Towergirls Unity 0.529
Dec 30, 2020 17:52:45 GMT -8
Post by DukeFluffy on Dec 30, 2020 17:52:45 GMT -8
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There is a new cheatcode, 'test_siege', which anyone can use to test the siege battle system out.
0.529
Kingdoms now begin the game with armies garrisoned in their territories; will retroactively spawn for save games
Barracks now grant territories +1 Fortified
Territories now gain one level of free Fortified for every 3 population
Subquests can now have a 'maximum parent stage' before they are counted as being completed
Subquests that have already been completed will now be removed from the Quest tracker right away or when loading the game
When one of your territories with Fortification is attacked you can now choose to fight right away or delay the battle; delaying reduces Food (or Wyrd for some races) based on the size of the territory each turn, and each turn there is a chance for one of the Fortification-providing buildings to be destroyed. The chance is based on relative army sizes.
Fixed a display bug where when Food income was negative it would display those values on the Wealth/Gold top bar resource spot instead and freeze the Food one
When an owned army moves into a territory, which already has a garrisoned army, the new arrival will sit slightly outside of the territory icon
When a garrisoned army leaves a territory, the next nearest army owned by the same faction will be moved into the territory icon and become the garrisoned army
More than two armies can now participate in a siege battle if they are close enough to the respective territory or army and not moving
Doubled or slightly increased the build time of all siege units; light infantry is about 1 turn now, archers 1.5, heavy infantry 2, spearmen 2, casters 2, cavalry 3, monsters or super heavy cavalry 4
Overmap armies now keep track of which territory they were most recently garrisoned into
Added some flavor text for some siege units
There's a new panel for when an army is selected on the overmap; displays information on that particular army and the individual units can be highlighted for more info (or deleted)
Player armies garrisoned into a territory will now have a larger, easier to click on button to select them
All armies garrisoned into a territory, even non-player ones, have improved click hitboxes and should actually be clickable now as a result
Added several Field/Peasant siege units and Red Dragon Emberpriests
'Generic' siege units now work as intended, and mean we need a lot less soldier prefab objects as a result
Damage modifying buffs now also apply to ranged attacks in sieges
Melee resist will show up in siege buff tooltips once again; had commented that off after the battle damage rework which split melee damage in battles into three different damage types
Siege army automatic unit placement at the start has been modified slightly to account for buffing units
Enemy siege armies, if they feel that they should attack at the start of the siege, will first wait to be buffed if they have buffing units present on their side
When box selecting multiple siege units the unit information pane will now successfully update all the information; formerly left a placeholder avatar and ability button
When an allied army moves into a territory, that already contains one, it should now actually stop slightly outside of the territory sprite and end the movement there
Selected army units now denote if they are actively being recruited in the Armies/Territories screens and Selected Army panel
Unit recruitment has been fixed; units no longer recruit all at the same time, instead they use up territory 'build time' in order of their recruiting until all are done
Structures can no longer be built while the respective territory is recruiting units
If a particular unit type has their build time changed, already existing units of that type on the overmap will no longer count as being 'partially recruited' and instead have their parameters fixed
Partially recruited units can no longer participate in siege battles
Ser will now retain their relative percent of Health and Mana when entering or leaving a siege; being injured or lacking mana will carry over into the other game mode
Units will now correctly retain their Health, and a modified amount of Morale based on performance, after participating in a siege battle
Army units will now recover health and morale over time if within a non-besieged territory owned by the same faction
Territory fortification/defense will now boost the Resistances of units when they defend that territory
Percentage-based siege buffs and unit resistances should now display more accurate numbers in their respective tooltips
If certain conditions are met then all working kingdoms on the overmap will enable their kingdom management AI and spawn defensive armies
You can now exit from targeting with an ability in sieges by bashing the Escape key
Fixed a bug where ranged siege units could sometimes fail to track the averaged center point of their soldiers
Added the Golem Artificier siege abilities, and enemy can use the Artificier buff spell during the deployment phase to buff other Golem units
When failing to defend a territory against an enemy army the defending army will be lost entirely and the winner gets to Raze or Capture the territory in question
Razing a territory will now destroy all Structures/Upgrades, grant the winner 25% of the Gold value of those structures, and steal stockpiled Gold/Food/Magic from the owner. The stolen resources are equal to the proportion of the territory's population to the total owner's population divided by two (I.e. if the territory has 25% of the total population of that kingdom then the attacker gets to steal 12.5% of their total Gold/Food/Magic).
