Towergirls Unity 0.520 - 0.523
Aug 20, 2020 10:27:46 GMT -8
Post by DukeFluffy on Aug 20, 2020 10:27:46 GMT -8
Superseded by version 0.525- go download that instead
0.520
Fixed an issue where enemy buffs would keep additive adding resistance modifiers each battle turn
Buff tooltips now show slash, pierce, and crush resistance modifications- forgot to update with the new melee damage types
When loading to the starting tavern the tavern music will now play instead of the awesome hub theme that Unyin made, as was intended
Fixed a stupid linebreak issue with the dialogue controller that could make some post-encounter code not execute
Fixed an issue with encounter condition checks- the tavern bonehead quest should now actually be completable as a result
Added new dialogue to the tavern poster for when ser is sober and interacts with it
Ser will now slowly heal and regenerate MP faster while within the origin NPC's shack after the introduction
Defending and Intercept are now temporary buffs rather than spaghetti code
Radial buttons on the bottom left bar now have tooltips
The output box can no longer be dragged off the screen
Increased ser's movement speed in dungeons by 20%
Ser's up and down movement in dungeons has been further increased in speed by about 30%
When starting dialogue with a character who has no avatar, a blank avatar box will no longer appear briefly while the dialogue box is fading in
Streamlined a moderate amount of combat code and item code
Fixed an oversight where all enemies did blunt damage for their damage type
Opening the inventory will now set the equipped items viewer to Ser by default, as was intended
The Activate-Indolence-Stone encounter's particular character now actually has talk SFX and a dialogue avatar during that specific encounter
A new*** character creation theme is now in, courtesy of Unyin
Starting character class now properly modifies the amount of starting gold
Fixed an oversight that made enemy cone spells only hit one party member when more than four enemies were present
The bottom radial avatar, mini char frame, characters list, and party grid avatars now use ser's actual appearance rather than a static, default avatar for ser
The stamina description in the character inspector and character creator have been updated to describe Action Points instead
In sieges, the selected unit pane and bottom unit entries now show ser in all their glory rather than a default, stock ser sprite
In sieges, ser's soldier sprite now uses the full-on ser animator and part controller, in all its glory
Siege soldier sprites will now flip to face left or right depending on their current target
Ranged siege unit projectiles now take into account difference in height from the attacking unit to the target- ranged projectiles should be more accurate now
When selecting multiple units and issuing a move order, during deployment in sieges, the units should now automatically warp instead of walking to their target
Issuing a move order in sieges while multiple units are selected will no longer issue that order to all units for each unit selected
The little chest in the main room of the hub once again has a texture
Units in sieges that attack an enemy from behind now deal +25% damage with melee attacks
The 'exit dungeon' button in the Kompound shouldn't lock up any more, and reactivate when Ser returns to the entrance of the dungeon
0.521
Added a new dialogue function for creating custom bool/float/string variables within a dialogue
Added a new dialogue function for checking the result of a random number against another number, variable, or custom variable
Added a new dialogue function for modifying the value of a custom variable during dialogue
Added a new dialogue conditional to check the value of a custom variable
The character variable dialogue condition can now check if the character has a particular passive trait or not
Overmap encounter fights can now begin with the party given the Surprised debuff
Dialogue can once again have a particular keyword, or action type, which can modify corresponding princess' dispositions if they are in the party
Added a new dialogue function for triggering a particular ser action keyword
The occasional 'encounter wounded man on the road' overmap encounter has been readded to the game, and now requires Ser to be only level 3 or higher
Transitioning from one game state to another (i.e. dungeons, sieges, overmap, etc. etc.) has been completely overhauled and should work and appear more smooth as a result
The item tooltips 'average damage' no longer wraps and fails to display more than two numbers
Fixed an issue where the 'food restore HP' ability wasn't set to the healing damage type
Fixed an issue where the Mana Recover and AP Recover damage types were set to the same number
The final level up confirmation displays the chosen attribute and characteristics in the right spots
The final level up confirmation can once again be backed out of
If the selected and displayed unit in sieges gains or loses a buff their display panel will now refresh
The Konvert siege now only starts under the correct circumstances when Ser is in Shaded Coast, oops
Bravebolds in the Throne room have been returned back to their normal scale; new sprite messed with that
The scale of Kobold Councilor in Everharsh Glacier and the Kobold Throne Room has been reduced
Overmap encounters are now loaded into the asset controller at the start of the game- used to have to manually assign a list of working encounters with drag and drop
When returning to dialogue with a black background from battle, there is no longer a jittery between stage and the game state is smoothly changed
Removed several debug cubes from the Canopy Cave encounter dungeon
Unarmed attacks should be able to hit and deal damage now
