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I've been grinding away far more hours each day than I typically do, which means yet another patch!  The game is suitably stable right now, and I've been working hard on adding back in some of the old patron content and important missing features.  One of these missing features, that I've been waiting way too long on, is adding back in a little news feed at the main menu.  When the game is launched and out of date it will alert you to go and download the latest version.

This patch does have some new dialogue and parser functions, and the two doctor knight encounters might not be working flawlessly, but I'll be continuing to fix bugs and issues moving forward.  Pretty soon we'll be able to add back in the other princesses, too, which should be fun.  I have some fun ideas on how to spice up Enchanted Tower this time around.

Gotta get back to grinding at bugs.

Edit (7/24): In the name of not flooding everyone's emails with updates I'm appending a 0.513 patch to this post.  Also the enable cheatcodes cheat has been changed.


0.522

Towergirls: the Game once again checks a certain website for the latest version numbers and alerts the player if it's out of date

Towergirls: the Game also once again displays a little news feed in the main menu that I'm looking forward to abusing and messing with

Added a battle background for an encounter in a certain area in Fisher Farms

After leaving the wooden bridge in Everharsh Glacier the footstep sound effects should no longer be stuck on the wood type

When dialogue is occurring, item and quest popup alerts are now shifted to avoid overlapping the dialogue window

After exiting from battle extraneous parts on the ser animator are no longer left activated

Knaves now correctly start with 50 silver, failures with -2 gold, and the others 10 silver

Fixed an issue wherein the character creation parameters would not be applied to ser and instead use all the default settings

Added a cheat to lose the game and go to the defeat screen :D

Hitting continue on the game over screen, while in a yet-to-be saved game, will now return to the main menu instead of soft locking the game

Added a new weapon, the humble Club, which is given to new Sers with the failure class

The Snow Golem's Snow Boulder ability once again has an animation

The item-add parser function can now an amount of gold or silver equal to a temporary variable

Parser conditionals and functions for characters can now check for (or set) hp% and mp%

The first Doctor Knight encounter has been added back into the game

Encounters can now be set to 'duel', wherein only Ser gets to participate.  How fun!

Fixed a bug wherein finishing an overmap encounter, with summoned allies, would grant experience and loot multiple times

Added a dialogue function for cleansing hostile buffs off a character

Added a dialogue function for removing all non-super-persistent buffs from a character

Enemies that randomly use abilities will no longer choose a cleansing one if they have no debuffs to cleanse

Enemies that randomly use abilities will no longer cast a buffing ability when they already have that buff

Abilities that cleanse debuffs work once again

When ending the turn on the overmap, summoned creature char panels at the bottom will now vanish along with their critters

When entering a battle that is a duel, the non-ser character panels are now hidden and unhidden after the battle is concluded

Added BBOS information for Bleu Knight

Added a new dialogue function for making a temporary party list

Added new dialogue functions for adding/removing party members to the temporary party

Dialogue options can now refer to the names of party members in particular slots

The 'char has certain perk' conditional can now also work for non-passive talents that grant abilities or spells

The second Doctor Knight encounter has been added back into the game

Fixed a typo in the 'seraction' dialogue function that made the occasional opposite reaction to a trait add princess disposition instead of reducing it, what a mouthful

Reduced the chance for the injured roadside dude encounter to occur

Fixed an error with the 'check if a character has spoken yet in this conversation' dialogue conditional

Fixed an issue with the 'else' conditional, where it would never fire if later returning to the same dialogue node in the same conversation

When viewing a character via their little character frame, non-ser characters will no longer temporary deactivate the ser's avatar


0.523

Added a cheat to give Ser huge heaps of gold and silver

Fixed a bug that made Overmap encounters improperly check for flag's statuses and made some occur prematurely

Removed a debug 'goto' early in the second Doctor Knight conversation which skipped a lot of the dialogue

Offhand items are no longer denoted as being flexible or rigid in their item tooltip

Losing a battle during an overmap encounter should no longer softlock the game

The Magic Gift overmap encounter has been added back into the game

Tempvars can now be created in dialogue already set to a random float value

Overmap encounters can now have less than a 1% chance to occur, badly needed

Naturally this then means that the Wounded Person overmap encounter occurs one tenth as frequently

Overmap encounters that don't go into any temporary dungeons now fade to black correctly as needed

The Mimic Fan overmap encounter has been added back into the game

Overmap encounters that lead to a battle will now correctly change the music to the battle music

Doctor Knight no longer leaves Ser beat to crap in their second encounter when the player is victorous

Summoned allies and enemies will once again have a Shield graphic over their battle sprite when defending

Shop item changes are now loaded from save games correctly; shops with recent transactions can be opened once again

When leveling, talent choices can once again be deselected and spent elsewhere before locking in the choice(s)

Fixed a UI issue that prevented the Summon Armor spell from being selectable

Fixed the 'goto dungeon' cheat not working

When returning from battle, or entering a dungeon, the little passive light on ser will now once again be reactivated

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