Destroyed Structures now have their icons colored red, have a modified tooltip description, and provide no bonus effects or resources (as was intended)
Intercepting moving enemy armies with an army is now working; on a successful siege battle the enemy army is forced to cancel their movement and path a retreat back to their own territory
If a retreating army is chased down by another army, attacked, and then defeated it will be entirely wiped out and deleted
Retreating armies now move 25% slower
Heavy Infantry units have had their unit sizes increased, typically from 12 soldiers to 16; cost more as a result but are appreciably more powerful
You can no longer activate and use siege abilities of enemy units
When multiple units are selected and some or all of them have enemy targets, a move order on empty ground will now correctly work and cancel their current attack order
Fixed an oversight that halved the effective amount of Fortified on a territory
Saving during the end of the turn (most likely when it's paused to let the player handle siege battles) now saves and loads correctly
Territories will now regenerate levels of Defense over time provided they are not razed or besieged- five turns equals one level of recovered Defense
Computer territories will now remove destroyed upgrades/structures when they're not razed or besieged
Enemy siege units that cost special resources will now correctly occupy those special resources from their kingdom
Trading with enemy kingdoms is now mostly working
You can now hold down Space or Enter to end the turn on the overmap; no longer need to keep pressing it over and over
Trade Agreements now work as intended; grants a bonus to Wealth equal to half of the target's owned territories and +1* to a special** resource based on the target's own special resources. Each territory owned by the player grants one trade route and you can have up to a maximum of five.
Demands are now working and have diplomatic repercussions
Entering war with another kingdom will engage war with any of their Defensive Pact allies or Alliance allies
Active trade agreements are now displayed in the Player's Kingdom overview screen during diplomacy
Enemy kingdoms, who are at war, will now stockpile resources, form a deathball army once they hit a big enough resource threshold, and send it after the enemy
Siege battles can now be won or lost if all units on one side are retreating for an uninterrupted four seconds
Trade deals can now be canceled early; will incur a -20 Disposition penalty with the respective kingdom and decrease the chance for ANY kingdom to accept a trade deal with the player's kingdom
The Roasted P'orc has been added back into the game, sans a little bit of clutter
The first little bit of Field Princess' quest, the introduction part in Endless Fields, has been added back into the game. The rest of it is soon to come.
A new shapeshifter NPC has been added to the Roasted P'orc, courtesy of a patron
The dialogue speaker panel/avatar will now be scaled based on resolution size; small screens should no longer have that cover up some of the dialogue text
Boar Knight's choose-to-speak-with dialogue has been parsed and readded. Hopefully won't have too many errors.
There is a new cheatcode, 'test_siege', which anyone can use to test the siege battle system out.
0.529
Kingdoms now begin the game with armies garrisoned in their territories; will retroactively spawn for save games
Barracks now grant territories +1 Fortified
Territories now gain one level of free Fortified for every 3 population
Subquests can now have a 'maximum parent stage' before they are counted as being completed
Subquests that have already been completed will now be removed from the Quest tracker right away or when loading the game
When one of your territories with Fortification is attacked you can now choose to fight right away or delay the battle; delaying reduces Food (or Wyrd for some races) based on the size of the territory each turn, and each turn there is a chance for one of the Fortification-providing buildings to be destroyed. The chance is based on relative army sizes.
Fixed a display bug where when Food income was negative it would display those values on the Wealth/Gold top bar resource spot instead and freeze the Food one
When an owned army moves into a territory, which already has a garrisoned army, the new arrival will sit slightly outside of the territory icon
When a garrisoned army leaves a territory, the next nearest army owned by the same faction will be moved into the territory icon and become the garrisoned army
More than two armies can now participate in a siege battle if they are close enough to the respective territory or army and not moving
Doubled or slightly increased the build time of all siege units; light infantry is about 1 turn now, archers 1.5, heavy infantry 2, spearmen 2, casters 2, cavalry 3, monsters or super heavy cavalry 4
Overmap armies now keep track of which territory they were most recently garrisoned into
Added some flavor text for some siege units
There's a new panel for when an army is selected on the overmap; displays information on that particular army and the individual units can be highlighted for more info (or deleted)
Player armies garrisoned into a territory will now have a larger, easier to click on button to select them
All armies garrisoned into a territory, even non-player ones, have improved click hitboxes and should actually be clickable now as a result
Added several Field/Peasant siege units and Red Dragon Emberpriests
'Generic' siege units now work as intended, and mean we need a lot less soldier prefab objects as a result
Damage modifying buffs now also apply to ranged attacks in sieges
Melee resist will show up in siege buff tooltips once again; had commented that off after the battle damage rework which split melee damage in battles into three different damage types
Siege army automatic unit placement at the start has been modified slightly to account for buffing units
