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Other Projects => Other Games => Topic started by: DukeFluffy on March 29, 2016, 10:08:34 pm

Title: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 29, 2016, 10:08:34 pm
(http://dukefluffy.com/images/patreon_banner_cropped.png)


What is Towergirls: Subtitle Pending: The Demo?

Towergirls is a mix of JRPG and Grand Strategy. Create Sir or Lady Knight, and go on a quest to rescue the land of Corona from the depredations of the Dragon Queen and her Daughters! You must brave dungeons and towers against their vile minions and allies to rescue the princesses of various kingdoms. Once rescued, you may return them to their kingdoms for diplomatic benefits, or seek to befriend or even romance them to unite your kingdoms, even eventually marrying them! Then, use those connections to expand and unite the kingdoms of Corona in the face of the threats to come.

Characters you meet in the game become party members, ministers, or related to vital services of your Kingdom. Your Kingdom itself will advance both in terms of technology and infrastructure you build, but also in laws and culture due to decisions you make with the help of your advisers and princesses. In turn, you advance your own skills, either as a leader or an adventurer, to improve your abilities to rule and lead armies, or to fight your way through dungeons for treasure, rescues, and chivalry.


The game is very much in progress- note that is currently a demo, and is missing a lot of the content we are planning on adding.  Our first initial release was moments ago, but I'd love to hear what anyone thinks about it.



Here's a link to the official website: http://towergirls.boards.net/
And the current download: https://www.mediafire.com/?7diougjr3didp1u
And very alpha patcher/launcher: http://www.mediafire.com/%3F5farbyam3x5784z
As with Interstellar Army Simulator, the game will always be free, but we take donations.  You can find a link on the main website.
Title: Re: Towergirls; Subtitle Pending
Post by: Cthulhu on March 29, 2016, 10:14:07 pm
Why girls?  What's with this waifu thing where everything has to be an anime girl?
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 29, 2016, 10:16:50 pm
Why girls?  What's with this waifu thing where everything has to be an anime girl?
Hey, some of them are robots or bugs.  It's inspired by a really old exploitable image that got turned into some choose-your-own-adventure pictures.  Some of the stuff is pretty amusing.  We're just further expanding upon it.
Title: Re: Towergirls; Subtitle Pending
Post by: shadowclasper on March 29, 2016, 10:37:32 pm
Why girls?  What's with this waifu thing where everything has to be an anime girl?

Honestly, we're looking to put in male versions of most of the cast so eventually Towergirls could equally be played as Towerboys. But that's so incredibly long in the future that it's barely worth talking about right now.
Title: Re: Towergirls; Subtitle Pending
Post by: uber pye on March 29, 2016, 10:47:19 pm
It was a pretty silly but fun thing a while back
here is the know your meme page (http://knowyourmeme.com/memes/subcultures/towergirls)

the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)

and the kinda crazy newest version (http://i1.kym-cdn.com/photos/images/original/001/076/940/502.jpg)
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 29, 2016, 10:53:54 pm
It was a pretty silly but fun thing a while back
here is the know your meme page (http://knowyourmeme.com/memes/subcultures/towergirls)

Yeah, the know-your-meme page is surprisingly thorough.  There's been some more lewd alternate versions in recent months but we're mostly keeping away from those.
Title: Re: Towergirls; Subtitle Pending
Post by: JumpingJack on March 29, 2016, 11:21:44 pm
Something something exotic dancers In all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
Title: Re: Towergirls; Subtitle Pending
Post by: Furtuka on March 29, 2016, 11:25:53 pm
Oh my god there's an actual thing of this? I shall have to take a look at it when I have the time.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 29, 2016, 11:28:55 pm
Something something exotic dancers In all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
It's barely a demo, but the team would love to hear what you think of it.

Oh my god there's an actual thing of this? I shall have to take a look at it when I have the time.
Excellent.  And yes- it's been a while in the making, but we're getting ready to pump out content.
Title: Re: Towergirls; Subtitle Pending
Post by: My Name is Immaterial on March 30, 2016, 01:11:47 am
There's been some more lewd alternate versions in recent months but we're mostly keeping away from those.
So how lewd is this? I'm asking for a friend.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 30, 2016, 01:15:41 am
There's been some more lewd alternate versions in recent months but we're mostly keeping away from those.
So how lewd is this? I'm asking for a friend.
There's nothing explicit.  Some technically-clothed T&A but that's the worst of it.
Title: Re: Towergirls; Subtitle Pending
Post by: Cruxador on March 30, 2016, 01:29:30 am
Why girls?  What's with this waifu thing where everything has to be an anime girl?
Boy princess is best princess.

the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)
That's not the earliest version. Although perhaps we might get into what constitutes true tower girls, and what's just proto-towergirls. But that way lies madness.
Something something exotic dancers In all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
It's barely a demo, but the team would love to hear what you think of it.
A demo would imply that what you've got accessible is complete, so I'm being generous to assume you're using the word wrong. Right now, the storytelling and dungeon layouts are sloppy, and look as though very little thought has gone into them, most of the game's length is composed of repetitive dungeon delving with the same couple enemies, the balance is all but nonexistent, the tutorial doesn't really tutor (and there's no tooltips) and overall it's not a good experience yet. Most of that, I assume is planned to be fixed, and the core ideas are good, but the game is not even close to the "fun" threshold yet; not only is there no mechanic which seems adequately polished, there's no mechanic that seems like it's on anything beyond the first rough draft.

Pretty much what I'd expect for this point in development, in other words, and it looks promising enough.
Title: Re: Towergirls; Subtitle Pending
Post by: My Name is Immaterial on March 30, 2016, 01:31:55 am
Is it just me or does the resolution automatically scale to match your screen? It doesn't work well for me, the assest seem strecthed.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 30, 2016, 01:32:40 am
Why girls?  What's with this waifu thing where everything has to be an anime girl?
Boy princess is best princess.

the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)
That's not the earliest version. Although perhaps we might get into what constitutes true tower girls, and what's just proto-towergirls. But that way lies madness.
Something something exotic dancers In all seriousness, the art's quaint and I like the sound of it. Probably gonna download in a bit.
It's barely a demo, but the team would love to hear what you think of it.
A demo would imply that what you've got accessible is complete, so I'm being generous to assume you're using the word wrong. Right now, the storytelling and dungeon layouts are sloppy, and look as though very little thought has gone into them, most of the game's length is composed of repetitive dungeon delving with the same couple enemies, the balance is all but nonexistent, the tutorial doesn't really tutor (and there's no tooltips) and overall it's not a good experience yet. Most of that, I assume is planned to be fixed, and the core ideas are good, but the game is not even close to the "fun" threshold yet; not only is there no mechanic which seems adequately polished, there's no mechanic that seems like it's on anything beyond the first rough draft.

Pretty much what I'd expect for this point in development, in other words, and it looks promising enough.
Agreed on much of that.  I'm glad that it's at least looking promising.


Is it just me or does the resolution automatically scale to match your screen? It doesn't work well for me, the assest seem strecthed.
Not yet.  Right now it's simply 1920 x 1080 and stretches to fit the screen.  I'll be adding in more complicated sliding/scaling UI stuff when that is next looked at.
Title: Re: Towergirls; Subtitle Pending
Post by: JumpingJack on March 30, 2016, 01:50:56 am
It's barely a demo, but the team would love to hear what you think of it.
A demo would imply that what you've got accessible is complete, so I'm being generous to assume you're using the word wrong. Right now, the storytelling and dungeon layouts are sloppy, and look as though very little thought has gone into them, most of the game's length is composed of repetitive dungeon delving with the same couple enemies, the balance is all but nonexistent, the tutorial doesn't really tutor (and there's no tooltips) and overall it's not a good experience yet. Most of that, I assume is planned to be fixed, and the core ideas are good, but the game is not even close to the "fun" threshold yet; not only is there no mechanic which seems adequately polished, there's no mechanic that seems like it's on anything beyond the first rough draft.

Pretty much what I'd expect for this point in development, in other words, and it looks promising enough.
Well, that's certainly more comprehensive than what I probably would've noted. :P

I can't say that I totally agree that it isn't currently a good experience. I've gone in assuming major bugginess and lack of polish, and while I've certainly seen the latter, overall I find it to be amusing and a fair bit of fun. Tutorial could be better, as you pointed out, and I can't say that the descriptions of the various unlockable talents are easy to decipher. Honestly, my biggest gripe at the moment is the difficulty of tracking down that last scout. >.>

Generally speaking though, I agree with you. Very promising, and I await the implementation of Dragon Princess more features with much anticipation.

Edit: Also, Conjure Pastry is probably my favorite ability so far.

Edit 2: Aaand just encountered a bug.
Spoiler (click to show/hide)
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 30, 2016, 02:29:35 am
Edit 2: Aaand just encountered a bug.
Spoiler (click to show/hide)

Seems to be happening with others.  I'll be sure to prioritize that crash.  Let me know if that prevents you from continuing.
Title: Re: Towergirls; Subtitle Pending
Post by: EuchreJack on March 30, 2016, 02:39:59 am
Controls in combat are kind of awkward, or I haven't figured out keyboard-only combat.

Currently, I guessed correctly (not written anywhere) that "a" was attack and "d" was defense.  But I still have to click the mouse per attack and move the mouse to the target.  For dungeon grinding, easy key layout takes away from the exhaustion.

Thanks for starting a topic!  Game shows lots of promise.

A shop at the beginning, so I can customize the starting character, would be nice.
Title: Re: Towergirls; Subtitle Pending
Post by: JumpingJack on March 30, 2016, 04:30:48 am
Edit 2: Aaand just encountered a bug.
Spoiler (click to show/hide)

Seems to be happening with others.  I'll be sure to prioritize that crash.  Let me know if that prevents you from continuing.

It does. Still getting the error. Just for clarification, I had defeated two of the penguin scouts before I went back to the camp and crashed. Not sure if that might've somehow triggered it.
Title: Re: Towergirls; Subtitle Pending
Post by: Akura on March 30, 2016, 04:44:40 am
So this is what Duke left Chapter Master to make? Badass Space Marines to MonsterGirl Waifus?

Looks cute enough, I'll take a look when I get the chance.
Title: Re: Towergirls; Subtitle Pending
Post by: Folly on March 30, 2016, 08:34:50 am
I like girls, and towers are generally worth climbing. So this has peaked my interest. Without screenshots though, it's hard to get a real grasp of what manner of game this is intended to be.
Title: Re: Towergirls; Subtitle Pending
Post by: Malus on March 30, 2016, 09:08:02 am
So this is what Duke left Chapter Master to make? Badass Space Marines to MonsterGirl Waifus?

Now I'm just left wondering when I'll be able to deck my waifus out in power armor...
Title: Re: Towergirls; Subtitle Pending
Post by: My Name is Immaterial on March 30, 2016, 10:03:17 am
So this is what Duke left Chapter Master to make? Badass Space Marines to MonsterGirl Waifus?

Now I'm just left wondering when I'll be able to deck my waifus out in power armor...
Your waifu can be power armour.
Title: Re: Towergirls; Subtitle Pending
Post by: Nighthawk on March 30, 2016, 11:29:26 am
the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)
Spoiler: Small Image (click to show/hide)
That pun.

... This project has my approval.
Title: Re: Towergirls; Subtitle Pending
Post by: Cruxador on March 30, 2016, 12:13:36 pm
Honestly, my biggest gripe at the moment is the difficulty of tracking down that last scout. >.>
The repetitiveness and lack of balance is more heavily exacerbated in the next dungeon. As for the last scout, consider that the kobold shaman said there are two to the north and one to the west; you should go around the perimeter of the navigable area. Use your map.

Controls in combat are kind of awkward, or I haven't figured out keyboard-only combat.
Mouse controls are unpolished too. The hitboxes are not intuitive and the highlighting isn't totally consistent, particularly when using multiple-target abilities.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on March 30, 2016, 03:06:49 pm
Mouse controls are unpolished too. The hitboxes are not intuitive and the highlighting isn't totally consistent, particularly when using multiple-target abilities.

That's going to need a little bit of work, yep.

Also quick band-aid patch-


0.101

Fixes:
Frosty Berry drop rate increased
Traps should no longer activate while the game is paused or saving/loading
Exiting from the 'use item menu' will no longer crash the game under certain circumstances
Snow Golem now has 5 less health and 1 less armor
The Escape/Pause menu now works while zoomed in on a territory
Changed options now properly save
Game no longer crashes when Loading from Verkat's room in Glacier Fields
Enemy item drops should no longer appear out of bounds or behind the UI
Added targeting keyboard shortcuts for attacks/spells/abilities in battle
Verkat's firepit will now regenerate your health slowly in Glacier Fields.


