Towergirls 0.124
Jun 1, 2017 15:37:39 GMT -8
Post by DukeFluffy on Jun 1, 2017 15:37:39 GMT -8
Soon edition.
Game Download: www.mediafire.com/download/7diougjr3didp1u
Alpha Patcher/Launcher Download: www.mediafire.com/?5farbyam3x5784z
Alpha Conversation Designer: www.mediafire.com/?59u1po6slrn2vy1
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.
Game Download: www.mediafire.com/download/7diougjr3didp1u
Alpha Patcher/Launcher Download: www.mediafire.com/?5farbyam3x5784z
Alpha Conversation Designer: www.mediafire.com/?59u1po6slrn2vy1
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.