Towergirls Unity 0.528
Nov 30, 2020 11:59:23 GMT -8
Post by DukeFluffy on Nov 30, 2020 11:59:23 GMT -8
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0.528
Dungeon collider boxes can now specify a new angle for the player camera to change to and lasts until Ser leaves the collider area
Room transitions that have a 'fade to black and unfade' now correctly play the animation and place ser at the correct doorway spot
Fixed an oversight that prevented BBOS - Quest pages from being displayed
Added in the 'testsiege' cheat which allows the player to arbitrarily choose player and enemy siege units and a battlefield to test sieges at
The army names at the top of the siege UI, near the score bars, can now change based on the siege parameters
Fixed an occasional siege crash caused when the last soldier in a unit is killed
There can now be 3d monstrous bosses in sieges which are animated, cast abilities, and deal melee damage in an area of effect
Monstrous bosses can sort of sync kill individual soldiers now and do not lose health from oncoming attacks or abilities while performing one
Also added a certain special monstrous boss to the game
Readded five of the six golem siege units to the game; will make a monstrous model for the Colossus later
Generic mage units now have a working direct damage Fireball spell
Mages/Summoners/etc. now deal 25% less damage with their basic ranged attack in sieges
Greatly optimized how the game handles and stores siege unit types; no longer need to instantiate the soldier prefabs before spawning units or look up their contained info
Added most of the Red Dragon siege units, although a few are using placeholder artwork; the various drakes will be added later
Units may now be told to use an ability that is out of range, and will move in that direction until they are close enough and then use it
Increased the range of Kobold unit's Lay Traps (both minor and normal) abilities by about 50%
Lots of unit stat and price balancing all around
Siege abilities can now have a cooldown before they can be used again
Fixed a large oversight that made certain sprites always remain transparent and not display, which could prevent players from progressing through the tutorial. Oops.
Filtering characters by type on the overmap characters screen is now functional
Ser should no longer appear to wear a shield even when one is not equipped
Only two buttons will now show at the bottom left radial button controller before Ser gains control of a territory
Kingdom management buttons are now appearing at the bottom left radial button controller once Ser gains control of a territory
Added the Territories list screen which gives an overview on all of the territories currently controlled
Fixed an oversight in the save/load controller which prevented some territory variables from being loaded
Oversight from very old code; unit upkeep is no longer applied a number of times equal to controlled territories
Unit food/gold upkeep has been increased from Resource/100 to Resource/75
Garrisoned unit panels in the territory inspector are much more compact
Recruitable units in the territory inspector will now show their known abilities when viewed
Breakup dialogues with princesses will no longer prevent the game from finishing that turn on the overmap
Added the Armies list screen, which gives an overview on all player controlled armies and their relevent information
When losing a siege battle, and fading to the game over screen, there will now be an active camera; music will continue to play and there should be no warning displayed
Unit tooltips in the territory inspector, territories list, and armies list have been expanded and display additional information now
Added resource tooltips to the top resource bar on the overmap
Some special resources will now provide kingdom bonuses; Slaves provide +3% structure building speed, Gems +1 territory happiness, and Artifacts +1 turnly knowledge
Reworked how kingdom/faction/race information is stored in the game- old stockpiled resources will be lost but future diplomacy will work more efficiently
Swapped the positions of the special resources Slaves and Animals on the overmap top bar
Added two new dialogue functions for messing around with kingdoms/factions
There are several new help popups on the overmap once you control a territory to help explain how kingdom management works
0.527
Added Power/Fortitude/Awareness/Dexterity/Awareness parameters to the Char conditional
The special {location}/{place} function has been completed and works now
Huge overhaul to dialogue options- conditions can now be appended to the end of them, to be checked, and if not all of them are passed then the dialogue option will be grayed out. This can be combined with conditionals in FRONT of the same dialogue option to hide it entirely if those first conditionals are not all passed. Makes wonky, custom <dialogue option|goto> functions with extra parameters obsolete. Additionally, this allows us to regain all the dialogue option functionality from the GMS version. Also optimized the parser to run very slightly faster than before even with all the new functionality. Going to be very helpful going forward.