0.102

Fixes:
Glacier Fields has been reduced in size
All character names have been replaced with titles
Fixed a crash that occurred in the options menu
Fixed the crash on startup- those that are locked out of the game will no longer be
Snow Golem weakness to fire now works as intended
Lines are correctly spaced in the BBoS - Mobs section


0.103

Fixes:
Ser Knight is now halted while leveling up
You may no longer hit the levelup button during a room transition
Quicksaving will no longer loop
Targeted with abilities will no longer crash the game
Unpausing the game while an emote is present will no longer crash the game
Restorative abilities now restore the correct amount of HP/SP
Target hotkey numbers now disappear when not needed
Friendly abilities can no longer target enemies by health-panel
If you enter battle with a activated frost spigot trap it will now stop
Unpausing at the end conversation no longer crashes the game
Restored a missing Glacier Fields room connection.
You can no longer enter Dungeons while travelling (in an army or otherwise)
Fixed an inventory glitch caused by opening targeting with one item and clicking another
Hitting escape in most menus will close that menu, rather than pausing
Clicking a dialogue option will no longer stutter the upcoming options or double click
Game now keeps scale; game should look better on less wide monitors


0.104

Fixes:
Firebombs now work
Weakness to fire actually actually working correctly
Hotkey numbers now appear for friendlies when using relevant abilities
LEAVE NONE ALIVE is now properly marked as a Siege ability
You can now left-click on NPC's to speak with them, in addition to pressing Space
Clicking buttons while loading will no longer crash the game
Save game recovery dialogue now appears on the screen in the main menu
During end-of-turn, with the party, right clicking for a new destination as the old one is finishing will no longer freeze travelling
You can no longer save while in the process of levelling up
Pressing space will no longer end the turn if in a conversation on the overmap
In the overmap, opening up a full-screen window will prevent scrolling
The tutorial has new dialogue
Both parts of the tutorial are now skipable
Shortened the first frame of the tutorial cinematic by 2.6 seconds


0.105

Fixes:
You now get a bit of experience when skipping the tutorial to balance the options.
Fixed a crash involving Big Book of Stuff popups and unpausing
Skipping the tutorial no longer prevents movement in later dungeons
Holding/using an item when a battle starts no longer softlocks the game
New gameplay hints are in- they remain on the screen until clicked and do not pause the game
You can no longer try to save during battles or sieges
NPC's that you cannot talk to will no longer say 'Left Click to Talk' on hover
You can no longer try to save while in a conversation
Pausing and unpausing in battle when projectiles are flying no longer crashes the game
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on July 01, 2016, 12:52:54 am
It is finally that time.  Edit: I suppose I should add that most of Human Princess' gauntlet is in.  Next to be added is that boss fight, resolution, and then the rest of Human Princess and Kobold Princess' quests.


Towergirls 0.106


Major Changes:
A new user interface has been added to dungeons/battles/sieges/overmap.  It makes use of radial buttons on the bottom left of the screen, and then context sensitive buttons on the bottom center.  The thing scales with window size (at least for overmap and battles) so it should remain mostly legible for everyone.  Hotkeys are also more functional than before.  It's still being ironed out, expect some weird stuff until then.

Enemy mobs now scale based on the difference of their base level and the player level.  At the same (or higher than player) level, they will have no modifiers, but for every 2 levels the player is higher they receive +1 Damage and +5% health.  We'll see how this performs once the game is more continuous.

Shops have been added to the game!  You may now buy and sell items at them- the inventories reset after four weeks, or four turns.  There is currently one merchant in High Forest and one using the Call Courier spell.

Wound Dressing and Sterile Wound Dressing have been added to the game.  They are consumables that remove Bleeds and heal for a good amount over time- but taking damage while under the effect will remove them.  They are best used outside of fights.

Locked doorways have been added to the game, in dungeons.  You can open them by finding a 'Small Key' in the same dungeon and then left clicking the locked doorway twice.

The shiny state-of-the-art* launcher/patcher has been fixed up and enabled.

Fixes:
Pressing 'R' will no longer restart the current room.
Fixed the dialogue chain when answering Wine Knight about future plans.
Fixed some borked SP/MP stuff with the new siege variables.
Grabbing a character's ability, in the character screen on the overmap, can no longer lock up the main buttons.
Kobold Councilor's firepit now correctly heals the entire party.
Fixed a crash when leaving the 'dungeon completed' screen with unrevealed victory items.
Quest description text is now saved as flags, rather than actual text.  This means that (future) late-game save files will be a lot smaller and the quest text can be changed after the fact.
The game now checks for the current version at my new website.
Fixed a bug where the 'player is travelling on overmap' bool was not being loaded correctly.
Base character Accuracy has been increased by 20%.  (70% -> 90%).
Most hotkeys no longer work while the debug console is open.
The 'Sword, Shield, Mail, Hardtack, Camp' added no longer appear whenever loading a game.
Options for recovering a save game in the main menu now appear correctly on screen.
Output text in the lower right is now saved and remembered.
Kobold Shamans have decided to get in on the 'physically kind of correct light shading' and 'warpaint' things.
Wizard Destruction spells now have talent-trees and prerequisites.
There can now be more than 40 rooms within a single floor of a dungeon.
Thrown items now have animations in battle.
Firestrike has been given an animation in battle.
You now choose your origin during the introduction scene in the tavern.
Dialogue options are no longer darker than they should be.
Two new weapons have been added to the game, courtesy of Collin.
Lurking and Opportunism have been switched in the Knavery skill tree.
Characters are now correctly listed within the overmap characters screen.
Charismatic and Silver Tongue now work as intended.
You now level up during the tutorial, whether or not it is skipped.
Title: Re: Towergirls; Subtitle Pending
Post by: Akura on July 01, 2016, 04:40:56 am
I was wondering what happened to this topic. Just sort of disappeared or something.
Title: Re: Towergirls; Subtitle Pending
Post by: JumpingJack on July 01, 2016, 11:19:03 pm
Aw yiss; the waifus are back.

so like, are there screenshots? is it a text-based game? roguelike? i don't even really know what i'm in for if i download it
Here's a general screenshot off o' Google Images. (Disclaimer: might be from an old build. Also a large image.)
Spoiler (click to show/hide)
Title: Re: Towergirls; Subtitle Pending
Post by: stabbymcstabstab on July 01, 2016, 11:38:26 pm
Holy shit I just downloaded this a couple days ago and my god you work fast.
Title: Re: Towergirls; Subtitle Pending
Post by: Spehss _ on July 02, 2016, 12:24:23 am
So I downloaded the demo linked in the OP. First thing I do is open the options menu. I had no idea how to get back out of the options menu. Took me a few minutes to find the little chalky white x in the corner. That was an awkward start.



Played through the tutorial. Get to the overworld map. Click the little plus icon on my knight picture to level up. Window doesn't come up unless I hit escape. Apply the stat changes and skill points and etc. Close the character window. hit escape to bring up the menu. Click save game. Get an error and crash the game.

Spoiler: errorlog (click to show/hide)

Also I don't know if I'm just stupid or what but I couldn't seem to move or go anywhere on the world map. Tried right clicking on the glacier place, then hitting spacebar, got no response.


Alright so it looks like if I try to level up and do the whole process described above while in the overworld then the little knight character on the world map disappears. So I can't click on it to go anywhere. Weeeeeird bug. And attempting to save the game results in the above error and crash. Fortunately I could reload the prior save and level up in the glacier fields dungeon.



Played up to the start of the glacier tower. Game's ok for a really early demo. Art style is charming. User interface needs polishing and there's of course bugs and typos and whatnot. But it's playable. The banter with the drunk knights in the tutorial was hilarious.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on July 02, 2016, 04:39:13 am
so like, are there screenshots? is it a text-based game? roguelike? i don't even really know what i'm in for if i download it
Have some screenshots.  JRPG meets waifuing (kind of getting there) meets civ building (eventually).

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)


Holy shit I just downloaded this a couple days ago and my god you work fast.
In fairness I've been working on and off with this game for like a year.


Took me a few minutes to find the little chalky white x in the corner. That was an awkward start.

[sic]

Alright so it looks like if I try to level up and do the whole process described above while in the overworld then the little knight character on the world map disappears. So I can't click on it to go anywhere. Weeeeeird bug. And attempting to save the game results in the above error and crash. Fortunately I could reload the prior save and level up in the glacier fields dungeon.

Played up to the start of the glacier tower. Game's ok for a really early demo. Art style is charming. User interface needs polishing and there's of course bugs and typos and whatnot. But it's playable. The banter with the drunk knights in the tutorial was hilarious.

I'm glad that you found it somewhat amusing!  The game is in a very early stage, but as we get the engine and systems more in place a lot of polish will be added in.  I'll be fixing the crash/bugs you mentioned with the upcoming patch.
Title: Re: Towergirls; Subtitle Pending
Post by: USEC_OFFICER on July 02, 2016, 10:49:35 pm
Posting to watch. It feels kinda weird learning about this game from one of the people working on it before finding it here. Can't remember exactly what he did though. Writing maybe? One of those 'Small World' kind of deals.

How much has the game progressed? Last build I played only went up to freeing the kobolds and certainly didn't look as swanky as those pics. Is there a proper changelog or something I could look at? Is the UI not so rough anymore? I definitely remember some weirdness with hotkeys before that annoyed me greatly.
Title: Re: Towergirls; Subtitle Pending
Post by: somemildmanneredidiot on July 02, 2016, 11:24:02 pm
PTW

Especially interested in the civ building.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on July 03, 2016, 01:16:47 am
Posting to watch. It feels kinda weird learning about this game from one of the people working on it before finding it here. Can't remember exactly what he did though. Writing maybe? One of those 'Small World' kind of deals.

How much has the game progressed? Last build I played only went up to freeing the kobolds and certainly didn't look as swanky as those pics. Is there a proper changelog or something I could look at? Is the UI not so rough anymore? I definitely remember some weirdness with hotkeys before that annoyed me greatly.

Page two of this thread has all the changes.  It's still about the same, but we have a new UI and most of the Human Princess rescue quest in.  Also lots of bug fixes.  Once Human Princess is rescue we'll be focusing on finishing her and Kobold Princess' quests, up until gaining control of a territory from them.


Especially interested in the civ building.

Soon.  Or not really soon, but it's going to be next after Human Princess.
Title: Re: Towergirls; Subtitle Pending
Post by: USEC_OFFICER on July 03, 2016, 05:01:54 am
Alright. Thank you very much.
Title: Re: Towergirls; Subtitle Pending
Post by: hops on July 03, 2016, 05:16:32 am
Well then, this meme had certainly grown. Is Boy Princess a thing?
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on July 03, 2016, 05:55:56 pm
Is Boy Princess a thing?

Soon (TM).  We're hitting the gen 1 princesses in order.
Title: Re: Towergirls; Subtitle Pending
Post by: Cruxador on July 04, 2016, 06:56:50 pm
Honestly, the goals and characters are all great, but basic gameplay, engine convenience and intuitiveness, and level design all need to be sorted out.
Title: Re: Towergirls; Subtitle Pending
Post by: Egan_BW on July 05, 2016, 02:10:56 am
may as well PTW
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on July 13, 2016, 05:52:04 pm
Boss isn't quite ready yet for Enchanted Tower.  Adding in some items and fixes in the mean time.


Towergirls 0.107

Major Changes:
Items with random prefixes/suffixes can now appear in shops.  The prefixes/suffixes on these items change when the shop is restocked (4 weeks).  Suffixes will partly be based upon the player's level.  Note that most on-hit effects are not working yet, but the magic weapons aren't really attainable yet without cheats anyways.

A new item slot has been added for Helmets- they will soon be visible on the character sprite.

Minor Changes:
The 'enable cheats' cheat has been changed.
Grumpy Salesmaiden sprite now appears above the black square.
A Blacksmith has been added to High Forest's merchant district.
Many new weapons and types of armor have been added.
Axes now have less scaling damage.
Daggers are now based on Agility instead of Power.
All types of Shield have had their Avoidance reduced by 5%.
Fixed a bug that would remove the party icon from the overmap.
Inventory tooltips now display the item mechanics instead of a longer description.
Item prefixes and suffixes now work in shops.
A rare crash on pressing 'New Game' in the main menu should no longer occur.
Correct resource icons now appear in territory inspect.
Main buttons will no longer lock up in the Overmap after viewing Characters.
Button shortcuts have been added for the Overmap main buttons.
Clicking a character's levelup icon on the Overmap will no longer lock up the game and works as expected.
Fixed a bug that prevented Spears from working.
The big group of dead knights now only appears in the first room of Enchanted Tower.
Title: Re: Towergirls; Subtitle Pending
Post by: Aklyon on July 13, 2016, 09:26:19 pm
It was a pretty silly but fun thing a while back
here is the know your meme page (http://knowyourmeme.com/memes/subcultures/towergirls)

the original version (http://i3.kym-cdn.com/photos/images/original/000/972/905/482.png)

and the kinda crazy newest version (http://i1.kym-cdn.com/photos/images/original/001/076/940/502.jpg)
That is pretty neat. PTW
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on August 01, 2016, 03:06:48 pm
Dialogue wasn't completed for Enchanted Tower so we're going to be focusing on kingdom stuff for a bit.


Towergirls 0.108

Major Changes:
A new option called 'Test Game' has been added to the main menu. This option creates a new game which immediately places you in control of High Forest or Cave Canopy, letting you test different parts of the civ building.  Relatively barebones at the moment, but most of the coding is in place already (sans UI), so expect future additions to come quickly.

