Hello everyone, and welcome to the Weekly Dev Log for January 29th, 2024, detailing all the changes that have happened since January 22nd, 2024. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Supporter Pack
We've released the Supporter Pack for Tower Unite!
If you're like us and you love Tower Unite, please consider supporting us through this supporter pack!
We're a small team that relies on fan support to keep this project alive! Buying this supporter pack will directly help us cover development costs as we work to make Tower Unite the best it can be.
The supporter pack comes with a few gifts to show our appreciation! We tried to keep them similar to other rewards we've given in the past to those who have helped to fund the game!
Poosh XL Can now be played in tall "portrait" resolutions (turn off fullscreen and resize anywhere from 32:9 to 9:21) This was quite the undertaking but dramatically changes how the game can be played.
NEW FEATURE - Holding the Poosh button for a second will now give an extended angle with a slightly slower rotation. The power is capped for these shots. This hopefully will allow you to get out of a tight spot occasionally and adds additional accessibility to the game.
The leaderboards now have a title for what the currently displayed leaderboard is (how'd i miss this?)
The players death spot has an additional outline to show the exact location of the players collider at time of death
Added an additional double check for achievements on round end to hopefully clear up any missing achievements for folks
The rear barrier in survival raises slightly slower now
Enemy 03 (the red see saws) now have longer highlight beams
A minor effect has been added for when the player nearly hits something
Added more useful tutorial instructions
PC/Linux/Mac Share button now just copies a string to clipboard instead of opening to Twitter
Adjusted bomb radius to clear more screen
Various minor Bug Fixes
Thanks for playing! Make sure to leave a review on Steam if you're enjoying the game. -Adamvision
*additional notes as of 02-19 -triangle moving blocks no longer in front of score sometimes -improved gradual camera smoothing for taller resolutions -privacy policy now correctly shows on taller resolutions -added retry button area for tall resolutions
Learn fun and interesting facts and test your memory skills with the Pixel Puzzles question questing trivia game.
Taking the classic trivia format and gamifying it to a whole new level. Collect stars, gain XP, and quiz your way through the ranks to reach the 'All-Knowing' epic genius level.
We have 3 games mode included for launch and a Daily Question mode. We have a total of 13 game modes planned and the first to come will be Detonation and it will be coming this friday.
There are 9 Question sets in the game so far, each having 49 - 166 questions. There is currently a total of 1,194 trivia questions in the game.
Movies - 101
World Flags - 166
Art - 151
Space - 161
Plants - 119
World Capitals - 157
Aquatic Life - 49
Automobiles - 140
Animal Kingdom - 150
More questions for each set will be added throughout Early Access and new questions sets are also on their way ːUltimatePieceː
The first update will see the new Detonation mode along side new QOL improvements, more settings and also more questions.
Thank you for walking this path, everyone, truly enjoying it. There are a bunch of reworks and strange things added here, want to see how it plays out. More and more lore is beginning to emerge - it's getting put in that empty space in the feat descriptions, so it's unlockable - there are a few entries now, for stuff like Victory, Path of Fire and Champion, but I want to try and push through and have them all done in the next update, just to universalize the vibe
General
started adding lore into the feats screen
changed tower walls / desert ruin / obelisk to be more detailed / consistent astrolith
introduced "single-handing" and "unencumbered" as conditions on some abilities
sped up start option unlocks by 20%
armor and block are now minimum 25% effective, even if resists are less than 0
Powers
Plague spread potentially fixed, the target should now attempt to apply it to adjacent allies
Mark now only increase physical damage by 10% per stack
Mubarizun now works with single-handing (two fists)
Projection now targets 1 enemy, but repeat per skill level
Necromancy damage now triggers on ally attack
Unstable Thirst changed to Roil, no longer increases damage taken, now also applies 5 * level inflame and deals 15 fire damage to self on hit
Amplify Pain reduced to 5 damage, repeats self-damage with blood
Slime reworked as Acidify, now increases fire / poison damage = target's corrosion stacks, applies 10 corrosion to 1 enemy at 3 range on summon, repeats per skill level
Plaguedrinking reworked to Plague Chant, now applies 3 * skill level Plague to all enemies on prayer / game turn
Channel Death reworked as Grave Chant, still summons Cadaver on kill, now deals death AND ice damage to self and in radius, on prayer / game turn (not stand still, and yeah death is lacking a "stand still" option now, want to think about it)
Astrohunting now first deals lightning damage, then repeats with astral, and also triggers on kill
Electromancy now correctly applies charge on prayer
Hemogoblin reworked as Blood Familiar, now summons on entrance / divine intervention and works like red dragon, heals all allies and gains hit when you apply bleed / deal self-damage, sprite reworked
Electromancy now adds 5 speed
Gore Cleave now adds 50 Hit, 2 Speed
Prestige
Mindpiercer reworked to Mindhunter, bleed removed, now gains repulsion on step = DEX, psychic damage is redealt as blood damage based on the target's max life, increased if you are unencumbered
Mind Knight now gains Repulsion on being attacked at any range, stacks applied = STR
Void Mage renamed as Inuqqa, now deals 25 death damage to all enemies on on kill, if unencumbered
Oozemancer reworked, Oozes now gain revenge instead of familiar, poison damage removed, summon an Ooze on enemy death / game turn, all Oozes attack when you attack
Berserker now also deals self-damage on kill
Dreamer now applies 5 dream on stand still, no longer applies it to attackers
Dream now deals 10 Ice / Psychic damage to the closest enemy on game turn, per stack
Items
Added Emerald Eye, counts as a bare fist, ranged poison, on dealing poison damage apply 2 blind
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!
Changes:
Fixed the MARS becoming unresponsive and breaking the game after finishing it's first movement in the tactical combat (the Sentry Guns in the Cleaner Base could also cause this bug).
Fixed an issue where the soldiers that need to be rescued on the Soldier Rescue missions aren't correctly being added to your base after the mission.
Fixed an issue where the starting interceptor cannot use its afterburners in the air combat.
Fixed the Accelerated Machinegun being invisible (although soldiers now contort when firing it, which we're still looking into).
Fixed a few types of aliens not correctly showing the red obstruction shading when they are hidden behind an object.
Updated the name and tooltip on the Display Mode / Fullscreen Mode dropdown in the visual options, so it's more obvious what each option does.