Towergirls Unity 0.532 - 0.534
May 24, 2021 20:49:08 GMT -8
Post by DukeFluffy on May 24, 2021 20:49:08 GMT -8
Not dead yet. Download 0.534 here.
0.534
Red Dragon Wyrm Riders no longer have 85% Magic Resist- set to 15% instead, as was intended
All Long Hive siege units except their Monster unit have been added
Fixed the 'out of date' version detector incorrectly firing when comparing version numers with and without fractional versions
Red Dragon Wyrm Riders are once again marked as cavalry. Tags are now stored differently in soldier prefabs, missed that bool.
If the selected unit uses an ability with a cooldown, that cooldown timer will appear over the relevant ability right away without needing to reselect that unit
The AoE reticle will now properly disappear in siege battles after targeting with an AoE ability
The overmap's Underground Toggle button will now hide and unhide territories as appropriate
Armies and the party will once again be hidden and unhidden as appropriate when viewing the underground layer on the overmap
Recruiting units and constructing buildings once again subtracts resources as intended; new kingdom behind-the-scenes stuff mucked it up
When an army is wiped out under abnormal circumstances the owning kingdom's income should refresh
Unit upkeep costs are now displayed when selecting a unit type to recruit in a territory
After recruiting a unit, if the new resource stockpiles aren't sufficient to recruit the selected unit type, any lacking resources will be reflected and the button turned uninteractable
Recruited units, when highlighted, will now display an accurate amount of upkeep
Unit recruitment costs, in the selected unit type in the recruitment panel, will now be colored red when the player lacks the respective resource
The territory 'Santuary De Antepasados' has been renamed to 'Santuary Antepasados'
Statuary Seacoast and the Forgotten Gardens now display the correct total population when viewed
High Forest's Clerics unit now has their Divine Grace ability
Golem Munifex have been buffed- now have +2 Power, +4 Endurance, and their Overdrive grants an additional 8% damage
Ser Knight will no longer gain experience via custom test sieges
(WIP) All Orc siege units have been added
Siege attack sound effects and coin gain/loss sound effects should now take into account volume settings
The list of recruitable unit types, in the recruitment screen, will now have their individual resource costs displayed in red if the player doesn't have enough of a resource
Fixed an issue where the Dwarven Diviner letter could be queued up to be delivered before the player controls their first territory
The army titles during sieges will now actually reflect the owner of the enemy army
Hatchery Maiden's Purge ability should now cleanse ALL buffs and debuffs from the target unit
Insect units that use Buzz Buzz should now correctly clear any soldiers-dueling-with-enemy-soldiers states as the ability goes off
Unit Agility buffs will now increase or decrease their Attack and Reload rates
Siege Projectile Spells should now have their damage reduced proportionally to their number of missing soldiers, as was intended
Fixed an issue where terms in Diplomacy that have their value cleared entirely would cause errors
Armies can no longer move to or attack a territory with no assigned kingdom
When viewing the underground layer, and then opening and then closing the territory search field, territory names will be restored when returning to the above-ground view
May have fixed an issue with some doorways constantly spitting Ser back and forth between rooms, effectively locking the player to one particular room
Fixed inconsistent capitalization in unit very short descriptions/tooltips
Diplomacy will no longer be possible with kingdoms that have not been activated yet (they are typically activated once the player recruits a unit or stockpiles enough resources)
Incomplete or destroyed structures will no longer grant construction or recruitment speed to territories
Storehouses and similar structures that amplify resource production by a percentage now round this bonus up
Instances of 'Wyrd' in structure descriptions have been replaced with 'Magic'
WIP structures can no longer be razed in the territory screen
Fixed all instances of the game using the old kingdom list instead of the new kingdom management system; resource tooltips, unit upkeeps after deleting a unit, and similar should now be accurate
Actually fixed the doorway issue lol
0.533.1
Units and buildings can definitely be queued or constructed in territories now
Generic skeleton units are now denoted as being Undead, as was intended
The Skeleton Mages unit now uses the correct sprite for their soldiers; was using their avatar instead
The ability tooltip for Banshee's Death Scream ability has been updated
Highlighting a valid unit in sieges for an ability will no longer constantly play a clicking sound
Siege abilities that require an Undead target should now correctly require Undead targets
Added a simple particle effect to the Necromancer unit's Dark Ritual ability
0.533
Recruitable units in the territory recruit screen now longer have the 'remove unit' button imposed over them
Army units can be recruited once again in territories
Buildings can be constructed again in territories