Minor Changes:
The territory UI has been updated.
Clicking on an avatar in the overmap no longer locks up the menus.
Clicking on an avatar in the overmap will now go straight to that character info.
Fixed a bug where new party members would have their helm slot show inaccurate info.
Added a simple 'End of Turn' alert when ending the turn in the Overmap.
Non-Player Armies now save, as was intended.
Territories now save their Upgrades and Garrisons, as was intended.
Ending turn on the Overmap is much faster.
Abilities with modifiers (POW/INT bonuses) now take into account the current/temporary attribute value.
Battle damage floats have been improved; crits are more obvious now.
In battle, when a character or enemy is dealt damage they have a short animation.
Recruitment UI has been updated.
Territories now only have 6 to 24 upgrades, based on size.  (4+(size*2))
Building UI has been updated.
Constructing/recruiting now appears on the Overmap near the respective territory.
Territory names always appear now.
Cheat codes have been updated for August.

Edit: Hotfixed a crash.



Towergirls 0.109

Major Changes:
Unbroke Kobold Princess dialogues when returning to Canopy Cave.  Oops.

Defensive Buildings have been added; they function as ablative Defeats for the territory in question.  If a territory with no garrison or defensive buildings is attacked it becomes captured.  A territory with a garrison, but no defensive buildings, is similarly captured if the garrison is defeated.

Territories can now be captured!  Winning a Siege against or attacking a Territory with no Defensive Buildings grants control of it.  You may choose to Usurp (capture) or Raze (burn and pillage) the Territory in question.

Minor Changes:
You can no longer click on territories through menus.
While leveling up you can no longer switch to view another character.
Right clicking while selecting a territory no longer crashes the game.
You can no longer level up a character during Battle or Sieges.
Armies can now be Ungarrisoned, moved around the map, and Garrisoned.
Clicking a BBoS popup at a Dungeon Completed screen no longer hangs the game.
Armies can now attack a territory on the Overmap, and fight an AI garrison.
Correct resource productions are displayed in the Building UI.
You can now back out of attacking a territory on the Overmap.
Some building icons and building fluff text has been added.
Buildings now have tooltips in the Territory UI.
Buildings can now be repaired by clicking on their icon in the Territory UI and spending Gold.
High Forest and Canopy Cave have been split up into several subterritories; other territories will be split in the future.
Player faction/race is now being saved correctly.
'Reconnaissance' on a territory now decays, as was intended.
Leaving a non-owned territory will no longer continue to display detailed info for several turns.
You may now speak with generic Ministers and assign them tasks, through the Territory inspect screen.
BBoS Ability text has been restored.
Clicking on settings bars in the Options screen will no longer over-click into Pause options.
Bandages now heal a minimum of 2HP each tick.
Being hit by abilities will now remove Bandages, as was intended.
Fixed a crash when loading a save game from within combat.
Cheat codes have been updated for September.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on October 04, 2016, 12:41:19 am
T-t-triple post!  Double post.  Figure it's time to bump again.  We finally overcame the hurdle of no one wanting to write the boss dialogue for Enchanted Tower, and Human Princess has been added to the game.  From here we'll be adding more of a story, allowing the player to save multiple princesses if they so like.  Soon the DEMO OVER screen will be an ancient memory and it'll feel more like a game.


Towergirls 0.110

Major Changes:
The dungeon minimap has been replaced with a prettier looking, somewhat hand-drawn map.  Gone are the days of grid-based, identical square rooms.
The final floor of Enchanted Tower is now functional!  Human Princess awaits!

Minor Changes:
Picking up items now has a popup at the bottom center of the screen.
Human King's Seneschal has been given a new sprite.
Added some beautification to the third floor of Enchanted Tower.
Wine Knight says the correct dialogue when first finding him in Enchanted Tower.
Fixed a bug where quest flags were not saving correctly.
Quest mobs (I.e. Penguine Scouts) now have a UI indicator when off-screen but in the current room.
While camping, the radial panel and output display are shown once again.
Fixed a crash that occurred when a damaging ability did little damage.
New, shiny boss health bars have been added.
Dialogue choice options now all display at full font size, with hardly any compacting.
Dungeon items in the current room will be picked up when the dungeon is finished.
You can now skip most cinnematics by bashing [Space] or [Enter].

Edit: Hotfixed a crash caused by sieges.
Title: Re: Towergirls; Subtitle Pending
Post by: Aklyon on October 04, 2016, 09:24:49 am
Hurray
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on October 06, 2016, 01:59:10 pm
Deployed another hotfix, this time for changing dungeons and miniboss pathfinding.

Edit: Left in debug stuff that was preventing the game from starting normally.  Hotfix has been deployed for the hotfix.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on November 03, 2016, 12:08:08 am
Towergirls 0.111

Major Changes:
You can now travel back to Canopy Cave with Kobold Princess and Kobold Knight, which means you may then save and proceed to save Human Princess, if you so like.  Krest is currently non-functional while we create assets for Jungle and Kobold Interiors.

Minor Changes:
Plaguebombs have been given a battle animation/particle effect.
'It's Shit' now reduces item costs, as was intended.
Item tooltips once again work in the shop.
Apply Weak Poison changed to Septic Blade and added to the game.
Certain buffs (Non-magic poison, stunning, etc.) will now stack on enemies, as was intended.
You may now add/remove/reorder party members in the Overmap - Characters screen.
Fixed the Accuracy bug that was removing 20-30% Accuracy from characters.
When starting a new game, Ser Knight once more appears in the correct part of the room.
Fixed a bug that prevented some persistent buffs from modifying stats in battle.
The 'select garrisoned army' button is much more responsive now and properly works.
Recruited units are not all flagged that they 'contain player'.
Highlighting armies or the party on the overmap is more visually responsive.
Moving to a very close territory with an army, or the party, will no longer cause an endless end-of-turn.  Finally.
You can now change the Leader of army units.
Characters now heal a little when ending the turn.
BBoS Entry added for Malevolent Mirror.

Edit: Hotfixed a typo that was causing a crash.
Title: Re: Towergirls; Subtitle Pending
Post by: Parsely on November 03, 2016, 11:57:46 am
PTW. I wasn't piqued at first but this is looking more interesting all the time.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on November 11, 2016, 04:09:50 pm
Towergirls 0.112

Minor Changes:
Added decorations to Glacier Keep.
Boss health-bars, at least in combat, are more animated and shake on taking damage.
Molted Hatchlings now face the right direction in battle.
New sprites added for Jungle environments.
The free/temporary kobold army units had some variables missing (after the overhaul); has been rectified.
You should no longer be able to add characters who are leading units to your party.
Enemies are no longer perma-stunned by abilities with Stunning.***
(***Unless you keep hitting them with it, since that now stacks as intended.)
Fixed a crash that occurred when saving the game.
Changed cheatcodes for November.
Title: Re: Towergirls; Subtitle Pending
Post by: HailFire on November 11, 2016, 08:22:29 pm
Holy shit, this actually became a thing. /tg/ gets shit done.

I don't know if this is the best place to report bugs, but when I went through the tutorial, picking up the bottle shiv and looking at it in my inventory caused the game to throw up a draw error and crash.

EDIT with more reports of bugs you may or may not already be aware of:
-Saving at the end of a quest causes event sequencing to fuck up, forcing me to reload
-You know how when fighting the Penguine Scouts, your attack will be cancelled if you attack the scout with a melee attack the same turn he summons a new wolf to block you? If he summons a second wolf while the first is alive, it will cancel your attack against the existing wolf.
-About halfway through the first floor of the Glacial Tower, the battle background stopped rendering, leaving a plain brown field
-Like the broken bottle, the item you obtain after defeating the Glacial Tower boss causes a draw error
Title: Re: Towergirls; Subtitle Pending
Post by: Puzzlemaker on November 11, 2016, 09:54:06 pm
I think it's more like Duke then /tg/
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on November 12, 2016, 12:06:02 am
-but when I went through the tutorial, picking up the bottle shiv and looking at it in my inventory caused the game to throw up a draw error and crash.

EDIT [other bugs]

Some of those I was not aware of, or were not on my list, so thanks for pointing them out.  Best place would be our Towergirls forum (http://towergirls.boards.net/), but I also check this thread at least every day.  Either works.

Thanks for the report.  Will try and have those all fixed with the upcoming patch.
Title: Re: Towergirls; Subtitle Pending
Post by: HailFire on November 12, 2016, 08:22:54 am
Not a problem. In fact, in urgent bug news, Disms in the enchanted tower will usually either skip their turn or attempt to use a spell that crashes the game.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on November 15, 2016, 03:11:48 pm
Disms in the enchanted tower will usually either skip their turn or attempt to use a spell that crashes the game.
Skipping their turn is intended, since I bloated their HP like mad.

Wasn't able to get any crashes with Disms.  Which type was causing the crash?  And did that type of Dism use another ability without crashing?
Title: Re: Towergirls; Subtitle Pending
Post by: HailFire on November 15, 2016, 04:05:15 pm
Wasn't able to get any crashes with Disms.  Which type was causing the crash?  And did that type of Dism use another ability without crashing?

If I recall correctly, I encountered every type except for the flying ball-shaped one, and all of them were causing crashes. I think the first Menial Dism I encountered may have used a normal attack successfully, but other than that, no; getting through the tower was a complete crapshoot of repeatedly reloading the game until I could kill them without them trying to attack and saving after every fight.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on December 03, 2016, 12:43:58 am
Towergirls 0.113

Major Changes:
You can now have an audience with Kobold King and perform two of the three tasks for the Kobold Council.  More soon to come.  Excuse the placeholder art assets and missing dungeon clutter.

Minor Changes:
The tileset for Kobold caves has been added.
Fixed equipment tooltips in the inventory.
Fixed a rare crash when drawing background images.
Player origin options now have brief descriptions.
Animations when gaining/losing Gold and Silver have been added.
Completed dungeon reward items now always show the correct sprite.
Character Ranged Resist now shows the correct value, accounting for worn items.
Dungeon chests are now hand-placed.
Loading a game should no longer respawn items/chests in the room loaded to.
Forge Knight can now craft an item from the Icicle Carving.  Oculus Carving options soon (TM).
'Other' items now correctly appear in the inventory.
Two-handed weapon functionality has been added; they prevent use of off-hand items while equipped.
Fixed a bug that was constantly combining resource incomes.
Kobold Councilor has been given a new sprite.
All mentions of Dragon Queen have been removed for plot reasons.
Magic also regenerates on the Overmap while ending the turn.
Items called "0" should no longer be loaded.
Quest entries in the BBoS can now span multiple pages.  Was a total pain.
Bows scale off of Agility now rather than Power.
Ser Knight will no longer pause mid-step when dialogue starts, and finish his step.
NPC's can now initiate dialogue under specific circumstances.
Fixed Spider Swarm not dealing damage.

Other Changes:
Work has begun on allowing mods for the game.  An early version of the Conversation Designer can be found on the forum for downloading.
Title: Re: Towergirls; Subtitle Pending
Post by: TheBiggerFish on December 03, 2016, 12:01:02 pm
Huh.
Title: Re: Towergirls; Subtitle Pending
Post by: Puzzlemaker on December 03, 2016, 10:52:04 pm
It's shaping up pretty good!  Glad to see progress.

Edit:  I rescued the kobold princess and went back to the human kingdom, but I can't seem to move to a new area?  It's stuck.  What do?
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on December 03, 2016, 11:33:57 pm
It's shaping up pretty good!  Glad to see progress.

Edit:  I rescued the kobold princess and went back to the human kingdom, but I can't seem to move to a new area?  It's stuck.  What do?
Do you have an army sprite (kobold or some other random thing) within High Forest, or is it a tiny Ser Knight?

Try ending the turn.  If that fails, send me a screenshot , if you would.
Title: Re: Towergirls; Subtitle Pending
Post by: Puzzlemaker on December 04, 2016, 11:19:35 am
It's shaping up pretty good!  Glad to see progress.

Edit:  I rescued the kobold princess and went back to the human kingdom, but I can't seem to move to a new area?  It's stuck.  What do?
Do you have an army sprite (kobold or some other random thing) within High Forest, or is it a tiny Ser Knight?

Try ending the turn.  If that fails, send me a screenshot , if you would.

Ending the turn didn't work, and it looks like there are two sprites overlaid on top of each other, one of Ser and one of the kobold army, with Ser being on top.

Screenshot here:  http://imgur.com/a/BXj4T

If you want me to send a save let me know.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on December 05, 2016, 05:47:25 pm
If you want me to send a save let me know.
Yeah, that would be best.  Something kind of like that has happened before- it seems like the next bit of the journey isn't automatically set, sometimes.  Did the Kobold Princess conversation at High Forest proc?
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on January 02, 2017, 03:00:55 am
New patch is out.  Mostly tons of fixes for the unstable 0.113

Towergirls 0.114

Major Changes:
Kobold Mine has been given proper dungeon clutter.  Much of it can be reused for rock trees and Konvert areas.