Enemy siege armies, if they feel that they should attack at the start of the siege, will first wait to be buffed if they have buffing units present on their side
When box selecting multiple siege units the unit information pane will now successfully update all the information; formerly left a placeholder avatar and ability button
When an allied army moves into a territory, that already contains one, it should now actually stop slightly outside of the territory sprite and end the movement there
Selected army units now denote if they are actively being recruited in the Armies/Territories screens and Selected Army panel
Unit recruitment has been fixed; units no longer recruit all at the same time, instead they use up territory 'build time' in order of their recruiting until all are done
Structures can no longer be built while the respective territory is recruiting units
If a particular unit type has their build time changed, already existing units of that type on the overmap will no longer count as being 'partially recruited' and instead have their parameters fixed
Partially recruited units can no longer participate in siege battles
Ser will now retain their relative percent of Health and Mana when entering or leaving a siege; being injured or lacking mana will carry over into the other game mode
Units will now correctly retain their Health, and a modified amount of Morale based on performance, after participating in a siege battle
Army units will now recover health and morale over time if within a non-besieged territory owned by the same faction
Territory fortification/defense will now boost the Resistances of units when they defend that territory
Percentage-based siege buffs and unit resistances should now display more accurate numbers in their respective tooltips
If certain conditions are met then all working kingdoms on the overmap will enable their kingdom management AI and spawn defensive armies
You can now exit from targeting with an ability in sieges by bashing the Escape key
Fixed a bug where ranged siege units could sometimes fail to track the averaged center point of their soldiers
Added the Golem Artificier siege abilities, and enemy can use the Artificier buff spell during the deployment phase to buff other Golem units
When failing to defend a territory against an enemy army the defending army will be lost entirely and the winner gets to Raze or Capture the territory in question
Razing a territory will now destroy all Structures/Upgrades, grant the winner 25% of the Gold value of those structures, and steal stockpiled Gold/Food/Magic from the owner. The stolen resources are equal to the proportion of the territory's population to the total owner's population divided by two (I.e. if the territory has 25% of the total population of that kingdom then the attacker gets to steal 12.5% of their total Gold/Food/Magic).
Destroyed Structures now have their icons colored red, have a modified tooltip description, and provide no bonus effects or resources (as was intended)
Intercepting moving enemy armies with an army is now working; on a successful siege battle the enemy army is forced to cancel their movement and path a retreat back to their own territory
If a retreating army is chased down by another army, attacked, and then defeated it will be entirely wiped out and deleted
Retreating armies now move 25% slower
Heavy Infantry units have had their unit sizes increased, typically from 12 soldiers to 16; cost more as a result but are appreciably more powerful
You can no longer activate and use siege abilities of enemy units
When multiple units are selected and some or all of them have enemy targets, a move order on empty ground will now correctly work and cancel their current attack order
Fixed an oversight that halved the effective amount of Fortified on a territory
Saving during the end of the turn (most likely when it's paused to let the player handle siege battles) now saves and loads correctly
Territories will now regenerate levels of Defense over time provided they are not razed or besieged- five turns equals one level of recovered Defense
Computer territories will now remove destroyed upgrades/structures when they're not razed or besieged
Enemy siege units that cost special resources will now correctly occupy those special resources from their kingdom
Trading with enemy kingdoms is now mostly working
You can now hold down Space or Enter to end the turn on the overmap; no longer need to keep pressing it over and over
Trade Agreements now work as intended; grants a bonus to Wealth equal to half of the target's owned territories and +1* to a special** resource based on the target's own special resources. Each territory owned by the player grants one trade route and you can have up to a maximum of five.
Demands are now working and have diplomatic repercussions
Entering war with another kingdom will engage war with any of their Defensive Pact allies or Alliance allies
Active trade agreements are now displayed in the Player's Kingdom overview screen during diplomacy
Enemy kingdoms, who are at war, will now stockpile resources, form a deathball army once they hit a big enough resource threshold, and send it after the enemy
Siege battles can now be won or lost if all units on one side are retreating for an uninterrupted four seconds
Trade deals can now be canceled early; will incur a -20 Disposition penalty with the respective kingdom and decrease the chance for ANY kingdom to accept a trade deal with the player's kingdom
The Roasted P'orc has been added back into the game, sans a little bit of clutter
The first little bit of Field Princess' quest, the introduction part in Endless Fields, has been added back into the game. The rest of it is soon to come.
A new shapeshifter NPC has been added to the Roasted P'orc, courtesy of a patron
The dialogue speaker panel/avatar will now be scaled based on resolution size; small screens should no longer have that cover up some of the dialogue text
Boar Knight's choose-to-speak-with dialogue has been parsed and readded. Hopefully won't have too many errors.