A territory that finishes recruiting units will no longer output a 'unit finished' message every turn thereafter
A siege battle in an enemy territory will not grant the player army a fortified bonus if the garrisoned army decides to go on the offense
Enemy mage units in sieges will now make use of damaging abilities and prioritize using them on more expensive targets
Fixed an issue where a player army wouldn't retreat from an enemy territory after being defeated and be entirely destroyed in the process
Surge is now correctly marked as a Spell instead of an Ability
Transactions with the Filthy Bastard will now correctly subtract or add from all of the player's booze as appropriate
Dungeon maps with no data will no longer display 'Glacier Keep' as a placeholder
Fixed the territory inspector, top level diplomacy screen, and trading screens appearing garbled on low resolutions
The character tabs in the inventory will no longer lose their labels on low resolutions
Nimbus' buff now definitely uses the correct icon
Item tooltips for finesse-based weapons will now correctly display 'Finesse' instead of 'Dexterity'
When issuing movement orders to multiple units, and targeting the ground, they will now all move at the pace of the slowest selected unit
Restored the 'remove unit' button from added siege units in the siege testing screen
The Kobold Craftsman now correctly carries some +1 quality Spears, instead of two identical stacks of +0
Added in Forgotten Garden siege units for the hell of it
Units in a selected army on the overmap can be highlighted once again to view their information and stats
The 'Spooky' unit passive has been added; deals constant morale damage to engaged, enemy units that aren't Undead
High Forest's Queen's Men unit have had their squad size increased from 12 to 16; forget to also boost their unit sizes with that recent Spearmen/Heavy Infantry buff
Added in Frozen Church siege units for the hell of it
Siege abilities can now be channeled
Siege units can now have a color assigned to modify the color of their soldier and avatar sprites
The siege music should always play during siege battles now
When loading to a game and the overmap, if no music would play for whatever reason, it will now play the the generic landscape music or queued up sieges theme
0.532
Fixed a non-working dialogue option in the mirror fight
Fixed an issue with Bandit Tower's initial upward camera not reseting correctly on leaving the area
Two doorways in Bandit Tower no longer lock up ser after using them and now work correctly
Desperate Strength and Guts should now work when choosing a Defend option
Fixed a rare camera issue that would persist after battles if an enemy dies during a QTE attack action from DoT's or other effects
Updated many of the rooms in Glacier Keep- you should now be able to save and load to all of the rooms without any issues
Purchasing or picking up items will once again unlock the respective BBOS entry
Enemy Action Timer bars on their panels should now work in mass battles with more than four enemies
WIP territories that don't have minister artwork yet will now just use a blank sprite for their minister
BBOS item entries will one again be unlocked when acquiring the respective items
You can no longer click to delete units from selected enemy armies on the overmap, oops
Probably fixed an issue where enemies could spot the player, just as they are using a doorway, and softlock the game in the process
Enchanted Tower's miniboss should more reliably spawn, move, and initiate battle with the player
Enchanted Tower's miniboss will no longer rotate wildly and mostly face toward the camera
Fixed an issue that made the 'entering a room' function run multiple times in Enchanted Tower, which could have interesting buggy effects
The Watchful Dism's suicide attack will no longer instantly kill the entire party and instead deal the correct amount of damage
The game can no longer be paused while transitioning from one game state to another, should prevent some possible issues as a result
Fixed Boar Knight's dialogue not working when asking her what she knows about the current place in Endless Fields
Fixed a broken dialogue path in Boar Knight's dialogue that could softlock the game
Once the storage tab in the inventory is unlocked, the tab will no longer become unavailable if certain conditions were met
Bandit Tower is now exitable if the player is near the initial starting position; should prevent this same issue in other dungeons as well
Equipment can no longer be equipped and unequipped in battle
Doctor Knight's Syringe Expulsion should reliably remove a debuff now
Doctor Knight should now only use Syringe Expulson when he has a debuff
If the currently selected character is taken out in battle then they will be skipped and another character switched to, if applicable
Fixed an issue where occasionally one of the player characters would move to an enemy when that enemy performs a self-targeting ability
Defeated encounters, looted items, looted containers, and unlocked doorways should now load correctly under all circumstances
Ale Knight and Wine Knight should now correctly no longer be in the starting tavern after finishing the tutorial
All Kobold Molted enemies now resist Fire Damage 50% and have Resist Cold -50%
