Towergirls 0.106
Jun 30, 2016 21:48:27 GMT -8
Post by DukeFluffy on Jun 30, 2016 21:48:27 GMT -8
Kill-me-edition.
Game Download: www.mediafire.com/download/7diougjr3didp1u
Alpha Patcher/Launcher Download: www.mediafire.com/?5farbyam3x5784z
Towergirls 0.106
Major Changes:
A new user interface has been added to dungeons/battles/sieges/overmap. It makes use of radial buttons on the bottom left of the screen, and then context sensitive buttons on the bottom center. The thing scales with window size (at least for overmap and battles) so it should remain mostly legible for everyone. Hotkeys are also more functional than before. It's still being ironed out, expect some weird stuff until then.
Enemy mobs now scale based on the difference of their base level and the player level. At the same (or higher than player) level, they will have no modifiers, but for every 2 levels the player is higher they receive +1 Damage and +5% health. We'll see how this performs once the game is more continuous.
Shops have been added to the game! You may now buy and sell items at them- the inventories reset after four weeks, or four turns. There is currently one merchant in High Forest and one using the Call Courier spell.
Wound Dressing and Sterile Wound Dressing have been added to the game. They are consumables that remove Bleeds and heal for a good amount over time- but taking damage while under the effect will remove them. They are best used outside of fights.
Locked doorways have been added to the game, in dungeons. You can open them by finding a 'Small Key' in the same dungeon and then left clicking the locked doorway twice.
The shiny state-of-the-art* launcher/patcher has been fixed up and enabled.
Fixes:
Pressing 'R' will no longer restart the current room.
Fixed the dialogue chain when answering Wine Knight about future plans.
Fixed some borked SP/MP stuff with the new siege variables.
Grabbing a character's ability, in the character screen on the overmap, can no longer lock up the main buttons.
Kobold Councilor's firepit now correctly heals the entire party.
Fixed a crash when leaving the 'dungeon completed' screen with unrevealed victory items.
Quest description text is now saved as flags, rather than actual text. This means that (future) late-game save files will be a lot smaller and the quest text can be changed after the fact.
The game now checks for the current version at my new website.
Fixed a bug where the 'player is travelling on overmap' bool was not being loaded correctly.
Base character Accuracy has been increased by 20%. (70% -> 90%).
Most hotkeys no longer work while the debug console is open.
The 'Sword, Shield, Mail, Hardtack, Camp' added no longer appear whenever loading a game.
Options for recovering a save game in the main menu now appear correctly on screen.
Output text in the lower right is now saved and remembered.
Kobold Shamans have decided to get in on the 'physically kind of correct light shading' and 'warpaint' things.
Wizard Destruction spells now have talent-trees and prerequisites.
There can now be more than 40 rooms within a single floor of a dungeon.
Thrown items now have animations in battle.
Firestrike has been given an animation in battle.
You now choose your origin during the introduction scene in the tavern.
Dialogue options are no longer darker than they should be.
Two new weapons have been added to the game, courtesy of Collin.
Lurking and Opportunism have been switched in the Knavery skill tree.
Characters are now correctly listed within the overmap characters screen.
Charismatic and Silver Tongue now work as intended.
You now level up during the tutorial, whether or not it is skipped.
Game Download: www.mediafire.com/download/7diougjr3didp1u
Alpha Patcher/Launcher Download: www.mediafire.com/?5farbyam3x5784z
Towergirls 0.106
Major Changes:
A new user interface has been added to dungeons/battles/sieges/overmap. It makes use of radial buttons on the bottom left of the screen, and then context sensitive buttons on the bottom center. The thing scales with window size (at least for overmap and battles) so it should remain mostly legible for everyone. Hotkeys are also more functional than before. It's still being ironed out, expect some weird stuff until then.
Enemy mobs now scale based on the difference of their base level and the player level. At the same (or higher than player) level, they will have no modifiers, but for every 2 levels the player is higher they receive +1 Damage and +5% health. We'll see how this performs once the game is more continuous.
Shops have been added to the game! You may now buy and sell items at them- the inventories reset after four weeks, or four turns. There is currently one merchant in High Forest and one using the Call Courier spell.
Wound Dressing and Sterile Wound Dressing have been added to the game. They are consumables that remove Bleeds and heal for a good amount over time- but taking damage while under the effect will remove them. They are best used outside of fights.
Locked doorways have been added to the game, in dungeons. You can open them by finding a 'Small Key' in the same dungeon and then left clicking the locked doorway twice.
The shiny state-of-the-art* launcher/patcher has been fixed up and enabled.
Fixes:
Pressing 'R' will no longer restart the current room.
Fixed the dialogue chain when answering Wine Knight about future plans.
Fixed some borked SP/MP stuff with the new siege variables.
Grabbing a character's ability, in the character screen on the overmap, can no longer lock up the main buttons.
Kobold Councilor's firepit now correctly heals the entire party.
Fixed a crash when leaving the 'dungeon completed' screen with unrevealed victory items.
Quest description text is now saved as flags, rather than actual text. This means that (future) late-game save files will be a lot smaller and the quest text can be changed after the fact.
The game now checks for the current version at my new website.
Fixed a bug where the 'player is travelling on overmap' bool was not being loaded correctly.
Base character Accuracy has been increased by 20%. (70% -> 90%).
Most hotkeys no longer work while the debug console is open.
The 'Sword, Shield, Mail, Hardtack, Camp' added no longer appear whenever loading a game.
Options for recovering a save game in the main menu now appear correctly on screen.
Output text in the lower right is now saved and remembered.
Kobold Shamans have decided to get in on the 'physically kind of correct light shading' and 'warpaint' things.
Wizard Destruction spells now have talent-trees and prerequisites.
There can now be more than 40 rooms within a single floor of a dungeon.
Thrown items now have animations in battle.
Firestrike has been given an animation in battle.
You now choose your origin during the introduction scene in the tavern.
Dialogue options are no longer darker than they should be.
Two new weapons have been added to the game, courtesy of Collin.
Lurking and Opportunism have been switched in the Knavery skill tree.
Characters are now correctly listed within the overmap characters screen.
Charismatic and Silver Tongue now work as intended.
You now level up during the tutorial, whether or not it is skipped.