Minor Changes:
Double Tap has been replaced with Blinding Shot in the Knave skill tree.
Double Tap is now an upgrade of Blinding Shot.
Fixed the new gold/silver animation sometimes leaving the player with negative silver.
Saving at a dungeon-completed screen will no longer lock up the current game.
Fixed a crash caused by shop sell/buy history when saving.
Saving when there are hint popups should no longer crash the game.
Shops will no longer charge twice with each transaction.
Dungeon containers are now functional.
Automatically picking up items on dungeon completion no longer crashes the game.
Fixed a crash caused by debuffs being removed while having the Lurking talent.
Half-Swording has been changed to -2 Damage and +20% Critical Chance.
Cone of Cold is no longer a Burning Hands upgrade.
Several talents have been added to Mage - Destruction.
Several more talents have been added to Fighting - Leadership.
Foot Drill and Sea of Calm added to the game, and are functional.
Knaves can now unlock the ranged talents in Fighting - Leadership.
Mages can now unlock the magic talents in Fighting - Leadership.
Impale has been changed to a 50/50 chance to hit and always deals double damage.  Can crit.
Insect Recruits and Insect Noble have had their placeholder sprites replaced.
Fixed an issue preventing Kobold Princess' High Forest conversation from occurring.
Fixed an issue preventing the Kobold Army from pathfinding to Canopy Cave from High Forest.
The Load UI will no longer lock up if the game is paused during dialogue.
When battling Moas, the proper background now shows up.
Cheatcodes have been changed for January.
Title: Re: Towergirls; Subtitle Pending
Post by: Sirus on January 02, 2017, 04:18:22 pm
Alright, PingTW.
Title: Re: Towergirls; Subtitle Pending
Post by: eerr on January 02, 2017, 07:08:36 pm
Okay so I just made it all the way to the kobold wastes.
That is one ODD map navigation scheme!
(placeholders, that's fine for now)

On to something more relevant: The wheel selection draws attention to how chopped off the screen is!
You need to change it, lest it blind you forever.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on January 03, 2017, 08:42:52 pm
That is one ODD map navigation scheme!

On to something more relevant: The wheel selection draws attention to how chopped off the screen is!
You need to change it, lest it blind you forever.
It used to be a simple grid-based map that was even more horrendous looking.  The glacial wastes room sprites were mostly done by myself, however, which is probably why they seem so odd.  The other dungeon maps should look a shade prettier.

As for BLINDING UGLINESS, was that on the overmap or in a dungeon?
Title: Re: Towergirls; Subtitle Pending
Post by: eerr on January 04, 2017, 01:42:55 pm
When selecting attacks, magic, other stuff in-combat.
The wheel of action papers. With the wheel cut off, attention is drawn to the side of the screen.
When I look at and click the action on the far left, I see the cut-off again.

It's bad showmanship to draw attention away from the act! And your game will be rated more on showmanship than on art.

There will always be a screen cut off, though.
 

On the other hand, the inn works pretty well depth wise.
Title: Re: Towergirls; Subtitle Pending
Post by: KingofstarrySkies on January 04, 2017, 04:33:15 pm
Well, you've got my interest! It may be that I am a simple man, who is a rather large fan of monstergirls and all that they encompass. Downloading now, will update with initial thoughts!
Title: Re: Towergirls; Subtitle Pending
Post by: Ruludos on January 04, 2017, 10:59:30 pm
posting to watch
Title: Re: Towergirls; Subtitle Pending
Post by: Akura on January 05, 2017, 09:28:40 am
What am I supposed to do after rescuing the Kobold Princess? The army marches back to Canopy Cave from the tower, but then nothing happens. There doesn't seem to be anything to do in the town, and the jungle is just a quick death from a difficult battle.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on January 07, 2017, 09:38:00 pm
What am I supposed to do after rescuing the Kobold Princess? The army marches back to Canopy Cave from the tower, but then nothing happens. There doesn't seem to be anything to do in the town, and the jungle is just a quick death from a difficult battle.
After the conversation in High Forest, and Cave Canopy, you can select the Cave Canopy territory and go to the town as you would a dungeon.  The inner ring is where Kobold King can be visited.
Title: Re: Towergirls; Subtitle Pending
Post by: Akura on January 07, 2017, 09:56:32 pm
No conversation is happening in High Forest. The party just marches onto the city, then immediately starts heading out of town.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on January 09, 2017, 11:12:37 pm
Bam.

Towergirls 0.115

Major Changes:
Territories no longer have a precise population, and instead have 'citizens', which represent an abstract number of population.  Recruiting units smaller than a Regiment no longer decrease the population of a territory.  The maximum new unit size is based off of the number of citizens within the city.

Minor Changes:
Kobold King's throne room has been decorated.
Fixed a bug that prevented the third and fourth characters in the party from acting in battle.
Actually fixed the player speaking with Kobold Princess in High Forest.
Fixed the player/army moving from High Forest to Canopy Cave.
The battle background has been restored to Glacier Tower floors 2 to 5.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on February 05, 2017, 11:57:19 pm
Towergirls 0.116

Major Changes:
A number of improvements have been made improving territories and ministers behind-the-scenes, in preperation of more playable kingdom stuff.

A Smith and Shaman shopkeep have been added to Canopy Cave's Noble Ring.  Both will have more items to sell in the future.

The Konvert Kompound has been added* (it's functional, I mean), and Kobold Princess' loyalty quest is now fully completable.  Several of the areas and text have placeholder art, and could use some fixing up, but that chunk is done.  The team will be moving onward with all the other princess' rescues (their initial dungeons), the knightly tournament, and improving kingdom functionality.

Minor Changes:
Changing unit commanders works most of the time, now.  Still needs more code to be 100% functional.
You may now level-up characters that are not in the party if they have enough experience through the character menu.
Enemy armies can now capture/raze territories.  Look forward to that in the future, when they are enabled for the other factions.
Armies now recover lost soldiers/health each turn while stationed at a territory of the same faction.
Armies can now be told to move to arbitrary points on the map or to chase other armies with the goal of attacking them.
After loading, previously set army paths now display, as was intended.
The post-siege screen now properly displays enemy units and their commanders.
Selecting enemy armies on the overmap now displays the correct enemy unit and their commander.
You can now select one army, then shift-click another, and transfer army units between the two.
An army can now be split into different army groupings.
Changed how building options are displayed/organized, behind-the-scenes.  Behind-the-scenes is the best place to be.
City happiness now fluctuates from a base number and will regenerate while not recruiting units.
Recruiting units happiness penalty has been doubled or so.
Fixed a bug that was massively penalizing building/recruitment speed- modifier was slightly off.
Correct short-descriptions for buildings now appear in the building list.
Kobold generals have had their finished sprite added.
Some of Kobold Princess' early dialogue has been edited for consistency-sake.
New dialogue has been added for when you speak to Kobold Princess or Kobold Knight far enough into the quest.
Shaved a few rooms off Glacier Keep.
Lurking now works as intended- attacking clears the buff afterward.
Mighty Blow can now apply both debuffs, rather than just one.
In battle, character panels are lowered slightly at smaller resolutions.  They should no longer overlap the boss healthbar.
Molted Hunters use the correct attack animation and shoot arrows once more.
Fixed a bug that made bought/sold items lose their appearance variant.
Kobold Princess and Kobold Knight can now tell you a bit about the Kobold Mine.  Shocking.
Robes and Armored Robes have been added to the game.
You can now exit most dungeons by returning to the first room and hitting the 'Exit Dungeon' button at the top left of the screen.
Princess love now starts at a base of 20 rather than 40.
Character disposition/love/happiness can now be viewed in character inspect.  Expect more stuff (TM) with this soon.
Fixed a bug that prevented Sneaking from working in dungeons.
Kobold Princess' Warm Ore is actually removed from the inventory when giving that to her, now.  A script wasn't working correctly.
In dungeons, having the 'Special' abilities hotbar open while starting a battle will no longer freeze the radial buttons after the battle.
Fixed a bug that made some enemy abilities with debuffs not apply the normal, full duration.
Heal-over-time abilities can no longer take character health above their maximum.
The Big Book of Stuff has been extended to include Foes - Characters.  MORE ON THAT SOON (TM).
An unlimited number of BBoS entries can now be logged (for any one category), up from 50.
Cinnematic dialogue choices can no longer appear off the screen.


Towergirls 0.117

Major Changes:
None.

Minor Changes:
Fixed a crash when spending gold rather than silver.
The subtitle subtitle is now properly random.
Ser Knight once more appears in the right spot for the Debutante Knight encounter.
The Seneschal fight properly starts once again.  That's what I get for messing with enemy vision.
Our favoritist little Seneschal has been given an avatar/icon.
Titan Boas now face the right direction in battle.
Special fights after dialogue now proc a little faster.


Towergirls 0.118

Major Changes:
The map has had a massive overhaul.  All of the gen 1 territories have been added and chunked up (save for the Grand Tower Kingdom).  Note that the map is using temporary art, but the shape and positions are more or less final.  Also expect old saves to be very broken.  Adding additional territories shouldn't break anything in the future.

Boy Princess will come as soon as art and writing allows.

Minor Changes:
Prayer changed from restoring 5HP to 3 + INT/4.
Fixed the transition from Glacier Fields to Glacier Keep, after defeating the Penguine Army.
Fixed a crash that was caused by the script that cleaned enemy army information.
Entropy Bolt added to the BBoS.
Trying to enter a dungeon with a party member that has more pressing concerns will now prompt dialogue and them temporarily leaving the party.
Enemies that use weapon abilities now properly have the accuracy calculated.
Enemies that use weapon abilities now properly have the damage calculated.


Towergirls 0.119

Major Changes:
An underground layer has been added to the overmap.  To visit an underground territory with the party, or armies, a gateway territory must be visited first.  This will add a bit more tactical depth (hahaha) for moving armies around, and also make some kingdoms and territories more defendable.

Princess mechanics are continuing to be added.  Most princesses from now on will be a new 'Princess' character class.  This class is absolutely terrible at fighting, and will require several talent points to be spent before they come into their own.  Once the Princess talent tree is bought off they will gain a massive power boost and be allowed to take talents from a single, normal class tree.

Boy Princess still not quite ready.  Soon.  Some parts of Endless Fields will be gated off until then.

Minor Changes:
The faith resource is now properly tracked, saved, and displayed.
Map territories have had their proper populations and resources set.
Certain territories begin the game with upgrades, now.
Health/Stamina/Magic bars now display their numeral values over the respective bar.
When recruiting an army unit, not highlighting over the unit types and having one selected will display more advanced unit information.
When viewing a garrisoned/local unit, clicking their 'soldiers' number will allow that territory to change the unit size.
The 'available generals' screen through Overmap - Characters has been finished.  Once your first territory has been acquired, new generals will periodically become available for hire to lead your units.
Highlighting over a radial button for a moment will display the button's name.
Beautiful High Forest and Cave Canopy siege backgrounds have been added, courtesy of Tinybone.
When swapping Ser Knight from a command position, the former army will no longer have your command radius shown.
THE WASTELAND is no longer owned by the player by default.  Woops.
Fixed displaying the BBoS entry info for Foes - Characters.
Unit replenishment speed on the overmap has been halved.
Enemy penetrator, cone, and AoE abilities now correctly have weapon accuracy applied when appropriate, and can actually hit in those cases now.
Exiting out of the options menu should save volume settings right away now.
Forge Knight can now also be found in Endless Fields.  And another Grumpy Salesmaiden.
Maces have been fixed and deal damage now.
You may no longer chat with distant characters on the overmap.  They must be available, in the party, or spoken to via the territory.
Fixed a crash when finishing the Glacier Tower dungeon, and possibly some other dungeons.
Title: Re: Towergirls; Subtitle Pending
Post by: shadowclasper on April 16, 2017, 12:02:30 am
This is still going right?
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on April 16, 2017, 12:03:37 am
This is still going right?
Sure is!  We just finished with the next patch.


Towergirls 0.120

Major Changes:
Human Princess' quest has been extended to encompass her return and being rewarded.  There is no longer a Demo Over screen for that.

Peasant Princess has been added to the game!  The tower is a little undecorated and a simple grind to the top, so we'll be improving that in the upcoming patch or two.