Mimic Injureds have had their health increased by 10% and now have +10% resistance to all damage types
When going from dialogue with a black background, to exiting an overmap encounter, it should now be one smooth transition with no jitter
0.521b
Fixed an issue where after an overmap encounter the UI could be softlocked
Reduced the chance for the 'injured person' encounter to occur on the overmap, and also in the Wasteland
Trinket item tooltips are no longer denote the trinket as being flexible or rigid
Added a collider object to the famshack in Fisher Farms which should prevent the origin NPC from reappearing later on
Fixed a few typos in the Ratfolk quest
Getting the item storage system set up now also grants Ser +40 experience
0.522
Towergirls: the Game once again checks a certain website for the latest version numbers and alerts the player if it's out of date
Towergirls: the Game also once again displays a little news feed in the main menu that I'm looking forward to abusing and messing with
Added a battle background for an encounter in a certain area in Fisher Farms
After leaving the wooden bridge in Everharsh Glacier the footstep sound effects should no longer be stuck on the wood type
When dialogue is occurring, item and quest popup alerts are now shifted to avoid overlapping the dialogue window
After exiting from battle extraneous parts on the ser animator are no longer left activated
Knaves now correctly start with 50 silver, failures with -2 gold, and the others 10 silver
Fixed an issue wherein the character creation parameters would not be applied to ser and instead use all the default settings
Added a cheat to lose the game and go to the defeat screen
Hitting continue on the game over screen, while in a yet-to-be saved game, will now return to the main menu instead of soft locking the game
Added a new weapon, the humble Club, which is given to new Sers with the failure class
The Snow Golem's Snow Boulder ability once again has an animation
The item-add parser function can now an amount of gold or silver equal to a temporary variable
Parser conditionals and functions for characters can now check for (or set) hp% and mp%
The first Doctor Knight encounter has been added back into the game
Encounters can now be set to 'duel', wherein only Ser gets to participate. How fun!
Fixed a bug wherein finishing an overmap encounter, with summoned allies, would grant experience and loot multiple times
Added a dialogue function for cleansing hostile buffs off a character
Added a dialogue function for removing all non-super-persistent buffs from a character
Enemies that randomly use abilities will no longer choose a cleansing one if they have no debuffs to cleanse
Enemies that randomly use abilities will no longer cast a buffing ability when they already have that buff
Abilities that cleanse debuffs work once again
When ending the turn on the overmap, summoned creature char panels at the bottom will now vanish along with their critters
When entering a battle that is a duel, the non-ser character panels are now hidden and unhidden after the battle is concluded
Added BBOS information for Bleu Knight
Added a new dialogue function for making a temporary party list
Added new dialogue functions for adding/removing party members to the temporary party
Dialogue options can now refer to the names of party members in particular slots
The 'char has certain perk' conditional can now also work for non-passive talents that grant abilities or spells
The second Doctor Knight encounter has been added back into the game
Fixed a typo in the 'seraction' dialogue function that made the occasional opposite reaction to a trait add princess disposition instead of reducing it, what a mouthful
Reduced the chance for the injured roadside dude encounter to occur
Fixed an error with the 'check if a character has spoken yet in this conversation' dialogue conditional
Fixed an issue with the 'else' conditional, where it would never fire if later returning to the same dialogue node in the same conversation
When viewing a character via their little character frame, non-ser characters will no longer temporary deactivate the ser's avatar
0.523
Added a cheat to give Ser huge heaps of gold and silver
Fixed a bug that made Overmap encounters improperly check for flag's statuses and made some occur prematurely
Removed a debug 'goto' early in the second Doctor Knight conversation which skipped a lot of the dialogue
Offhand items are no longer denoted as being flexible or rigid in their item tooltip
Losing a battle during an overmap encounter should no longer softlock the game
The Magic Gift overmap encounter has been added back into the game
Tempvars can now be created in dialogue already set to a random float value
Overmap encounters can now have less than a 1% chance to occur, badly needed
Naturally this then means that the Wounded Person overmap encounter occurs one tenth as frequently
Overmap encounters that don't go into any temporary dungeons now fade to black correctly as needed
The Mimic Fan overmap encounter has been added back into the game
Overmap encounters that lead to a battle will now correctly change the music to the battle music
Doctor Knight no longer leaves Ser beat to crap in their second encounter when the player is victorous
Summoned allies and enemies will once again have a Shield graphic over their battle sprite when defending
Shop item changes are now loaded from save games correctly; shops with recent transactions can be opened once again
When leveling, talent choices can once again be deselected and spent elsewhere before locking in the choice(s)
Fixed a UI issue that prevented the Summon Armor spell from being selectable
Fixed the 'goto dungeon' cheat not working
