Towergirls Unity 0.511 (Patreon)
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I cannot express how happy I am that we changed development to Unity instead of sticking with Game Maker.
Many of us on the dev team have been in kind of a rut recently, though I'm mostly out of that now. While I've been waiting on art assets and people to parse dialogue I decided to chip away at the kingdom engines for the game- resource income, building upgrades in territories, and recruiting units. Imagine my delight when those only took a day, each, to almost fully re-add and integrate into the game. Thanks to object-oriented programming, and the Unity engine, what would have taking me weeks (or months) has been done in considerably less time, with hopefully no bugs.
This version of Towergirls marks the release of the test-game mode, which allows the player to start a new game in control of High Forest. Once reaching the overmap several armies will be spawned for the Band of the Moon, High Forest secondary territories, and Canopy Cave. Territories can't be captured quite yet, but I'm hoping to have all the kingdom stuff (and the remainder of Kobold's loyalty and romancing quests) added in the next few weeks. As you might assume, the tutorial can also now be skipped when starting a new normal game.
In addition to the new kingdom stuff, I've fixed a heap of bugs and errors having to do with the tutorial hub dialogue and starter quests inside the hub. Everything in there should now have working dialogue with no dead ends or softlocks. Enjoy.
Cheats have been changed for December, also. Here are the patch notes-
0.511
Glacier Keep has a decorated battle background
Kingdom resources are now tracked, saved, and loaded
The game tracks whether or not a particular Kingdom's AI is enabled or not
Army movement is working again
Territories may construct upgrades once again
Basic territory upgrades are functional
Territory names are now part of the UI and do not scale as a result
Territory upgrades may be razed to return some of their building costs
Territories show their current construction progress bar and defense rating on the overmap near their name
The inventory panel displays how much personal gold and silver the player has, even on the overmap
Available unit types can now be seen by pressing the garrison panel in the territory inspect window
All units (sans their abilities) have been added for High Forest
Units may be queued up for recruitment in territories and run on their own independent timer from building construction
Recruited units may be disbanded from armies and removed
Armies and their units are saved and loaded
Multiple armies of the same faction may no longer be garrisoned into a single territory
Territory happiness is functional and impacts building and recruitment speed
The party is now always selected on the overmap until the player has a territory or army units
You can now search for 'party' or 'ser' on the overmap to pan to the party
The party and armies may now be told to travel to arbitrary points on the overmap
Armies may now be told to travel after an enemy army on the overmap
Fixed some broken dialogue bits in the Ratfolk quest
Fixed the 'add silver' dialogue function
Dwarf Villager now has post-Ratfolk quest dialogue and vanishes when appropriate
A new 'suspense' theme has been added for when the Siege Alert sound ends
All units (sans their abilities) have been added for the Band of the Moon. Cavaly siege units still need more work.
Some help tooltips with overflowing or partially displayed text have been fixed
Fixed some wonkiness when speaking to the alleyway Fisher Guard while drunk
Fixed an error in the Huntswoman dialogue when Ser returns sober
Certain dialogue options in the Ratfolk quest now only require Charismatic instead of Silver Tongue
Fixed an issue that prevented quests from being marked as failed
The non-working ghost save file should no longer appear
Added a new option in the Main Menu for starting a new game in test mode, for testing kingdom management.
A new parser function has been added for loading and playing basic cutscenes
The tutorial at the start of the game may now be skipped and does not end in an instant game over
The BBOS quests can no longer be opened at the top right quests tracker until the Big Book of Stuff is acquired
Territory siege battles can now result in damaged upgrades and loss of territory fortification levels
There is now post-siege information
Units now retain their health amount at the end of a siege
Tax Knight no longer faces the wrong direction in the hub
Removed a debug feature that would inadvertently spawn a bugged save game entry in the list of save games when pressing 'Q'