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I am still so damn tired of fixing bugs.

But most of them have been fixed.  I've been having people go through the game and test for issues, along with testing Towergirls on roommate's computers, and it seems to finally be back into a mostly stable state.  Because of this, I'm feeling comfortable enough to finally start doing some light advertising.  We've also spiced up combat very slightly with the occasional  realtime event for Ser Knight, wherein you get to spam attacks in rapid succession.  We'll be tuning this more later on and maybe having weapon types have an impact on how it performs and the difficulty.  It can be also be disabled under Options, which will instead grant everyone in the party a flat +1 Damage with attacks.

In addition to fixing some bugs, and that new RTE stuff, we've been working a bit at Human Princess' rescue.  We (mostly Beefpie) have been parsing Human Princess' dialogue into the new format, and I've also been messing around with the dungeon assets for that rescue as well.  We'll have a sneak peek* of how that's going later this month**.

For now, enjoy the Kobold Demo (2, electric boogaloo) patch.  Assuming nothing is broken we'll be returning to the normal delayed release schedule after this.


 Towergirls 0.525 Download Here 

Added a new parser conditional to check the current dungeon floor

Bard Knight's dialogue has been parsed and added to the game

Fixed an issue that caused occasional crashes during an action animation in battle?

Instances of [him/her] in dialogue are now replaced with the correct pronoun

Replaced an instance of 'man' in Kobold Princess' high forest dialogue with [man/woman]

Fixed typo in Kobold Princess' high forest dialogue that could softlock the game when ser has the Wanderer origin

Restored inventory item tooltips for reagents, junk, and important activatable items

Ser's gender is now saved correctly :|

Forge Knight no longer has two separate, superfluous dialogues

Longswords now deal 2D6 + (POW / 4) damage (up from 2D6 + (POW / 4) -1 damage)

In battle, when Ser takes the very first turn the correct avatar is shown near the radial buttons

Firebomb, Plaguebomb, and Flashbomb items can now be used in battles

The long, bloody room in Glacier Keep now has a trap element to the pit in the center of the room

Boss buffs and debuffs can now be highlighted and their descriptions no longer appear off the top edge of the screen

Items can now start a quest on being added to the inventory

The Fetish Acquired quest has been readded to the game

The 'modflag' dialogue function will now create a new flag if one does not exist under that name

The number of items created from boss fetish stones is now tracked for super secret reasons

Untracked quests will now also set all the child subquests to not be tracked either

Quests can no longer appear more than once in the quests tracker

Nerfed the Everharsh Great Club slightly

Forge Knight can once again turn fetish carvings dropped by bosses into items

Arrows and thrown knifes in battle, from ranged attacks, will no longer appear wildly off-position when hitting

Characters can now properly exit the party when unamused at the dungeon when they're in the fourth party slot

Renovated some of the tutorial popups to be more clear and concise

Nerfed Bonehead Swordsman and Bonehead Arbalists

You now begin with 5 Hardtack instead of 3

Added two more tutorial popups to help explain things to new players

When selecting a target for an item, and then battle starts, the interface for using the item should now be closed out of right away

The Scum class in character creation now has a warning for new players when selected

Hitting escape while in the process of leveling up will no longer close out of leveling with the partial changes applied

The Scum class may now view all the class talent trees and select talents from them, as was intended

Fixed typos in the High Forest location dialogue that bugged up later dialogue slightly and made it return to that conversation

The Grumpy Salesmaiden and Gift Merchant shops are fully functional once again

Having a fetish carving made into an item will now update Forge Knight's quest, as was intended

Conditions appended to the front of dialogue options are now ran when that dialogue node is reached instead of when the dialogue is parsed

Damage descriptions and message floats in battle are now rounded two to decimal places

Ser's animator is refreshed after battle once again; forgot to add that with the new transition controller

The game won't sperg out tremendously after winning a single battle in Kobold Mine

Fixed a typo that prevented the Kompound from being unlocked and unhidden after the Kobold Scout dialogue in Canopy Cave

Fixed a wrong value that prevented the Shaded Coast siege from being started

Fixed some issues with the Molted Kompound caused by the new transition controller

When opening the 'All Characters' screen there's no longer a 'dragging object' with Ser's avatar already in the middle of the screen

Fixed a crash caused by loading into a dungeon with deleted encounters that had previously been marked as defeated

The Molted Kompound battle background has been enabled, oops

Fixed some holes in the Molted Kompound's floor

Quick-time events have been added to the game- these can be disabled in Options, and disabling them will grant +1 Damage to party members

Item and BBOS popups will now play their animation during battles, but be paused during screen transitions

The transition controller will no longer be bugged up by a battle starting immediately following the end of another one

Bosses and special enemies have had their health increased by roughly 20%



* Sneak Peek might be for higher tier patrons

** It might also be very late, never trust me on the ETA

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