Fixed a broken dialogue goto in Kobold Princess' dialogue (what can you tell me about this place) while in Glacier Keep
Added another Scum class-based dialogue option to part of the Ratfriend quest to avoid dialogue softlocking
All old dialogue options with conditionals have been updated into the new format; more dialogue options will appear now but grayed out and unclickable when their conditions are not satisfied
Dialogue can now have backgrounds behind emotes fade in and out when appropriate
Forge Knight once again has an emote during his dialogue outside of Old Kingston
You can now modify the disposition of characters who have yet to join the party; the disposition modifier will be saved and then applied retroactively once they are added to the available characters
Added a dialogue function to set the color of background images
The QTE combo widget will no longer block some ui buttons, such as the talent category buttons in charater inspect
When a new character is instantiated and added to the party they will now correctly begin with any abilities that their parent object has
When a new character is added to the party, and has base spells or abilities, the BBOS will be updated with those if their entries have not already been unlocked
Characters can now refuse to enter ANY dungeon (even text ones) if they have some pressing task they would rather see to
Talking SFX will now play during 'refuse to enter dungeon' conversations
Fixed the Disposition tooltip in charater inspect displaying an incorrect Disposition amount for non-princess characters
Magic Merchant is back for all your non-Old-Kingston magic needs!
Fixed an issue with the Gift Merchant and Grumpy Salesmaiden dialogues that would eventually cause issues after exiting their dialogue
Rich text tags like [ b ] and [ i ] should now be instantly moved past during the dialogue animation, preventing the text from looking janky while it's only partially displayed
Behavior for Enchanted Tower's Shadow Knight has been readded and spiffed up some
Encounters can now modify or set a particular flag on victory
Ale Knight and Wine Knight now leave the starting tavern after the player first departs Old Kingston
Consumables will now correctly heal the player completely if their health had a fraction while near maximum health
When battle or similar starts, any existing BBOS entries will no longer have their text hidden but their popup frame remain for the remainder of their animation
Dungeon Doorways can now be set to locked and require a Small Key in order to unlock and bypass them
When overwriting the Bless buff with a Greater Bless buff, displayed character buffs on the mini panels will now refresh correctly
When enemies use a debuff ability on a player character any stat modifications will take place right away
Fixed an issue where Ser wouldn't be set to be fully created and reprompt character creation when loading a save game
May have fixed an issue where occasionally when entering a dungeon the Fisher Kingdom hub would also be spawned and bork the game
Instances of [his/her] in dialogue are now correctly replaced
Some overmap encounters that require the party to be inside a territory will occur right away when stopping, as opposed to requiring another ended overmap turn
Entries in the Quest Tracker no longer overlap hideously
Added narration text to Forge Knight making items from fetish stones
Added a dialogue function to randomize the order of dialogue choices
Line breaks can now be added to dialogue via the # character
Added a new dialogue function for incrimenting enemy BBOS entries
NPC facing dialogue function can now be set to 'ser' instead of left or right
Fixed a minor issue with NPC sprites failing to completely fade in or out
Human Princess' rescue has been added back into the game in a not-quite finished state
0.528
Dungeon collider boxes can now specify a new angle for the player camera to change to and lasts until Ser leaves the collider area
Room transitions that have a 'fade to black and unfade' now correctly play the animation and place ser at the correct doorway spot
Fixed an oversight that prevented BBOS - Quest pages from being displayed
Added in the 'testsiege' cheat which allows the player to arbitrarily choose player and enemy siege units and a battlefield to test sieges at
The army names at the top of the siege UI, near the score bars, can now change based on the siege parameters
Fixed an occasional siege crash caused when the last soldier in a unit is killed
There can now be 3d monstrous bosses in sieges which are animated, cast abilities, and deal melee damage in an area of effect
Monstrous bosses can sort of sync kill individual soldiers now and do not lose health from oncoming attacks or abilities while performing one
Also added a certain special monstrous boss to the game
Readded five of the six golem siege units to the game; will make a monstrous model for the Colossus later
Generic mage units now have a working direct damage Fireball spell
Mages/Summoners/etc. now deal 25% less damage with their basic ranged attack in sieges
Greatly optimized how the game handles and stores siege unit types; no longer need to instantiate the soldier prefabs before spawning units or look up their contained info
Added most of the Red Dragon siege units, although a few are using placeholder artwork; the various drakes will be added later
Units may now be told to use an ability that is out of range, and will move in that direction until they are close enough and then use it
Increased the range of Kobold unit's Lay Traps (both minor and normal) abilities by about 50%
Lots of unit stat and price balancing all around
Siege abilities can now have a cooldown before they can be used again
Fixed a large oversight that made certain sprites always remain transparent and not display, which could prevent players from progressing through the tutorial. Oops.