Minor Changes:
When a character refuses to enter a dungeon there is no longer a blank text panel before closing out of the conversation.
You can now scroll through dialogue options using the up and down arrow keys.
Dungeon traps can now be manually placed in rooms, rather than relying on pre-assigned positions.  Ahahaha.
Shops have been given tabs so that there is now no limit on the number of items that can be available.
Several new types of weapon and shield have been added to the game.
Forge Knight now carries a larger assortment of equipment in his shop.
Weapons of Swiftness now display the correct Initiative bonus in their tooltips.
Princesses are now assigned their correct class when first joining up with the player.  Oops.
High Forest/North Woods/East Grove now begin the game razed and burning for obvious reasons.
You can no longer quickly hit the level-up button right before fighting the Seneschal, locking up the menu.
The Konvert Kompound music will no longer briefly play when some sounds end.
HP/SP/MP enchanted items have had their prices increased.
Enchanted offhand equipment (shields, namely) have been doubled in price.
Removing selected items from a shop's cart will now return them to the correct stack in the shop.
The Leeching, Elemental, and Armor-Piercing weapon enchantments are now functional.
Kobold Konverts are now weak to cold, as was intended.
You may no longer buy expensive items on credit.  Stupid gold silver difference.
Commander personality types are now saved and displayed in the character inspector and most windows when highlighting their avatar.
Menus no longer lock up after backing out from changing the commander of a garrisoned unit.
Swapping around commanders between units should once more be totally** functional.
The Grumpy Salesmaiden in Endless Fields no longer displays incorrect dialogue.
When swapping the player out of leading a unit they are automatically added back into the party, if able.
Undead battle enemies are now totally immune to Poison and Bleeding!
Character health will no longer show decimals in the mini character panels.
Kobold Knight's sprite is no longer tiny in the character inspector.
The 'Constricted' debuff will no longer persist after combat.
Fixed a crash caused by clicking on a 'new BBoS Entry' popup with a princess.
We finally have an actual Faith resource icon.
Longsword damage has been dialed back fractionally and changed to scale off Agility.
All tower bosses in the game may now have their fetishes built into items by Forge Knight.


Towergirls 0.121

Major Changes:
The player now has their own personal Gold/Silver which is separated from kingdom resources.  It's meant specifically for buying and selling equipment and the like.  In the future, you'll be able to transfer funds from the treasury to your personal funds, at the expense of irritating your kingdom.  Old save games will retroactively have up to 5 Gold and all the Silver transferred to personal funds.

Minor Changes:
The Kobold messenger (later in the quest) is now also procced when partly leaving Krest, as opposed to only when visiting it.
Fixed some dialogue typos.
Transitioning from one 'conversation' to another (i.e. to Kobold Moot or Forge Knight) will no longer fail under certain conditions.
Title: Re: Towergirls; Subtitle Pending
Post by: Cruxador on April 25, 2017, 03:10:23 pm
Just found out there was a patreon for this... Shouldn't you do a bit more to promote it if you're hoping to make money off of it?

And what's that UI overhaul mentioned on your forum?
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on April 25, 2017, 08:11:55 pm
Just found out there was a patreon for this... Shouldn't you do a bit more to promote it if you're hoping to make money off of it?

And what's that UI overhaul mentioned on your forum?
The UI overhaul mentioned on the forum is pretty old, I think, and was when we went from the UI designed by me to the new radial one.  Or it could have referred to the still-kind-of-old menus that we intend on replacing.  We're going to be swapping out the inventory, character inspection screen, talents screen, etc.

As for advertising, we're going to try and get more content in the game and fix things up before making an advertising push.


Also-
Towergirls 0.122

Major Changes:
None.

Minor Changes:
Fixed a bug that prompted an empty policy screen with new save games on ending the turn.



Towergirls 0.123

Major Changes:
None.

Minor Changes:
When viewing a princess' talents, and switching to a new non-princess character, correct class tabs will be displayed.
Same goes for viewing a knight's talents, and switching to a princess.  The princess talents page will now be the default page.
Windowed mode is now supported in options.  Send in a bug report if that acts up.
You can now only carry two Camp items.
Magic Merchant has been added.  Be sure to visit his shop for your alchemical or magical needs!
Serums, Staves, and Mojo Bags have been added.
Additional territories have been added.  Gen 2 and 3 territories still need to be split up further, but it should give an idea of where things will eventually be.
Hitting the 'confirm' button to apply a new Minister to a territory will no longer fail.
Fixed a typo that prevented food and magic income from being added up correctly.
You can now prospect territories by clicking on the '?' in the fourth resource slot, for 100 Gold.  After a few turns you will then be able to choose from several random resources.
Staves can have a Bound Spell; while equip, the character is granted an extra spell specific to the item.  This can be used from the Items favbar.  Note that the wielder must be a Wizard in order to use the bonus spell.
Title: Re: Towergirls; Subtitle Pending
Post by: Frugal on May 23, 2017, 12:07:32 am
I have an old save from the end of the 0.100 version, right after rescuing the Kobold Princess and my army is en route to return.  If I load that save in 0.123, my army just walks straight there without getting a conversation from the princess halfway through, and then nothing happens.  The quest does not progress any further.  I saved my game at the start of the second conversation (that ends the demo) in the 0.100 version, and loading it in 0.123 results in the army arriving at the land just north of canopy then refusing to go anywhere valid afterwards- the waypoint is somewhere offscreen to the northwest.  I thought initially that I had not managed to save my game then because the save menu didn't let me do anything, but apparently it saved after all.  Or it decided to autosave?

I made a new character in 0.123, went and started fighting the penguins, then a scout summoned a dog after I killed the first one and the new dog didn't show up in the enemy list at the bottom of the screen.  I attacked it (with poison talent active) and it crashed with a complaint about applying a buff to something.
I heard someone else had a crash at the boss.

Got a crash during the army fight, when I pressed A during the second round of combat (I'm guessing it's not a valid shortcut in an army battle)

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_panel:

local variable y5(100071, -2147483648) not set before reading it.
at gml_Object_obj_panel_Draw_0
############################################################################################

I went left in Glacier Keep and reached the second to last room in that path, and the chest was directly in front of the exit leading north, so that I seemingly could not get close enough to open it.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on May 23, 2017, 01:05:15 am
[sic]
Good to know, thanks for reporting all that.  Old saves prior to the overmap rework (0.119, or so) are not retroactively functional, but the rest of those definitely sound like bugs.  'A' should be valid button in siege combat.  I'll see if I can find what caused those crashes.
Title: Re: Towergirls; Subtitle Pending
Post by: Frugal on May 23, 2017, 01:51:11 am
There's a couple rooms in Glacier Keep which have exits visible on the map, but those exits do not seem to exist in the rooms themselves.  It's generally annoying that some rooms have exits which are not visible, you just have to rub against the edge of the screen.
If you exit the dungeon at any point past the army battle, you can add kobold wizards to your party, but you will have to do the army battle again, because the dungeons past the first don't unlock. (or does the chancellor just tell you that, and you get to skip the battle?  I just loaded my game instead)
I chose Charismatic but my disposition didn't increase for Kobold Knight, it's still at 44.
Tripwire traps don't render properly when you move: the nearest peg moves too far.
The last room on floor 3 of the ice tower has a stairwell west on the map, but the exit is north in the room.
I got to the snow golem and fought it for a while then decided I didn't particularly like having to burn almost all my healing items because I went into the fight wounded.  I tried to load my game and got this crash:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object obj_battle:

Unable to find any instance for object index '34' name 'obj_dungeon'
at gml_Object_obj_battle_Destroy_0
############################################################################################

And is it just me or is the snow golem completely immune to blinding shot?  Seems a bit brutal for the first boss to be immune to the first active ability you can get for Kobold Knight.  Edit: or does the skill just never hit?  I haven't gotten it to work on anything yet.

Are there any shortswords available anywhere?  The alternative for a melee Knave is to use a dagger, and those do half the base damage of a sword...
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on May 23, 2017, 07:32:04 pm
If you exit the dungeon at any point past the army battle, you can add kobold wizards to your party, but you will have to do the army battle again, because the dungeons past the first don't unlock. (or does the chancellor just tell you that, and you get to skip the battle?  I just loaded my game instead)
I chose Charismatic but my disposition didn't increase for Kobold Knight, it's still at 44.
Tripwire traps don't render properly when you move: the nearest peg moves too far.
The last room on floor 3 of the ice tower has a stairwell west on the map, but the exit is north in the room.
I got to the snow golem and fought it for a while then decided I didn't particularly like having to burn almost all my healing items because I went into the fight wounded.  I tried to load my game and got this crash:

[crash]

And is it just me or is the snow golem completely immune to blinding shot?  Seems a bit brutal for the first boss to be immune to the first active ability you can get for Kobold Knight.  Edit: or does the skill just never hit?  I haven't gotten it to work on anything yet.

Are there any shortswords available anywhere?  The alternative for a melee Knave is to use a dagger, and those do half the base damage of a sword...

Kobold Wizards is working as intended, but I should probably set those to busy/leading/etc.  Will take a look at the unlocking being stored / Charismatic for knights / tripwire panning.  The snow golem has high status resist (something like 50% IIRC).  If you travel over to High Forest / Endless Fields / Canopy Cave, there are item merchants within the towns that have other items and equipment for sale.

Could you send the save game that is causing that crash?  These are normally located in C:\Users\asdgsdgadsg\AppData\Local\Towergirls and take the form of two .ini files.

Thank you for pointing those out, also.
Title: Re: Towergirls; Subtitle Pending
Post by: Parsely on May 23, 2017, 09:21:58 pm
Where can I follow tinybone, Unyin, and Gats' personal art?
Title: Re: Towergirls; Subtitle Pending
Post by: Frugal on May 23, 2017, 09:37:50 pm
Could you send the save game that is causing that crash?  These are normally located in C:\Users\asdgsdgadsg\AppData\Local\Towergirls and take the form of two .ini files.

It only crashed once, when I tried to load the game while in the middle of the snow golem fight.  Worked fine after I started the game back up again, and I have since overwritten the save.

edit: I started a new game as a Fighter and went for the Human princess quest.  I got to the ghost tower, went east then north, got into a fight with a chest and a stool and couldn't attack.  Neither my knight nor the bard knight could attack.  The attack icon was greyed out.  I wound up shield bashing my way through the fight.
Later Bard Knight got killed by one of those Shadow Knight minibosses (which, by the way, have a pathing problem-- they just walk to the bottom of the screen once they get near you) and went back to the entrance to exit the dungeon, then got ambushed by a chandelier which killed me.  I clicked load game, tried to load my game and got this crash:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_kingdom:

Variable obj_battle_sprite.<unknown variable>(100278, -2147483648) not set before reading it.
at gml_Object_obj_kingdom_Draw_0
############################################################################################

But, again, this was a one-time crash.  The save still works.

Haha, WOW.  I found a great crash!  I quick-moved to the entrance of the ghost tower and the Shadow Knight was there.  I quickly mashed the "exit dungeon" button and the mob reached me as the screen was fading to black.  The world map appeared, yet it was off to the left, and the little flames from the battle screen candles were visible, so was the Shadow Knight lifebar.  I clicked in the empty space to the right of the map (I didn't try clicking anywhere else) and this crash happened again:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_kingdom:

Variable obj_battle_sprite.<unknown variable>(100278, -2147483648) not set before reading it.
at gml_Object_obj_kingdom_Draw_0
############################################################################################

Okay, so, I got to the Mirror.  I entered the room while in Sneak mode which prevented the battle from actually happening initially but I removed Sneak and got into a fight, but I think it was completely broken.  I cast poison on everything and nothing took the poison damage, then after doing nothing for like 5 rounds the "watchful Dism" monsters bumrushed me and did like 30 damage total to both party members.  Then the last one wore me down after I discovered Sterile Wound Dressings do basically nothing.
Is the Mirror fight (if you wind up entering battle) supposed to be a random encounter with the Mirror's hp bar visible yet no Mirror?

So anyway I died, clicked Continue and got this crash:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Destroy Event
for object obj_battle:

Unable to find any instance for object index '34' name 'obj_dungeon'
at gml_Object_obj_battle_Destroy_0
############################################################################################

The Enchanted Tower fights in general seem to be way harder than they should be, and there's basically no way to use the shops to buy gear because there are almost no money drops.  The ice dungeon is tolerable because they at least drop healing items.

Overall I'd say the game needs much faster fights, more LOOT (and I don't mean more BERRIES) in the dungeons instead of 90% empty rooms, and a UI that makes sense.  The ESC key should reliably exit menus instead of requiring you to click on the X or in the case of the map, left-click on empty areas of the map.  When selecting abilities in battle I would first and foremost insist that the game needs to more reliably recognize clicking on abilities, and when you succeed in clicking on the button it should indicate that you have done so in a way more obvious than numbers appearing near valid targets.  The numbers themselves need to be more readable as well- put a solid circle around them for instance.
Stronger monsters should give way more exp and all monsters should drop money.  I'd say it would make sense for all the monsters I've fought to drop silver, as there aren't any wild animals or anything.  If you want to be creative you could substitute ingredients for silver drops, but something should always drop, so that you can make money and be able to afford equipment upgrades.  Everything I saw in the shops was either way out of my price range or basically the same quality of gear that I started with.
Lastly, there should be a way to zoom in on the world map.  It's quite hard to click on smaller territories when you're standing on them.  It'd be nice if you could scroll the map faster, too.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on May 24, 2017, 11:08:45 pm
Where can I follow tinybone, Unyin, and Gats' personal art?
Gats: http://gats.tumblr.com/ (NSFW warning, he also has a Towergirls quest tumblr and Sundowner quest tumblr)
Unyin: https://unyin.tumblr.com/
Tinybone: http://tinybonefunzone.tumblr.com/




[sic]

The Enchanted Tower fights in general seem to be way harder than they should be, and there's basically no way to use the shops to buy gear because there are almost no money drops.  The ice dungeon is tolerable because they at least drop healing items.

