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Author Topic: Towergirls; Subtitle Pending  (Read 55935 times)

DukeFluffy

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Re: Towergirls; Subtitle Pending
« Reply #90 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.
« Last Edit: July 02, 2017, 12:13:24 am by DukeFluffy »
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DukeFluffy

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Re: Towergirls; Subtitle Pending
« Reply #91 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.

DukeFluffy

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Re: Towergirls; Subtitle Pending
« Reply #92 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.
« Last Edit: October 01, 2017, 07:55:54 pm by DukeFluffy »
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Re: Towergirls; Subtitle Pending
« Reply #93 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.

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Re: Towergirls; Subtitle Pending
« Reply #94 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.

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Re: Towergirls; Subtitle Pending
« Reply #95 on: April 05, 2018, 06:53:04 pm »

wow
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Re: Towergirls; Subtitle Pending
« Reply #96 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.

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Re: Towergirls; Subtitle Pending
« Reply #97 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.

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Re: Towergirls; Subtitle Pending
« Reply #98 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.
« Last Edit: June 07, 2018, 01:13:28 am by Praefectus Screptum »
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Re: Towergirls; Subtitle Pending
« Reply #99 on: June 08, 2018, 07:03:29 am »

You sure are good at coding this game!
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Re: Towergirls; Subtitle Pending
« Reply #100 on: June 08, 2018, 01:49:15 pm »

Duke is the scripter/coder, I am just one of the volunteer artists.

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Re: Towergirls; Subtitle Pending
« Reply #101 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.

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Re: Towergirls; Subtitle Pending
« Reply #102 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.

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Re: Towergirls; Subtitle Pending
« Reply #103 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.

Praefectus Screptum

  • Bay Watcher
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Re: Towergirls; Subtitle Pending
« Reply #104 on: February 10, 2019, 07:46:17 pm »

Important news related to the game progress. https://www.patreon.com/posts/important-for-24294650
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