fading to the game over screen, there will now be an active camera; music will continue to play and there should be no warning displayed

Unit tooltips in the territory inspector, territories list, and armies list have been expanded and display additional information now

Added resource tooltips to the top resource bar on the overmap

Some special resources will now provide kingdom bonuses; Slaves provide +3% structure building speed, Gems +1 territory happiness, and Artifacts +1 turnly knowledge

Reworked how kingdom/faction/race information is stored in the game- old stockpiled resources will be lost but future diplomacy will work more efficiently

Swapped the positions of the special resources Slaves and Animals on the overmap top bar

Added two new dialogue functions for messing around with kingdoms/factions

There are several new help popups on the overmap once you control a territory to help explain how kingdom management works

Towergirls Unity 0.528 Towergirls Unity 0.528 Towergirls Unity 0.528 Towergirls Unity 0.528 Towergirls Unity 0.528 Towergirls Unity 0.528

Comments

Ganbatte

long a nguyen

Glad your getting past the burnout. Hope everyone else can help out again soon!

Tariq Abdul Kareem Ali


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