Enemy attribute modifications via buffs will now modify their resistances and derrivative stats, as was sort of kind of intended maybe down the line
Entropy Bolt now has Acid Spray as a prerequisite instead of Poison, as was intended
Kobold Knight's short bit of dialogue when advancing through the Kompound is no longer repeatable
The Molted Shaman and Titan Boa fights will now begin immediately following the dialogue
Defeating an encounter and returning to the dungeon from battle should no longer enable disabled quest-releated encounters that shouldn't be visible
Fixed an occasional error caused by finishing one of Smugh's encounters on the overmap
Further upgraded the parser; dialogue options can now function correctly even if they have some replaceable text within the dialogue option (such as Ser's name or money amount)- fixed one of the dialogue options with Smugh appearing as blank as a result, probably fixed some others also
The more concise and dense 'location dialogue' function will now properly play the default/unknown location text before moving to the next dialogue node
The newest slider option in Options is now correctly labelled as 'Battle Speed'
Reworked the BBOS save some; future BBOS files will be more dense and load and save more quickly
The Hauberk/Arming Sword/Mojo Bag/Hardtack/etc. entries will no longer automatically be unlocked on starting the game
Switching from one BBOS category to another will no longer bork the newly displayed BBOS entries
Completed quests should no longer mess things up with tracked quests behind the scenes
Quests listed in the BBOS - Quests category will now correctly be broken up into Main and Secondary quests
Clicking the 'view quests' button at the top right, near the quest tracker, will now take the UI to the relevant Main/Secondary quest category, and automaticly select the first uncompleted and tracked quest
Quests in the quest tracker can now be shifted up in the list by clicking their yellow bullet point
Quests in the quest tracker can now be instantly viewed in the BBOS by clicking on their text
The Goblin Snack and Everharsh Greatclub are now properly denoted as being Blunt, to match other similar weapons
You can no longer pause the game during a QTE event to easily hit the targets
Armets and Bascinets are set to the helmet slot and now work as a result
All non-Round Shield items now have their subtype set to Shield
Cream Puffs, Cleric's Locks, Muffins, Peak Punch, and Jelly logs are now properly denoted as being Food
Leylights now have their small particle effect and cyan light always enabled
Fire Shield now properly grants some Pierce Resist instead of the defunct Ranged Resist
Book/letter/scrawl items can now open up a screen of text when activated, for your reading pleasure
Book/letter/scrawl items can now set quest stages or start new quests when read
If certain conditions are met an overmap encounter can occur wherein Messenger Knight will give the player any queued up mail items. Messenger Knight can alternatively also show up inside of dungeons to deliver the player their mail items.
Added a small quest that must be completed before kingdom research is enabled
Research has been added to kingdom management- technologies are unlocked via the spending of Knowledge, Magic, and Gold. They don't have any effects yet but those, along with more nodes, will be added very shortly.
Added a super secret test level which will probably only be shared with dedicated testers
Readded the debug cheat back into the game. Using it will open a little menu with a number of options. Currently the debug menu can start fights, add items to the inventory, edit quests stages/status, and heal the party. More functionality will be added in the future. Don't yell at me if using this crashes the client or breaks your progress if you save afterward.
Fixed a ton of typos and mispellings in various dialogues, courtesy of Psion.
Bard Knight will now take offense if the only thing the player asks about Human Princess is if she's hot, as was intended and worked back in the GMS version.
Rewrote some of Bard Knight's dialogue wherein he states that Human Princess' mother is dead- she's definitely alive.
Fixed an occasional error caused by loading into the Hub
Fixed some dialogue options in the hub that were using the old dialogue option format
Fixed an issue with the hub skybox being enabled always instead of in specific areas
Maybe fixed an issue with doorways bouncing ser back and forth through them
Kobold Knight's dialogue near the start of the Kompound should definitely not repeat any more
Definitely fixed the constant errors when loading to the central Hub room
Fixed the dialogue option about buying the Cart for 50 silver not working
Fixed two rooms in Glacier Keep being mistakable for other rooms when loading
Doctor Knight's Syringe Expulsion and Grit Those Teeth! should theoretically be working now, maybe
Subquests should now be removed from the quest tracker as they are finished
0.534
Red Dragon Wyrm Riders no longer have 85% Magic Resist- set to 15% instead, as was intended
All Long Hive siege units except their Monster unit have been added
Fixed the 'out of date' version detector incorrectly firing when comparing version numers with and without fractional versions
Red Dragon Wyrm Riders are once again marked as cavalry. Tags are now stored differently in soldier prefabs, missed that bool.