When returning from battle, or entering a dungeon, the little passive light on ser will now once again be reactivated
0.520
Fixed an issue where enemy buffs would keep additive adding resistance modifiers each battle turn
Buff tooltips now show slash, pierce, and crush resistance modifications- forgot to update with the new melee damage types
When loading to the starting tavern the tavern music will now play instead of the awesome hub theme that Unyin made, as was intended
Fixed a stupid linebreak issue with the dialogue controller that could make some post-encounter code not execute
Fixed an issue with encounter condition checks- the tavern bonehead quest should now actually be completable as a result
Added new dialogue to the tavern poster for when ser is sober and interacts with it
Ser will now slowly heal and regenerate MP faster while within the origin NPC's shack after the introduction
Defending and Intercept are now temporary buffs rather than spaghetti code
Radial buttons on the bottom left bar now have tooltips
The output box can no longer be dragged off the screen
Increased ser's movement speed in dungeons by 20%
Ser's up and down movement in dungeons has been further increased in speed by about 30%
When starting dialogue with a character who has no avatar, a blank avatar box will no longer appear briefly while the dialogue box is fading in
Streamlined a moderate amount of combat code and item code
Fixed an oversight where all enemies did blunt damage for their damage type
Opening the inventory will now set the equipped items viewer to Ser by default, as was intended
The Activate-Indolence-Stone encounter's particular character now actually has talk SFX and a dialogue avatar during that specific encounter
A new*** character creation theme is now in, courtesy of Unyin
Starting character class now properly modifies the amount of starting gold
Fixed an oversight that made enemy cone spells only hit one party member when more than four enemies were present
The bottom radial avatar, mini char frame, characters list, and party grid avatars now use ser's actual appearance rather than a static, default avatar for ser
The stamina description in the character inspector and character creator have been updated to describe Action Points instead
In sieges, the selected unit pane and bottom unit entries now show ser in all their glory rather than a default, stock ser sprite
In sieges, ser's soldier sprite now uses the full-on ser animator and part controller, in all its glory
Siege soldier sprites will now flip to face left or right depending on their current target
Ranged siege unit projectiles now take into account difference in height from the attacking unit to the target- ranged projectiles should be more accurate now
When selecting multiple units and issuing a move order, during deployment in sieges, the units should now automatically warp instead of walking to their target
Issuing a move order in sieges while multiple units are selected will no longer issue that order to all units for each unit selected
The little chest in the main room of the hub once again has a texture
Units in sieges that attack an enemy from behind now deal +25% damage with melee attacks
The 'exit dungeon' button in the Kompound shouldn't lock up any more, and reactivate when Ser returns to the entrance of the dungeon
0.521
Added a new dialogue function for creating custom bool/float/string variables within a dialogue
Added a new dialogue function for checking the result of a random number against another number, variable, or custom variable
Added a new dialogue function for modifying the value of a custom variable during dialogue
Added a new dialogue conditional to check the value of a custom variable
The character variable dialogue condition can now check if the character has a particular passive trait or not
Overmap encounter fights can now begin with the party given the Surprised debuff
Dialogue can once again have a particular keyword, or action type, which can modify corresponding princess' dispositions if they are in the party
Added a new dialogue function for triggering a particular ser action keyword
The occasional 'encounter wounded man on the road' overmap encounter has been readded to the game, and now requires Ser to be only level 3 or higher
Transitioning from one game state to another (i.e. dungeons, sieges, overmap, etc. etc.) has been completely overhauled and should work and appear more smooth as a result
The item tooltips 'average damage' no longer wraps and fails to display more than two numbers
Fixed an issue where the 'food restore HP' ability wasn't set to the healing damage type
Fixed an issue where the Mana Recover and AP Recover damage types were set to the same number
The final level up confirmation displays the chosen attribute and characteristics in the right spots
The final level up confirmation can once again be backed out of
If the selected and displayed unit in sieges gains or loses a buff their display panel will now refresh
The Konvert siege now only starts under the correct circumstances when Ser is in Shaded Coast, oops
Bravebolds in the Throne room have been returned back to their normal scale; new sprite messed with that
The scale of Kobold Councilor in Everharsh Glacier and the Kobold Throne Room has been reduced
Overmap encounters are now loaded into the asset controller at the start of the game- used to have to manually assign a list of working encounters with drag and drop
When returning to dialogue with a black background from battle, there is no longer a jittery between stage and the game state is smoothly changed
Removed several debug cubes from the Canopy Cave encounter dungeon
Unarmed attacks should be able to hit and deal damage now
Mimic Injureds have had their health increased by 10% and now have +10% resistance to all damage types
