Towergirls 0.130 Update
We’ve finally got a complete-enough Knight Princess rescue ready to be released, along with numerous other fixes and improvements. Note that the Roll Tower and Main Menu are still missing some assets, which we will work on adding in ASAP. Here’s the combined patch notes since 0.129
Towergirls 0.130
Major Changes: When an enemy territory is attacked they can now reinforce siege units from other adjacent garrisons in order to participate in the siege. Reinforcing units will gain a 'Forced March' debuff which reduces their speed during the siege. Once the UI is worked out, and programmed, the player will be able to do the same with their own garrisons. The automatic downloader has been depreciated; we'll look at making a new, better one in the future. Until then there is the Mediafire method. Knight Princess' tower has been completed and activated! It is still somewhat WIP, as we are missing both proper dungeon clutter and the main menu Knight Princess. We will be including those ASAP.
Minor Changes: Archer 'Volley Fire' once again has a Confirm button while targeting. Fixed a crash caused by changing party member order in the overmap characters screen. Fixed the crash upon finishing the post-penguine-siege dialogue. Mysterious Knight will now refuse to enter a dungeon that is not the Tower of Rolls. Some code has been optimized; performance should be improved as a result. Fixed a crash caused by applying buffs to units in sieges. Fixed a crash causing by VIEWING buff tooltips on siege units. Front-rank enemy siege units can once again attack exposed rear-rank units. Non-persistant siege unit buffs are now cleared at the end of a siege. Fixed a crash caused by 'like/dislike' dialogue option tags for princesses. After exiting out of a shop in High Forest, you are now given the option to go to the Town Square, if applicable, in addition to returning to the Overmap. We've added sound effects for clicking buttons and for when characters are talking, courtesy of Unyin. The latter of the two can be disabled in options. Fixed one bit of Kobold Princess dialogue that played twice. Asking Kobold Princess what she knows about the current location will no longer crash the game. You can no longer click on NPC's and start dialogue while the game is paused. Removed 'Dragon Watch' from the overmap, as it was overlapping with 'Wyrm Watch'. Fixed a bug that made all characters refuse to enter a dungeon after at least one did, requiring reopening the pre-dungeon screen. Actually fixed the 'remove party character' and 'shift party character' crashes in the characters screen. Rly, this time. Fixed a crash caused by changing the party order while inside of a dungeon. A new type of dungeon room has been added- tall rooms. Especially large units in sieges no longer lose sprites unless they have few soldiers remaining. Fixed a crash upon entering the Kompound. Dialogue composed entirely of elipses will no longer play a talking sound. Enemies that reinforce a territory for a siege will now send their units back after the siege is completed. The three types of walls now finally buff units in sieges. Might have more wild gameplay effects later on. Unit morale tooltips of siege units will no longer appear off the screen. Regrouping siege units will no longer change their soldier's sprites at random if they have multiple variants. Militia have been nerfed. Smarmy peasant bastards. Dragon Watch will no longer spawn on the overmap. Rly. We've added another battle theme. The game will randomize between the two. Fixed a crash when quiting the game caused by the new perspective engine object. Special encounters should now be more responsive about starting the battle. Items can now be used on allies in battle correctly. During Kobold Princess' High Forest conversation, all the lines should refer to the correct player origin now. Fixed a crash caused by army shenanigans when reaching Cave Canopy with Kobold Princess. Removed debug text from armies on the overmap. The correct enemy will flinch when damaged in a battle that has no background. Magic Poison correctly ticks in dungeons after the battle. After the penguine siege the party will be hidden on the overmap like intended. When loading a game, if any characters in a dungeon have DoT's they will now resume applying. You can no longer click a territory through the 'test army' interface. Army total costs are now displayed in the test army interface. You can no longer dogpile the High Forest steward. Ser Knight is once again smashed at the start of a new game- the buff has been restored. Ale Knight and Wine Knight have been given unique* voices**. The Main Menu has been adjusted a bit to make room for a second table. Items 'of the Wyrm' now properly display how much resistances they offer. Endless Fields Dire Wolves have been given a finished sprite. Damage-over-time effects have been restored. On-hit effects have been restored. (Septic Blade, Everharsh Great Club, etc) Highlighting particular alternate image enemies in battle will no longer wonkily highlight them. You can no longer click on a territory through the leveling-up interface. Mysterious Knight's talents will no longer be overwritten when loading a save game. Fixed a crash caused by viewing shop weapons with the poisoned prefix. Conversations will no longer sometimes fail to transition. Several Band of the Moon siege units have been given finished sprites. Fixed a typo that was causing a crash when fighting Sepermuertomuerte. A special overmap encounter has been added, courtesy of one of our patrons.
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