Filtering characters by type on the overmap characters screen is now functional
Ser should no longer appear to wear a shield even when one is not equipped
Only two buttons will now show at the bottom left radial button controller before Ser gains control of a territory
Kingdom management buttons are now appearing at the bottom left radial button controller once Ser gains control of a territory
Added the Territories list screen which gives an overview on all of the territories currently controlled
Fixed an oversight in the save/load controller which prevented some territory variables from being loaded
Oversight from very old code; unit upkeep is no longer applied a number of times equal to controlled territories
Unit food/gold upkeep has been increased from Resource/100 to Resource/75
Garrisoned unit panels in the territory inspector are much more compact
Recruitable units in the territory inspector will now show their known abilities when viewed
Breakup dialogues with princesses will no longer prevent the game from finishing that turn on the overmap
Added the Armies list screen, which gives an overview on all player controlled armies and their relevent information
When losing a siege battle, and fading to the game over screen, there will now be an active camera; music will continue to play and there should be no warning displayed
Unit tooltips in the territory inspector, territories list, and armies list have been expanded and display additional information now
Added resource tooltips to the top resource bar on the overmap
Some special resources will now provide kingdom bonuses; Slaves provide +3% structure building speed, Gems +1 territory happiness, and Artifacts +1 turnly knowledge
Reworked how kingdom/faction/race information is stored in the game- old stockpiled resources will be lost but future diplomacy will work more efficiently
Swapped the positions of the special resources Slaves and Animals on the overmap top bar
Added two new dialogue functions for messing around with kingdoms/factions
There are several new help popups on the overmap once you control a territory to help explain how kingdom management works
0.527
Added Power/Fortitude/Awareness/Dexterity/Awareness parameters to the Char conditional
The special {location}/{place} function has been completed and works now
Huge overhaul to dialogue options- conditions can now be appended to the end of them, to be checked, and if not all of them are passed then the dialogue option will be grayed out. This can be combined with conditionals in FRONT of the same dialogue option to hide it entirely if those first conditionals are not all passed. Makes wonky, custom <dialogue option|goto> functions with extra parameters obsolete. Additionally, this allows us to regain all the dialogue option functionality from the GMS version. Also optimized the parser to run very slightly faster than before even with all the new functionality. Going to be very helpful going forward.
Fixed a broken dialogue goto in Kobold Princess' dialogue (what can you tell me about this place) while in Glacier Keep
Added another Scum class-based dialogue option to part of the Ratfriend quest to avoid dialogue softlocking
All old dialogue options with conditionals have been updated into the new format; more dialogue options will appear now but grayed out and unclickable when their conditions are not satisfied
Dialogue can now have backgrounds behind emotes fade in and out when appropriate
Forge Knight once again has an emote during his dialogue outside of Old Kingston
You can now modify the disposition of characters who have yet to join the party; the disposition modifier will be saved and then applied retroactively once they are added to the available characters
Added a dialogue function to set the color of background images
The QTE combo widget will no longer block some ui buttons, such as the talent category buttons in charater inspect
When a new character is instantiated and added to the party they will now correctly begin with any abilities that their parent object has
When a new character is added to the party, and has base spells or abilities, the BBOS will be updated with those if their entries have not already been unlocked
Characters can now refuse to enter ANY dungeon (even text ones) if they have some pressing task they would rather see to
Talking SFX will now play during 'refuse to enter dungeon' conversations
Fixed the Disposition tooltip in charater inspect displaying an incorrect Disposition amount for non-princess characters
Magic Merchant is back for all your non-Old-Kingston magic needs!
Fixed an issue with the Gift Merchant and Grumpy Salesmaiden dialogues that would eventually cause issues after exiting their dialogue
Rich text tags like [ b ] and [ i ] should now be instantly moved past during the dialogue animation, preventing the text from looking janky while it's only partially displayed
Behavior for Enchanted Tower's Shadow Knight has been readded and spiffed up some
Encounters can now modify or set a particular flag on victory
Ale Knight and Wine Knight now leave the starting tavern after the player first departs Old Kingston
Consumables will now correctly heal the player completely if their health had a fraction while near maximum health
When battle or similar starts, any existing BBOS entries will no longer have their text hidden but their popup frame remain for the remainder of their animation
Dungeon Doorways can now be set to locked and require a Small Key in order to unlock and bypass them
When overwriting the Bless buff with a Greater Bless buff, displayed character buffs on the mini panels will now refresh correctly
When enemies use a debuff ability on a player character any stat modifications will take place right away
Fixed an issue where Ser wouldn't be set to be fully created and reprompt character creation when loading a save game
May have fixed an issue where occasionally when entering a dungeon the Fisher Kingdom hub would also be spawned and bork the game
Instances of [his/her] in dialogue are now correctly replaced
Some overmap encounters that require the party to be inside a territory will occur right away when stopping, as opposed to requiring another ended overmap turn
Entries in the Quest Tracker no longer overlap hideously
Added narration text to Forge Knight making items from fetish stones
Added a dialogue function to randomize the order of dialogue choices
Line breaks can now be added to dialogue via the # character
Added a new dialogue function for incrimenting enemy BBOS entries
NPC facing dialogue function can now be set to 'ser' instead of left or right
Fixed a minor issue with NPC sprites failing to completely fade in or out
Human Princess' rescue has been added back into the game in a not-quite finished state