Overall I'd say the game needs much faster fights, more LOOT (and I don't mean more BERRIES) in the dungeons instead of 90% empty rooms, and a UI that makes sense.  The ESC key should reliably exit menus instead of requiring you to click on the X or in the case of the map, left-click on empty areas of the map.  When selecting abilities in battle I would first and foremost insist that the game needs to more reliably recognize clicking on abilities, and when you succeed in clicking on the button it should indicate that you have done so in a way more obvious than numbers appearing near valid targets.  The numbers themselves need to be more readable as well- put a solid circle around them for instance.
Stronger monsters should give way more exp and all monsters should drop money.  I'd say it would make sense for all the monsters I've fought to drop silver, as there aren't any wild animals or anything.  If you want to be creative you could substitute ingredients for silver drops, but something should always drop, so that you can make money and be able to afford equipment upgrades.  Everything I saw in the shops was either way out of my price range or basically the same quality of gear that I started with.
Lastly, there should be a way to zoom in on the world map.  It's quite hard to click on smaller territories when you're standing on them.  It'd be nice if you could scroll the map faster, too.

Nice crashes, adding those to the list of stuff to fix.  ESC exiting out of menus is planned, I'll see about maybe adding that with the inventory and character inspect rework.  Also taking a look at buttons being more obviously clicked on.  As for the mirror, when you first enter the room it should be initiating dialogue as opposed to immediately entering combat.  I'll take a look at that now and verify that it is working.

Something nearly always dropping (be it silver or reagents) sounds reasonable, yes.  I'll take a look at what the furniture and shadows are dropping.  Zooming in on the world map is a little more complicated, but that used to be a thing, so I'll see what I can do.

Thank you for the continued bug/crash/weirdness reports.


Edit: Watchful Disms explode after three or four turns, and one of those must have been a crit.  Mirror is working on my end, but that may just be me on the super shiny WIP build.  Upon entering the mirror room it should fade to black and dialogue should start, introducing Human Princess.

Edit 2: Also, Bandages are removed when you take damage.  They're better suited for out-of-combat healing.
Title: Re: Towergirls; Subtitle Pending
Post by: Frugal on May 25, 2017, 01:05:27 am
Nice crashes, adding those to the list of stuff to fix.  ESC exiting out of menus is planned, I'll see about maybe adding that with the inventory and character inspect rework.  Also taking a look at buttons being more obviously clicked on.  As for the mirror, when you first enter the room it should be initiating dialogue as opposed to immediately entering combat.  I'll take a look at that now and verify that it is working.

Something nearly always dropping (be it silver or reagents) sounds reasonable, yes.  I'll take a look at what the furniture and shadows are dropping.  Zooming in on the world map is a little more complicated, but that used to be a thing, so I'll see what I can do.

Thank you for the continued bug/crash/weirdness reports.


Edit: Watchful Disms explode after three or four turns, and one of those must have been a crit.  Mirror is working on my end, but that may just be me on the super shiny WIP build.  Upon entering the mirror room it should fade to black and dialogue should start, introducing Human Princess.

Edit 2: Also, Bandages are removed when you take damage.  They're better suited for out-of-combat healing.

Ah, yes, the Mirror dialogue tree started normally, I just ran out of dialogue on my first attempt and had to enter combat.  I wasn't sure if it was working right since the Mirror's life bar was visible but I couldn't attack it as it wasn't on the battlefield.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on May 25, 2017, 05:38:43 pm
Ah, yes, the Mirror dialogue tree started normally, I just ran out of dialogue on my first attempt and had to enter combat.  I wasn't sure if it was working right since the Mirror's life bar was visible but I couldn't attack it as it wasn't on the battlefield.
Working as intended.  As you kill shadows the mirror loses health.
Title: Re: Towergirls; Subtitle Pending
Post by: Parsely on May 25, 2017, 05:40:58 pm
Where can I follow tinybone, Unyin, and Gats' personal art?
Gats: http://gats.tumblr.com/ (NSFW warning, he also has a Towergirls quest tumblr and Sundowner quest tumblr)
Unyin: https://unyin.tumblr.com/
Tinybone: http://tinybonefunzone.tumblr.com/
Thank you Duke!
Title: Re: Towergirls; Subtitle Pending
Post by: Frugal on May 25, 2017, 08:35:00 pm
Ah, yes, the Mirror dialogue tree started normally, I just ran out of dialogue on my first attempt and had to enter combat.  I wasn't sure if it was working right since the Mirror's life bar was visible but I couldn't attack it as it wasn't on the battlefield.
Working as intended.  As you kill shadows the mirror loses health.

Are they supposed to take no damage from poison's damage over time debuff as well?  I wonder if it was just the Watching shadows that did that, since they don't do anything until they explode in your face.  I can't remember if the last one was taking poison damage, or if I even managed to hit it with poison before dying.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on May 27, 2017, 02:45:36 pm
Are they supposed to take no damage from poison's damage over time debuff as well?  I wonder if it was just the Watching shadows that did that, since they don't do anything until they explode in your face.  I can't remember if the last one was taking poison damage, or if I even managed to hit it with poison before dying.
I checked the enemy stats and poison should be working on both shadows and furniture.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on June 01, 2017, 06:39:18 pm
If I missed anything feel free to yell at me and I'll take another look.


Towergirls 0.124

Major Changes:
Not a major change, but I'm trying out having the texture pages be calculated on the fly. Means less memory used but the occasional short pause- this might allow more machines to run the game. Happy to receive comments and feedback.

Minor Changes:
Random prospected resources no longer roll the maximum amount every time.
You can now merge a mobile army with a garrisoned one by hitting the 'Garrison' button. This will merge units that do not have conflicting army slots.
Music in the Konvert Kompound should now use the right volume settings.
Making further progress on kingdom AI, which will now be active (for Canopy Cave/High Forest/Endless Fields/Band of the Moon), but only in test-games, or if the player sets one of their territories to general minister automangement.
-AI now prioritizes constructing buildings in their capital.
-AI and player territories under auto management will now recruit defensive units.
-AI will prospect territories.
-AI will now rebuild territories, depending on their size and worth.
When viewing constructable buildings, the Production Speed numeral will display the correct number now.
Enemy battle cries during a siege will now show the correct leader name and avatar.
If your only siege unit is wiped out, the enemy will not perform random battle cries as the siege is closing.
The territory building destruction 'animation' has been restored. Territory defense works once again as a result.
Army units can now be wiped out entirely and removed from their army grouping (which itself can be removed).
Army units can now cost special resources and have received stat boosts to compensate.
Army unit costs have been adjusted- Food and Gold upkeep has been increased across the board.
Army upkeep is now handled and stored differently. Will make future work much easier.
Buildings have been doubled in cost.
Knight of the Moon units have been added, sans unique abilities and color.
You may now select the Knights of the Moon faction in test games. Their AI is enabled in test-games otherwise.
Unit sprites are now displayed in the recruitable unit list.
All of the unit tags are now displayed in their info tooltip panel, rather than just the first one multiple times.
Endless Fields units have been added, sans unique abilities and color.
You may now select the Endless Fields faction in test games. Their AI is enabled in test-games otherwise.
The Pike passive now reduces Cavalry and Monster melee resist by 25%. (Up from 15%)
Fixed an oversight that provided recon on all territories on the first turn a save game is loaded.
Bandit Tower has been restored to Aurelion Woods.
Unbroke dungeon item rewards. Fack.
Fixed territory ministers being reset on loading an old game. Those that have finished Kobold Princess' quest, as it stands, should be able to speak with and get her and Kobold Knight to adventure once again.
Kobold Shamans and Kobold Councilor can no longer be added to the party or managed if the player exits Glacier Keep.
Fixed a bug that prevented dungeons from being saved as completed. This is also retroactively applied to old save games.
The foreground peg of arrow traps now pan at a more reasonable speed.
When looking at Fetish carvings that Forge Knight can modify, the Oculus Carving is no longer incorrectly called the Icicle Carving.
Title: Re: Towergirls; Subtitle Pending
Post by: Frugal on June 03, 2017, 06:57:59 pm
Okay, so I'm playing 0.124 now.

I went into the Sandy Roots mine and got past the guards, then got in a fight with some Insect Recruits.  I was unable to do anything once the fight started; combat options were lit up but I couldn't click on them or use keyboard shortcuts.  Kobold Knight was in the front row, did that have something to do with it perhaps?
Hoo boy, I tried again, tried telling the guards that they were trespassing, one of them rushed me but didn't actually enter combat until I tried to walk off the screen.  Everything seemed to be normal except Ser Knight couldn't do anything but defend!
Ser Knight couldn't do anything when I fought the Titan Boa, either.  My save file might be broken.  Is Constrict supposed to deal damage 3 times a turn?
I went back to Glacier Keep to see if a different combat would fix it, then Kobold Knight and Kobold Princess said they weren't gonna help out.  Then it crashed:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_kingdom:

Unable to find any instance for object index '0' name 'obj_battle_sprite'
at gml_Object_obj_kingdom_Draw_0
############################################################################################

You can buy Foot Drill even if you're not a Fighter.

In 0.124 the second and third dungeons in Everharsh Glacier are unlocked right at the start.  Sequence breaks anyone?
Also for some reason when you create a new character and enter the world map you can't move the mouse cursor all the way to the top of the screen.

I tried to fight the army battle with a new (Wizard) character and got this crash:

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object obj_siege:

DoSub :2: illegal array use
at gml_Object_obj_siege_Draw_0
############################################################################################

The crash happens every time.  So... I can't progress.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on June 04, 2017, 02:59:53 pm
Okay, so I'm playing 0.124 now.

(bunch of crashes)

The crash happens every time.  So... I can't progress.

Good to know.  I'll see what I can do about those crashes/weird behavior.

Edit: And yes, Constrict deals damage each time a character performs an action.  Was totally not inspired by the Hag from Darkest Dungeon.
Edit2: If you are a wizard, you can select from the Foot Drill track.  Knaves can likewise select from the Ranged Leadership track.



Towergirls 0.125

Major Changes:
The 'Territories' screen in the overmap is now functional.  It lists all your controlled territories and their minister/populations/resources/task.  Clicking a territory's icon will select that territory, or clicking the minister sprite will open dialogue with them.  Has nifty sort and search functionalities.

Minor Changes:
Fixed a typo that was crashing sieges.



Towergirls 0.126

Minor Changes:
Conjure Pastry works outside of combat once again.
Eye For Potential is now functional.
Double Shot has been flagged as a weapon-based ability; it should now use weapon Accuracy and actually be able to hit.
Blinding Shot has had base Accuracy raised from 0 to 100.  The chance to apply the effect remains at 85%.
The stockpile limits are now respected by auto-managed territories owned by the player.
Fixed an issue that would fail to load territory garrisoned armies and potentially crash the game.
Non-capital territories should continue making crap, once the capital is fully upgraded, if auto-managed.
Fixed enemy health scaling at high player levels; will increase Health to match Maximum Health.
Kobold Trappers now have a sprite.
A trap talent path has been added to the Expertise half of Knavery.
Talent categories now have their titles displayed to the left of the talents panel.
Speed modifiers in battle will now correctly apply double that modifier to Initiative.
Shortswords have been added to Forge Knight's shop.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on August 01, 2017, 06:54:45 pm
Releasing the first mod tool- the conversation designer.  Allows people to plug in overmap encounters, dialogue, and chain mod conversations together.  It will have more features and prettier UI as time goes on.  Info/download can be found on our forum.


Towergirls 0.127

Major Changes:
The first community mod-tool has been released; the conversation designer.  With it you can map out a conversation/dialogue of characters, and then export that as a mod file.  When placed in AppData/Local/Towergirls/Mods the game will then play your custom dialogue if the chosen conditions are met.  As time goes on this tool will be further extended to allow custom images, emotes, and modifying variables.  And it'll get an actual UI maybe.  Please report any bugs/crashes encountered when used, but be aware they are a lower priority.

The Band of the Moon (territory) has been added and is navigatable.  Two new shops are included, and the other areas/original description text will be unlocked after Knight Princess is added and rescued.

