Apologies for the month between patches. The team has been moderately burned out, but we're getting over that hump and back into the swing of things. More encouragingly we're very close to releasing the first actual Towergirls Unity Demo and advertising! Hell or high water, the demo is coming out this upcoming month, July.
The patch notes aren't quite as long as last time but that's mostly due to the nature of what we're working on now. There's only a few very minor art assets remaining, for the demo, and pretty much all that remains code-wise is just adding polish and fixing somewhat irregular bugs and issues. This has been an ongoing task, which naturally means a whole host of improvements for 0.520. This patch sports a variety of bug fixes, quality of life improvements, and improvements in general.
Once the demo is ready we'll probably be releasing that publicly, making a Steam page, getting some lets-play's on youtube, banners, the whole deal. Post demo we'll be adding back in the rest of the princesses from the GMS version, and hopefully, have a bolstered crew to tackle the rest of them in better time. I've always maintained that Towergirls: the Game will be great, and completed, and the only thing that could stop me is being hit by a bus or losing the IP agreement.
As always thank you for your continued support. This wouldn't be possible without all of you.
-Duke
PS: Cheat codes have been changed for July ;D.
0.520
Fixed an issue where enemy buffs would keep additive adding resistance modifiers each battle turn
Buff tooltips now show slash, pierce, and crush resistance modifications- forgot to update with the new melee damage types
When loading to the starting tavern the tavern music will now play instead of the awesome hub theme that Unyin made, as was intended
Fixed a stupid linebreak issue with the dialogue controller that could make some post-encounter code not execute
Fixed an issue with encounter condition checks- the tavern bonehead quest should now actually be completable as a result
Added new dialogue to the tavern poster for when ser is sober and interacts with it
Ser will now slowly heal and regenerate MP faster while within the origin NPC's shack after the introduction
Defending and Intercept are now temporary buffs rather than spaghetti code
Radial buttons on the bottom left bar now have tooltips
The output box can no longer be dragged off the screen
Increased ser's movement speed in dungeons by 20%
Ser's up and down movement in dungeons has been further increased in speed by about 30%
When starting dialogue with a character who has no avatar, a blank avatar box will no longer appear briefly while the dialogue box is fading in
Streamlined a moderate amount of combat code and item code
Fixed an oversight where all enemies did blunt damage for their damage type
Opening the inventory will now set the equipped items viewer to Ser by default, as was intended
The Activate-Indolence-Stone encounter's particular character now actually has talk SFX and a dialogue avatar during that specific encounter
A new*** character creation theme is now in, courtesy of Unyin
Starting character class now properly modifies the amount of starting gold
Fixed an oversight that made enemy cone spells only hit one party member when more than four enemies were present
The bottom radial avatar, mini char frame, characters list, and party grid avatars now use ser's actual appearance rather than a static, default avatar for ser
The stamina description in the character inspector and character creator have been updated to describe Action Points instead
In sieges, the selected unit pane and bottom unit entries now show ser in all their glory rather than a default, stock ser sprite
In sieges, ser's soldier sprite now uses the full-on ser animator and part controller, in all its glory
Siege soldier sprites will now flip to face left or right depending on their current target
Ranged siege unit projectiles now take into account difference in height from the attacking unit to the target- ranged projectiles should be more accurate now
When selecting multiple units and issuing a move order, during deployment in sieges, the units should now automatically warp instead of walking to their target
Issuing a move order in sieges while multiple units are selected will no longer issue that order to all units for each unit selected
The little chest in the main room of the hub once again has a texture
Units in sieges that attack an enemy from behind now deal +25% damage with melee attacks
The 'exit dungeon' button in the Kompound shouldn't lock up any more, and reactivate when Ser returns to the entrance of the dungeon