If the selected unit uses an ability with a cooldown, that cooldown timer will appear over the relevant ability right away without needing to reselect that unit
The AoE reticle will now properly disappear in siege battles after targeting with an AoE ability
The overmap's Underground Toggle button will now hide and unhide territories as appropriate
Armies and the party will once again be hidden and unhidden as appropriate when viewing the underground layer on the overmap
Recruiting units and constructing buildings once again subtracts resources as intended; new kingdom behind-the-scenes stuff mucked it up
When an army is wiped out under abnormal circumstances the owning kingdom's income should refresh
Unit upkeep costs are now displayed when selecting a unit type to recruit in a territory
After recruiting a unit, if the new resource stockpiles aren't sufficient to recruit the selected unit type, any lacking resources will be reflected and the button turned uninteractable
Recruited units, when highlighted, will now display an accurate amount of upkeep
Unit recruitment costs, in the selected unit type in the recruitment panel, will now be colored red when the player lacks the respective resource
The territory 'Santuary De Antepasados' has been renamed to 'Santuary Antepasados'
Statuary Seacoast and the Forgotten Gardens now display the correct total population when viewed
High Forest's Clerics unit now has their Divine Grace ability
Golem Munifex have been buffed- now have +2 Power, +4 Endurance, and their Overdrive grants an additional 8% damage
Ser Knight will no longer gain experience via custom test sieges
(WIP) All Orc siege units have been added
Siege attack sound effects and coin gain/loss sound effects should now take into account volume settings
The list of recruitable unit types, in the recruitment screen, will now have their individual resource costs displayed in red if the player doesn't have enough of a resource
Fixed an issue where the Dwarven Diviner letter could be queued up to be delivered before the player controls their first territory
The army titles during sieges will now actually reflect the owner of the enemy army
Hatchery Maiden's Purge ability should now cleanse ALL buffs and debuffs from the target unit
Insect units that use Buzz Buzz should now correctly clear any soldiers-dueling-with-enemy-soldiers states as the ability goes off
Unit Agility buffs will now increase or decrease their Attack and Reload rates
Siege Projectile Spells should now have their damage reduced proportionally to their number of missing soldiers, as was intended
Fixed an issue where terms in Diplomacy that have their value cleared entirely would cause errors
Armies can no longer move to or attack a territory with no assigned kingdom
When viewing the underground layer, and then opening and then closing the territory search field, territory names will be restored when returning to the above-ground view
May have fixed an issue with some doorways constantly spitting Ser back and forth between rooms, effectively locking the player to one particular room
Fixed inconsistent capitalization in unit very short descriptions/tooltips
Diplomacy will no longer be possible with kingdoms that have not been activated yet (they are typically activated once the player recruits a unit or stockpiles enough resources)
Incomplete or destroyed structures will no longer grant construction or recruitment speed to territories
Storehouses and similar structures that amplify resource production by a percentage now round this bonus up
Instances of 'Wyrd' in structure descriptions have been replaced with 'Magic'
WIP structures can no longer be razed in the territory screen
Fixed all instances of the game using the old kingdom list instead of the new kingdom management system; resource tooltips, unit upkeeps after deleting a unit, and similar should now be accurate
Actually fixed the doorway issue lol
0.533.1
Units and buildings can definitely be queued or constructed in territories now
Generic skeleton units are now denoted as being Undead, as was intended
The Skeleton Mages unit now uses the correct sprite for their soldiers; was using their avatar instead
The ability tooltip for Banshee's Death Scream ability has been updated
Highlighting a valid unit in sieges for an ability will no longer constantly play a clicking sound
Siege abilities that require an Undead target should now correctly require Undead targets
Added a simple particle effect to the Necromancer unit's Dark Ritual ability
0.533
Recruitable units in the territory recruit screen now longer have the 'remove unit' button imposed over them
Army units can be recruited once again in territories
Buildings can be constructed again in territories
A territory that finishes recruiting units will no longer output a 'unit finished' message every turn thereafter
A siege battle in an enemy territory will not grant the player army a fortified bonus if the garrisoned army decides to go on the offense