Minor Changes:
Did some more work on random event functionality behind-the-scenes.
Slime Traps have been given new base/idle/attack sprites.
The 'character refuses to enter dungeon' dialogue can no longer crash the game.
Other trap abilities have new sprites.
Fixed a bug that prevented traps from applying the correct debuff.
Fixed an oversight that prevented traps from using Stamina.
Talent icons have been added for the functioning trap abilities.
A 'select party button' now appears when the mouse is near the party on the overmap.
Added origin talents to the race talent tab- all of them sans 'When All You Have' are fully functional.
Armor/Shields/Trinkets have some new possible enchantments at various character levels.
May have fixed the 'inventory items-disappear after finishing Glacier Fields' bug.
Snow Boulder is now correctly tagged as a Cold ability.
Fixed a bug that messed with enemy line-AoE abilities dealing the wrong damages.
Kobold Princess' Warm Ore actually has an effect now!
Kobolds are correctly weak to Cold now.  Have fun with that.
Bandages now remove Bleed debuffs, as was intended.
Many Enchanted Items are now colored to match their suffix.
Half-Swording has been fixed and changed; now applies +30% Critical Strike Chance, +5% Avoidance, and -20% Damage.
Dagger damage now scales off of Speed.
Shortswords now correctly have the +2 Damage modifier in battle.
Bucklers/Router Shields now correctly add to Critical hit chance.  Woops.
Shortsword damage now scales off Agility and additionally grants +5% Critical Strike chance.
Longswords are now 2D6-1 POW/4 damage, +6% Avoidance.
Greatmaces are now 1D6+4 POW/3 damage.
Sords nurfed XD.
Maces have been buffed slightly.
Spears now benefit from +4 Initiative.
Burning Hands now has an animation.
Native engine particles have been fixed; they use the correct snowflake/cloud/smoke/etc. sprite once again.
Speed and Strength spell durations now scale faster.
Commanders/generals (specifically Band of the Moon ones) can no longer be taken into dungeons.
The Forgotten Garden Street Urchin background should play its own dialogue, now, where appropriate.
A selected territory will no longer be controllable if the party moves far enough away from it.
Title: Re: Towergirls; Subtitle Pending
Post by: DukeFluffy on September 03, 2017, 06:26:03 pm
Stability will temporarily be degraded with the massive code overhaul, but fixing related crashes will be easy.  After a few touch-ups the game should be more stable than ever.


Towergirls 0.128

Major Changes:
A ton of code has been touched up and improved.  Characters are handled differently along with enemy mobs, which now use the same code and variables.  This makes fixing and adding crap considerably easier and more compact.  There will most likely be some crashes (especially with kingdom/unit management, which I haven't gotten to yet), but I'll be fixing those as they are reported.  Remember- if you know something could be done in a better way don't be lazy.

Minor Changes:
Melee Resist is now (Fortitude-10) *3%, down from *5%.
Ranged Resist is now (Speed-10) *3%, down from *5%.
Magic Resist is now (Intelligence-10) *3%, down from *5%.
Fire/Cold/Poison/Electric resists now scale at (Fortitude-10) *2%.
Touched up the screen resolution code; the game should be less blury on smaller monitors.
Attacked pike units now deal the correct amount of damage to their attackers.
Summoned units in sieges will automatically act in the same turn they are summoned, now.
You can now click on chests in dungeons to start their opening animation.
The first room of Kobold Mine has been flagged as having an entrance/exit.
Kobold Councilor's fire in Glacier Fields heals twice as quickly.
Dungeon timers are now paused while the party camps, and won't trigger during camping as a result.
After Forge Knight makes an item from a fetish stone there is a dialogue option to use another.
Highlighting over small territories will now show a 'Select Territory' button.
Each overmap turn characters will restore 10% of their HP, as opposed to a flat two.
Fixed the crash caused by pressing the 'Select Party' button on the overmap.
Abilities can now have a 'priority' or speed, which determines in which order they are used.
Nearly all of the next row of Fighting - Might talents have been added and made functional.



Fuck-on-me-September-update.  Stability should be back to normal, if not better than ever.

Towergirls 0.129

Major Changes:
There is now the 'test_army' 'test_siege' 'army_test' cheat, which lets you enter parameters for a siege battle and test it.  There's a number of improvements that still need to be made to sieges, but for the most part things should be operational.  Note that many units are missing their final sprites, and abilities, or are not present at all (in the case of kingdom units yet-to-be-added).
Added a very special encounter to the overmap.

Other Changes:
Fixed a couple of inter-related crashes for new games
Fixed an error with small screens bugging out the UI and crashes caused by Charismatic, Silver Tongue, and Master of Traps.
Fixed a crash caused by the game trying to recover a save in the main menu.
Restored the starting one gold coin that Ser Knight has previously started with.
Crafting Councilor now correctly uses quipu rather than pen and ink.
Fixed an occasional crash caused by pausing during combat.
Fixed a typo that caused a crash when using Summon Pastry in dungeons.
Fixed a crash that occurred in the Molted encounter in Canopy Cave.
Insect Soldiers are once more spawnable in combat and no longer crash the game.
The Lurking talent is functional once more and causes no crashes.
Fixed a crash when viewing a party member from their small panel avatar.
Fixed a crash that happens in the post-Moa-hunt dialogue.
Fixed something that I forget to put in these patch notes but was probably important.
Fixed a crash caused by going into targeting for Shield Bash and some other abilities.
Fixed a crash caused by entering and leaving High Forest and then attempting to save.
The console command input can now longer appear behind the Exit Dungeon button.
Succesfully DISABLED the Roll Tower for now. It shouldn't have been accessible.
Enemy summons in battles will no longer spazz out and potentially crash the game.
The game window can be resized in windowed mode once again.
Saving after hiring a commander will no longer crash the game.
You can once again swap out a unit's commander for another one.
The redeploy command in sieges works once again.
Fighter - Leadership talent descriptions now clearly denote if they are for Sieges or Battles.
City AI has been fixed and reactivated for the first several kingdoms.
The post-siege screen correctly displays enemy information once again.
Territory garrisons are loaded correctly once again, and no longer seemingly vanish.
You can once again start sieges by right clicking an enemy territory with a selected, present, player-owned army.
Player armies are no longer removed/deleted upon wiping out an enemy garrison.  Whoops.
Clicking the 'finish' button after a siege will no longer overlap onto the next continue button and skip the building destruction info.
Army units once again have their 'already attacked/moved/reinforced this turn' variable reset at the end of each turn.
Added siege battlecries for High Forest commanders.
Basic Alchemist/Mage/Priest siege unit abilities have been added to the game.
Opening the 'change army leader' screen no longer crashes the game.
Opening the 'split unit' screen no longer crashes the game.
Fixed some wonkiness with swapping unit positions around inside the same army grouping.
Fixed a bug that made only a single special ability of a unit show in sieges.
Ability targeting in sieges no longer crashes the game.
Added siege battlecries for Band of the Moon commanders.
Knight Mom has a new, shiny, finished avatar.
While highlighting over defensive sieges on the overmap, context-sensititve territory buttons will no longer spawn and overlap it.
The 'spawn special siege units on the overmap' script no longer overwrites previously spawned unit variables.
The 'siegeme' cheat has been made functional once more.
Defensive player sieges are working again.
Improved the overmap party hit detection.
Context buttons are removed at the final 'start siege' screen for defensive sieges, and you can no longer click through the 'start siege' button.
Fixed a crash that made characters refusing to enter a dungeon, and potentially elsewhere, crash the game.
Kobold Princess is once again flaggable as being romanced.  For those that have finished her quest as it is, this should be retroactively flagged if appropriate.
The player can once again speak with Kobold Princess if she is the ruler of Canopy Cave and ask her and Kobold Knight to join the party.
Human King territory management AI has been massively upgraded and improved.
Added Bravebold 'Misdirection' and generic monster 'Monster Mash' abilities.  Both should mostly work right.  Mostly.
The Long Hive's Living Quarters and Cold Dark's Shiver Sea have been slightly repositioned :DDD
A number of siege units have had their finished sprites added.
Miscellaneous pop-ups on the right side of the screen have been moved up in order to not overlap the dialogue box.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on March 28, 2018, 02:29:37 am
Just a reminder that the game is still being updated! Make sure to visit the forums to get the current public release and the patreon's page for other news and the charts.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on April 05, 2018, 06:46:55 pm
Public Patch updates:

0.130.95

Major Changes:
You can now choose Ser Knight's gender during character creation in the Tavern. We are considering which conversations should have alternate dialogue, if any.

Minor Changes:

Disabled being able to save right before a special battle/boss battle occurs. The option in the menu should be grayed out during those occasions.
The Mimic Injured fight conclusion dialogue does not keep repeating after battles, after the Injured Mimic fight.
A BBoS entry has been added for the Mimic Injured.
Serums and similar buffs now have their duration tick down each turn, as intended.
Fixed a broken dialogue path when speaking with Kobold King.
You can no longer warp to a new dungeon room when a special encounter or boss is present.
Fixed a broken dialogue path in the Kobold Mine, speaking with Insect Noble.
Convincing a pack of Insect Recruits to leave the mine will no longer despawn other types of Insect.
Fixed the 'none of my business' option with Boar Knight not having new dialogue proc when speaking to her consecutive times.
Fixed a broken dialogue path when appreciating Boar Knight's weapon enthusiasm.
You can no longer glitch the Roasted P'orc into spawning a second Boar Knight. :D
Losing the siege in Glacier Fields is actually possible now.
Kobold Princess and Kobold Knight dialogue will now only proc in Kobold Mine if they are in the party.
Ser Knight will now properly elaborate on the Mendicant background to Kobold Princess instead of the incorrect Ward origin.
Saving is no longer possible if there is an essential item on the floor needing to be picked up.
Fixed the collar of Ser Knight in emotes and menus. It no longer warps off to stick to the acual sprite.
Loading with dialogue up should no longer freeze some menu interactions.
Glacier Tower's floor 4 to floor 3 transition now returns the player to the right room.
Glacier Tower's floor 3 to floor 4 is now a left passageway rather than upward.
Leftward stairs in dungeons should not be more responsive and work under all conditions.
Roll Tower's floor 5 to floor 4 transition now returns the player to the correct room.
Fixed the placement of Ser Knight's animation relative to his origin; collision and dungeon clutter depth should be more accurate now.
Fixed a broken dialogue path when meeting Mysterious Knight and asking if they are one of the Band of the Moon.
Fixed speaking about the Dragon Slave origin to both Kobold Princess and Human Princess; the dialogue should work now.
Going into the Attack/Specials/Magick menu in battle, and then backing out, no longer sets the attack range parameters to the wrong character.
As the prior bugfix, the Specials and Magick buttons will now stay greyed out if the character has no valid abilities or spells.
Fixed a broken dialogue path when speaking with Mysterious Knight with a High Forest background.
Talking sound effects are now modified by the volume settings for sound effects in the settings menu.
Bandit Tower has had the floor 3 to floor 2 connection restored.
Bandits of Bandit Tower have had their sprites flipped so they are facing the right detection, for spotting purposes.
Got the base idle animation set up in battles; will be replaced by various stances in the future.
More territories are now flagged as allowing the 'Select Territory' button to spawn when highlighting over them.
The temporary Kobold army spawned in Glacier Fields should no longer have resource upkeep.
Foreshore Harpoon has been added, courtesy of a patron. Can be bought from Forge Knight and the Kobold Crafter.
Poleaxes, Diplomacy, and other similar axes should periodically apply Bleeds now, as was intended.
Axes now correctly Bleed on a critical hit
Maces now Stun for one turn on a critical hit.
Fixed a bug that was clearing on-hit effects from character objects and preventing them from working.
If Ser Knight is level four or higher, Doctor Knight may be encountered on the overmap for a friendly duel. Courtesy of a Patron.


0.130.98

Minor Changes:

A finished sprite for Water Sprites has been added.
A finished sprite for Fire Sprites has been added.
Doctor Knight is now correctly only encounterable at lvl.4+.
Fixed a bug that was preventing Summon spells from going off.
Worked on the AI for summons a bit; summoned critter's hostile ranged spells now work.
Lady Knight now uses the correct siege emote.
The Sneering Shield works as intended once more.
Hitting escape with the items menu open on the overmap now also closes out of the gray background.
Wall of Flesh works once again.
Call Courier is now disabled while in combat.
Fixed Resist modifiers in buff tooltips appearing positive when they should be negative.
Shields now appear on Ser Knight.
Sucks To Be You now deals the correct amount of damage.
Backstab now deals the correct amount of damage.
Weak Spot is no longer bugged and can hit enemies.
Impale correctly always crits now, as opposed to dealing 2x damage.
Ability tooltips should calculate damage bonuses and effect durations more correctly, now.
The Hulk talent now works correctly, granting +10% Health (maximum +5 per level thereafter) and bonus Melee Resist.
Face to Fist Style now also grants Ranged Resist, as was intended.
Knife Nut and Ranged Nut now correctly increase Damage in combat.
Master of Traps should correctly reduce Stamina cost of some abilities now.
Desperate Strength should correctly reduce Stamina cost while below 33% Health, now.
Ransack will now drop additional Silver/Gold if the mob drop chance is greater than or equal to 100%.
Doctor Knight has been fixed; now correctly uses his Debuff cleansing ability when afflicted with something.
May have fixed Grit Those Teeth!***.
Testudo now correctly decreases Speed instead of Agility.
Forge Knight may now craft the Recluse Carving into one of two items.
The Grayslayer's Greatsword is now correctly denoted as being two-handed.
Fixed the tooltip of the Recluse Carving.
After reinforcing a siege, enemy armies can now fragment and return to their home territory garrisons.
Gender can now be selected in test games.
The alphabetized list of a character's known abilities/spells/siege abilities can now be scrolled through.
Siege battlecry dialogue will no longer appear right before the siege finishes, or if there are no enemy units.
A finished sprite for Earth Sprites has been added.
Summoned critters no longer have their healthbar slowly raise up to the correct amount when summoned or at battle start.
Fixed a bug that counted some talents already unlocked if another similar-named talent was unlocked.
The weapon/shield hands can now be swapped for Ser Knight in the Character Inspector or Inventory - Equipment.