When going from dialogue with a black background, to exiting an overmap encounter, it should now be one smooth transition with no jitter
0.521b
Fixed an issue where after an overmap encounter the UI could be softlocked
Reduced the chance for the 'injured person' encounter to occur on the overmap, and also in the Wasteland
Trinket item tooltips are no longer denote the trinket as being flexible or rigid
Added a collider object to the famshack in Fisher Farms which should prevent the origin NPC from reappearing later on
Fixed a few typos in the Ratfolk quest
Getting the item storage system set up now also grants Ser +40 experience
0.522
Towergirls: the Game once again checks a certain website for the latest version numbers and alerts the player if it's out of date
Towergirls: the Game also once again displays a little news feed in the main menu that I'm looking forward to abusing and messing with
Added a battle background for an encounter in a certain area in Fisher Farms
After leaving the wooden bridge in Everharsh Glacier the footstep sound effects should no longer be stuck on the wood type
When dialogue is occurring, item and quest popup alerts are now shifted to avoid overlapping the dialogue window
After exiting from battle extraneous parts on the ser animator are no longer left activated
Knaves now correctly start with 50 silver, failures with -2 gold, and the others 10 silver
Fixed an issue wherein the character creation parameters would not be applied to ser and instead use all the default settings
Added a cheat to lose the game and go to the defeat screen
Hitting continue on the game over screen, while in a yet-to-be saved game, will now return to the main menu instead of soft locking the game
Added a new weapon, the humble Club, which is given to new Sers with the failure class
The Snow Golem's Snow Boulder ability once again has an animation
The item-add parser function can now an amount of gold or silver equal to a temporary variable
Parser conditionals and functions for characters can now check for (or set) hp% and mp%
The first Doctor Knight encounter has been added back into the game
Encounters can now be set to 'duel', wherein only Ser gets to participate. How fun!
Fixed a bug wherein finishing an overmap encounter, with summoned allies, would grant experience and loot multiple times
Added a dialogue function for cleansing hostile buffs off a character
Added a dialogue function for removing all non-super-persistent buffs from a character
Enemies that randomly use abilities will no longer choose a cleansing one if they have no debuffs to cleanse
Enemies that randomly use abilities will no longer cast a buffing ability when they already have that buff
Abilities that cleanse debuffs work once again
When ending the turn on the overmap, summoned creature char panels at the bottom will now vanish along with their critters
When entering a battle that is a duel, the non-ser character panels are now hidden and unhidden after the battle is concluded
Added BBOS information for Bleu Knight
Added a new dialogue function for making a temporary party list
Added new dialogue functions for adding/removing party members to the temporary party
Dialogue options can now refer to the names of party members in particular slots
The 'char has certain perk' conditional can now also work for non-passive talents that grant abilities or spells
The second Doctor Knight encounter has been added back into the game
Fixed a typo in the 'seraction' dialogue function that made the occasional opposite reaction to a trait add princess disposition instead of reducing it, what a mouthful
Reduced the chance for the injured roadside dude encounter to occur
Fixed an error with the 'check if a character has spoken yet in this conversation' dialogue conditional
Fixed an issue with the 'else' conditional, where it would never fire if later returning to the same dialogue node in the same conversation
When viewing a character via their little character frame, non-ser characters will no longer temporary deactivate the ser's avatar
0.523
Added a cheat to give Ser huge heaps of gold and silver
Fixed a bug that made Overmap encounters improperly check for flag's statuses and made some occur prematurely
Removed a debug 'goto' early in the second Doctor Knight conversation which skipped a lot of the dialogue
Offhand items are no longer denoted as being flexible or rigid in their item tooltip
Losing a battle during an overmap encounter should no longer softlock the game
The Magic Gift overmap encounter has been added back into the game
Tempvars can now be created in dialogue already set to a random float value
Overmap encounters can now have less than a 1% chance to occur, badly needed
Naturally this then means that the Wounded Person overmap encounter occurs one tenth as frequently
Overmap encounters that don't go into any temporary dungeons now fade to black correctly as needed
The Mimic Fan overmap encounter has been added back into the game
Overmap encounters that lead to a battle will now correctly change the music to the battle music
Doctor Knight no longer leaves Ser beat to crap in their second encounter when the player is victorous
Summoned allies and enemies will once again have a Shield graphic over their battle sprite when defending
Shop item changes are now loaded from save games correctly; shops with recent transactions can be opened once again
When leveling, talent choices can once again be deselected and spent elsewhere before locking in the choice(s)
Fixed a UI issue that prevented the Summon Armor spell from being selectable
Fixed the 'goto dungeon' cheat not working
When returning from battle, or entering a dungeon, the little passive light on ser will now once again be reactivated