Enemy mage units in sieges will now make use of damaging abilities and prioritize using them on more expensive targets
Fixed an issue where a player army wouldn't retreat from an enemy territory after being defeated and be entirely destroyed in the process
Surge is now correctly marked as a Spell instead of an Ability
Transactions with the Filthy Bastard will now correctly subtract or add from all of the player's booze as appropriate
Dungeon maps with no data will no longer display 'Glacier Keep' as a placeholder
Fixed the territory inspector, top level diplomacy screen, and trading screens appearing garbled on low resolutions
The character tabs in the inventory will no longer lose their labels on low resolutions
Nimbus' buff now definitely uses the correct icon
Item tooltips for finesse-based weapons will now correctly display 'Finesse' instead of 'Dexterity'
When issuing movement orders to multiple units, and targeting the ground, they will now all move at the pace of the slowest selected unit
Restored the 'remove unit' button from added siege units in the siege testing screen
The Kobold Craftsman now correctly carries some +1 quality Spears, instead of two identical stacks of +0
Added in Forgotten Garden siege units for the hell of it
Units in a selected army on the overmap can be highlighted once again to view their information and stats
The 'Spooky' unit passive has been added; deals constant morale damage to engaged, enemy units that aren't Undead
High Forest's Queen's Men unit have had their squad size increased from 12 to 16; forget to also boost their unit sizes with that recent Spearmen/Heavy Infantry buff
Added in Frozen Church siege units for the hell of it
Siege abilities can now be channeled
Siege units can now have a color assigned to modify the color of their soldier and avatar sprites
The siege music should always play during siege battles now
When loading to a game and the overmap, if no music would play for whatever reason, it will now play the the generic landscape music or queued up sieges theme
0.532
Fixed a non-working dialogue option in the mirror fight
Fixed an issue with Bandit Tower's initial upward camera not reseting correctly on leaving the area
Two doorways in Bandit Tower no longer lock up ser after using them and now work correctly
Desperate Strength and Guts should now work when choosing a Defend option
Fixed a rare camera issue that would persist after battles if an enemy dies during a QTE attack action from DoT's or other effects
Updated many of the rooms in Glacier Keep- you should now be able to save and load to all of the rooms without any issues
Purchasing or picking up items will once again unlock the respective BBOS entry
Enemy Action Timer bars on their panels should now work in mass battles with more than four enemies
WIP territories that don't have minister artwork yet will now just use a blank sprite for their minister
BBOS item entries will one again be unlocked when acquiring the respective items
You can no longer click to delete units from selected enemy armies on the overmap, oops
Probably fixed an issue where enemies could spot the player, just as they are using a doorway, and softlock the game in the process
Enchanted Tower's miniboss should more reliably spawn, move, and initiate battle with the player
Enchanted Tower's miniboss will no longer rotate wildly and mostly face toward the camera
Fixed an issue that made the 'entering a room' function run multiple times in Enchanted Tower, which could have interesting buggy effects
The Watchful Dism's suicide attack will no longer instantly kill the entire party and instead deal the correct amount of damage
The game can no longer be paused while transitioning from one game state to another, should prevent some possible issues as a result
Fixed Boar Knight's dialogue not working when asking her what she knows about the current place in Endless Fields
Fixed a broken dialogue path in Boar Knight's dialogue that could softlock the game
Once the storage tab in the inventory is unlocked, the tab will no longer become unavailable if certain conditions were met
Bandit Tower is now exitable if the player is near the initial starting position; should prevent this same issue in other dungeons as well
Equipment can no longer be equipped and unequipped in battle
Doctor Knight's Syringe Expulsion should reliably remove a debuff now
Doctor Knight should now only use Syringe Expulson when he has a debuff
If the currently selected character is taken out in battle then they will be skipped and another character switched to, if applicable
Fixed an issue where occasionally one of the player characters would move to an enemy when that enemy performs a self-targeting ability
Defeated encounters, looted items, looted containers, and unlocked doorways should now load correctly under all circumstances
Ale Knight and Wine Knight should now correctly no longer be in the starting tavern after finishing the tutorial
All Kobold Molted enemies now resist Fire Damage 50% and have Resist Cold -50%