0.130.99

Minor Changes:

Fixed a crash that was added to sieges before a unit performs an action.
The Mimic Injured can now only be encountered if the party has 2+ characters or if the player is level four or higher.
Title: Re: Towergirls; Subtitle Pending
Post by: SOLDIER First on April 05, 2018, 06:53:04 pm
wow
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on April 24, 2018, 08:05:05 pm

0.131

Major Changes:

Golem Princess has been added, and her rescue is now completed! Be sure to visit the tavern in Sparkling Clay after the introductory scenes. Additional dungeon clutter, fetish stone items, and a special armor set will added in the near future.

Minor Changes:
A new type of room has been added; small.
When the player hits 0 HP in battles, the new animation/character sprite will be hidden in order to match other character sprite functionality.
Fixed enemy initiative in battles; was being counted as 0.
Fixed a bug that prevented tracking the number of kills of some foe BBoS entries.
Added an effect for Fireball and Empowered Fireball.
Added an effect for Magic Missile.
After fighting a battle with mobs that drop items, and dialogue is immediately resumed or started, the items will be automatically picked up.
Fixed a bug that prevented 1.5 range enemies from attacking if in their rear rank.
A basic lighting system has been created for dungeons. Currently only Arcana Tower will use it. Sort of a work-in-progress.
Enemy AI choosing to use an ability will now take into account that ability/spell's priority.
Initiative in battles has been fixed; order of actions is now accurate, and enemies can act before the player as a result.


0.131.5

Minor Changes:

Glacier Keep has been expanded with the addition of a basement floor. What might it contain?
The bones in Konvert Temple's apex room are no longer collidable with Ser Knight.
Fixed a crash caused by the new lighting system when starting the Glacier Fields siege.
Removed some cheat dialogue options from Undertown.
Fixed a bug that made Ser Knight vanish when G37A joins the party in Undertown while the rear ranks are occupied.
Golem G37A is now correctly added to the party after meeting in Undertown.
You can no longer click through the character inspect / level-up menu onto an NPC, thereby starting dialogue.
Fixed the crash caused by opening the chest in the Undertown race sequence.
Fixed the attribute checks in Undertown properly leading to fights when failed, for both Fighters and Knaves.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on May 01, 2018, 03:17:57 am
0.131.75

Major Changes:
Princess happiness is now somewhat functional! View a princess in the character viewer and look at the pink smiley icon to see their current happiness. Certain conditions will modify happiness (and disposition to half the extent) temporarily. Hitting zero health in battle, their unit being wiped out in a siege, being in an adverse climate, or not being spoken to for some time (if romanced) will all decrease happiness. Additional actions that decrease or increase happiness will be added in the future.

Minor Changes:
Blinding Shot now counts as a weapon ability, and should do damage and apply on-hit effects as a result.
Fixed a crash with targeting enemies.
Fixed a crash caused by Doctor Knight's cleanse ability.
Nerfed Penguine unit speed to make them act slower in sieges; were too fast after the initiative fixes, making the Glacier Fields siege difficult.
Unlocked a dialogue option with a certain optional boss in the Konvert temple.
Fixed a crash when highlighting abilities.
Fixed a crash when caused by battling a certain azure knight.
When starting a dungeon, loading a dungeon, or moving to a new floor the minimap is now centered on the current room.
New logo added to the loading screen.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on June 07, 2018, 12:59:32 am
0.131.76

Major Changes:
The 'sneaking in dungeon' sprite has been restored, now graphically enhanced.

Minor Changes:
Abilities that modify attributes will now also modify relevant resistances, as was intended.
On-hit effects should now apply with all* weapon abilities.
Bow knave abilities should now require an equipped bow; weapon abilities should now require an equipped melee weapon.
You can only fight a certain optional Konvert boss once, now.
Kobold Princess' rescue scene is no longer repeatable.
May have fixed the inventory being periodically wiped.
Princesses classing out should now be functional.
The Foreshore Harpoon now displays the correct amount of damage in tooltips.
Scions should no longer spawn in the first tall room of the Tower of Rolls.
Gouge is now properly a weapon ability; accuracy is now based on character Accuracy and modifiers.
Cheap Shot is now properly a weapon ability.
Entering Arcana Tower through the town square no longer disables the minimap.
Corroaches now use the correct avatar.
Wizard mob encounters now face the correct direction.
A new dungeon clutter system has been scripted; decorating dungeons will be much easier and quicker in the future.
Mobs will no longer appear off the floor in tall or small room types.
The left/right doorways in small rooms now have better collision detection.
Enemy battle encounters will now have less combatants if the party is small.
All battle encounters now drop silver based on the enemy levels.
A bit of party interjectioning has been added to the second Doctor Knight encounter.
The Arcana Tower fetish stone may now be crafted into one of two items, courtesy of Forge Knight.

0.131.77
Fixed battles crashing and new games not starting the tutorial dialogue.


0.131.78
Fixed the fix to the starting tutorial dialogue messing with other cutscene dialogues.
Title: Re: Towergirls; Subtitle Pending
Post by: SOLDIER First on June 08, 2018, 07:03:29 am
You sure are good at coding this game!
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on June 08, 2018, 01:49:15 pm
Duke is the scripter/coder, I am just one of the volunteer artists.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on August 21, 2018, 04:13:05 am
0.131.80

Minor Changes:
Festive clutter has been added to Peasant Princess' rescue scene.
You can now lock already existing dungeon decorations in the dungeon designer.
The mouse can no longer click through the dungeon design panels.
Added a cheat that disables non-boss combat encounters.
The player is now fully healed after the conclusion of Bandit Tower.
Bardiches are now correctly flagged as equipment in the inventory.
Added a page in the BBoS for Levy Knight.
Once a princess has been classed-out, their new talent tree should be clickable/viewable under all circumstances now.
The Knife Bandit sprite has been updated.
Bandipults have been added, courtesy of a patron.
The enable cheats cheatcode has been updated for July.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on August 26, 2018, 04:14:53 pm
0.131.82

Major Changes:
Zoom functionality has been added to the overmap- navigating it should be considerably easier now. Bear with us as we pretty up the map.

Minor Changes:
Dungeon tilesets can now have seed-based floor tiles and floor boards.
Fixed a crash caused by siege units attacking one another.
Dungeon rooms can now have more than four or unusually placed door-to-door connectors. May or may not have broken old dungeon paths.
Fixed a bug that would lock up the interface if options/pausing the game occured while dialogue was playing.
Corrected and filled out some missing BBoS entries for Sparkling Clay.
Ser Knight now has a battle stance in combat based on the equipped weapon.
The Snow Golem's Snow Boulder animation has been restored.
A new, fully-animated armor set has been added courtesy of a patron. It will be acquirable at the Frozen Church peddler once Skeleton Princess' tower goes live.
Warm Ore now has the correct description denoting the bonus Cold Resist.
The Magnificent Warm Ore picked up in Glacier Tower is now definitely 100% removed from equipped items / inventory when being given to Kobold Princess.
Kobold Princess now joins the party immediataly following her rescue.
Grand Tower has been given many more sub-territories.
You can now reset choices made while leveling up, in addition to canceling out of leveling entirely at any point of the process.
The enable cheats cheatcode has been changed for August.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on October 02, 2018, 10:32:11 pm
0.131.83

Spoopy Skelly Princess patch

Major Changes:
The loading and saving screens have been updated! See the princesses you have collected and faceroll your keyboard for additional fun (TM).
Skeleton Princess has been added to the game! Her tower is fully functional, and with it comes a special shop, several armor sets, a new companion, two (!) fetish stones to forge items from, and a very hip princess. If you already have Kobold Princess romanced you should be very aware of dialogue choices.
The Conversation Designer has been renamed to Towergirls Modtools, and custom character support has been added in addition to Dialogue Node functions. Have at it.

Minor Changes:
Ser Knight will now begin with slightly better equipment if a fighter, another gold piece if a knave, or a mojo bag if a wizard.
Added a silly overmap encounter, courtesy of a patron.
Did a bit of work on the dungeon weather particles; we can now enable and disable from room to room.
Smuhg actually takes a piddly few coins when selling the cart in a player-scheduled encounter and the player is nearly broke.
You can now scroll through the items in your inventory. :DDDDDDD
Fixed a collision issue with hanging cages in Arcana Tower.
Damage/healing number floats now appear in the correct positions in small rooms with no battle background.
Added a new armor set to Arcana Tower, near the top.
The stairs leading down from the second floor of Glacier Tower are now placed on the correct wall.
Pausing the game now also pauses the heal/effects caused by camping in a dungeon.
Fixed an issue that interfered with summoned Water Sprites targeting wounded party members.
The Summon Armor talent has been added, including visual appearance changes while active. Be sure to wear no special helmet for the full effect.
Loading the game into a dungeon while briefly highlighting over the overmap party can no longer crash the game.
Added the correct Automaton Helm description text.
Flavor text for abilities in the BBoS have been restored.
The Skewer Bolts talent has been added.
Fixed a crash caused by exiting out of leveling up and undoing a talent selection in the process.
Fixed a crash that could occur when loading from a battle.
The bow battle stance now appears correctly when ser is using a bow.
References refering to the player or siege units as 'Wizards' has been fixed, changed to 'Mage' or 'Mages' instead.
Fixed a bug preventing Kobold Princess' quest from continuing on arrival to Canopy Cave.
Resistances now apply to Damge-Over-Time effects.
Player items again display correctly in the shop interface.
May have fixed an occasional memory leak in the Main Menu that could persist and slow the game down.
Selecting later level spells for the level-up talent will once more place them into the spells list. Bug due to QoL fixes.
Non-spell active talents will once again end up in the correct ability and/or siege list(s). Bug due to QoL fixes.
When entering a small room Ser Knight will stop walking sooner.
The status-resist afforded by some origin talents against particular races have been added and now works as intended.
May have fixed the game autosaving during some cutscenes.
The bits of princess happiness AI that are coded have been fixed. If you have Kobold Princess romanced be sure to speak with her periodically, not get her KO'd in battle, and maybe keep her in a warm territory.
Fixed a semi-broken dialogue path after rescuing Golem G37A.
Fixed a bug where Golem G37A would be added to the party 1.5 times and potentially crash the game in battles.
Fixed some doorway placement issues in dungeons. Not sure if this is present in the most recent patch or if is just in this developmental build.
Restored the correct battle stances; animation files got scrambled.
Princesses can now break up with you if they feel you are unfaithful, fail to speak with them often enough, or their happiness becomes too low. :DDDDDDDDD
Messed wihh the loading script; should retain memory of whether or not Kobold Princess is ministering Canopy Cave now. Yell at me if this broke things.
A very special helmet has been added to Magic Merchant's store, courtesy of a patron.
Definitely fixed the bug where new abilities and spells would not be placed into the correct list for a character.
Fixed a bug with Jack of All Trades that would muck up known abilities/spells.
You may no longer select higher than lvl.1 talents while selecting the bonus Jack of All Trades talent.
Added dialogue mod support for all of the current knights and princesses.
A new version of the Dialogue Designer modtool has been released; a new type of character dialogue proc has been added, for you more unsavory modder sorts.
All buff-granting consumables should now work when used in a dungeon outside of battle.
Fixed a texture surface bug that occasionally hindered performance in dungeons. Framerate should no longer hang randomly now.
Fixed an AI oversight that prevented some enemies from targeting characters in the rear rank during battles.
Fixed an occasional crash caused by looking at talents.
Fixed an oversight (that hopefully was not in the last patch and doesn't need to be listed here?) that locked all territory dungeons outside of very specific conditions. Oops.
Previously looted containers are now remembered, and will remain looted after exiting a dungeon.
Non-random dungeon mobs are now remembered, and will no longer respawn after exiting a dungeon.
Being stunned will now actually grant Stun Resist, as was intended.
Old bonehead sprites have been updated for your pleasure.
The enable cheats cheatcode has been changed for October.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on February 10, 2019, 07:46:17 pm
Important news related to the game progress. https://www.patreon.com/posts/important-for-24294650
Title: Re: Towergirls; Subtitle Pending
Post by: Cruxador on February 14, 2019, 11:27:00 pm
Important news related to the game progress. https://www.patreon.com/posts/important-for-24294650
Glad that Duke is porting to a proper professional game platform. It definitely inspires hope that the game can thrive and improve.
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on March 18, 2019, 05:54:27 pm
News related to the project. https://www.patreon.com/posts/25447289
Title: Re: Towergirls; Subtitle Pending
Post by: Praefectus Screptum on January 31, 2020, 12:17:28 am
Whoops, excuse the dust here. But for those who haven't been following us, the game is still going and we moved to Unity-Which is making things a lot smoother for Duke. The game is currently going through some design changes that can be already noticed (3D ambient/background) with 2D sprites.

Edit: You can find the most recent version on the official forums.