Enemy attribute modifications via buffs will now modify their resistances and derrivative stats, as was sort of kind of intended maybe down the line
Entropy Bolt now has Acid Spray as a prerequisite instead of Poison, as was intended
Kobold Knight's short bit of dialogue when advancing through the Kompound is no longer repeatable
The Molted Shaman and Titan Boa fights will now begin immediately following the dialogue
Defeating an encounter and returning to the dungeon from battle should no longer enable disabled quest-releated encounters that shouldn't be visible
Fixed an occasional error caused by finishing one of Smugh's encounters on the overmap
Further upgraded the parser; dialogue options can now function correctly even if they have some replaceable text within the dialogue option (such as Ser's name or money amount)- fixed one of the dialogue options with Smugh appearing as blank as a result, probably fixed some others also
The more concise and dense 'location dialogue' function will now properly play the default/unknown location text before moving to the next dialogue node
The newest slider option in Options is now correctly labelled as 'Battle Speed'
Reworked the BBOS save some; future BBOS files will be more dense and load and save more quickly
The Hauberk/Arming Sword/Mojo Bag/Hardtack/etc. entries will no longer automatically be unlocked on starting the game
Switching from one BBOS category to another will no longer bork the newly displayed BBOS entries
Completed quests should no longer mess things up with tracked quests behind the scenes
Quests listed in the BBOS - Quests category will now correctly be broken up into Main and Secondary quests
Clicking the 'view quests' button at the top right, near the quest tracker, will now take the UI to the relevant Main/Secondary quest category, and automaticly select the first uncompleted and tracked quest
Quests in the quest tracker can now be shifted up in the list by clicking their yellow bullet point
Quests in the quest tracker can now be instantly viewed in the BBOS by clicking on their text
The Goblin Snack and Everharsh Greatclub are now properly denoted as being Blunt, to match other similar weapons
You can no longer pause the game during a QTE event to easily hit the targets
Armets and Bascinets are set to the helmet slot and now work as a result
All non-Round Shield items now have their subtype set to Shield
Cream Puffs, Cleric's Locks, Muffins, Peak Punch, and Jelly logs are now properly denoted as being Food
Leylights now have their small particle effect and cyan light always enabled
Fire Shield now properly grants some Pierce Resist instead of the defunct Ranged Resist
Book/letter/scrawl items can now open up a screen of text when activated, for your reading pleasure
Book/letter/scrawl items can now set quest stages or start new quests when read
If certain conditions are met an overmap encounter can occur wherein Messenger Knight will give the player any queued up mail items. Messenger Knight can alternatively also show up inside of dungeons to deliver the player their mail items.
Added a small quest that must be completed before kingdom research is enabled
Research has been added to kingdom management- technologies are unlocked via the spending of Knowledge, Magic, and Gold. They don't have any effects yet but those, along with more nodes, will be added very shortly.
Added a super secret test level which will probably only be shared with dedicated testers
Readded the debug cheat back into the game. Using it will open a little menu with a number of options. Currently the debug menu can start fights, add items to the inventory, edit quests stages/status, and heal the party. More functionality will be added in the future. Don't yell at me if using this crashes the client or breaks your progress if you save afterward.
Fixed a ton of typos and mispellings in various dialogues, courtesy of Psion.
Bard Knight will now take offense if the only thing the player asks about Human Princess is if she's hot, as was intended and worked back in the GMS version.
Rewrote some of Bard Knight's dialogue wherein he states that Human Princess' mother is dead- she's definitely alive.
Fixed an occasional error caused by loading into the Hub
Fixed some dialogue options in the hub that were using the old dialogue option format
Fixed an issue with the hub skybox being enabled always instead of in specific areas
Maybe fixed an issue with doorways bouncing ser back and forth through them
Kobold Knight's dialogue near the start of the Kompound should definitely not repeat any more
Definitely fixed the constant errors when loading to the central Hub room
Fixed the dialogue option about buying the Cart for 50 silver not working
Fixed two rooms in Glacier Keep being mistakable for other rooms when loading
Doctor Knight's Syringe Expulsion and Grit Those Teeth! should theoretically be working now, maybe
Subquests should now be removed from the quest tracker as they are finished