Tower Unite

Tower Unite

Shady Oaks
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Update: 9 Jul @ 12:56pm

Visual Changes
- Removed a fake window on the first floor of the tavern (the wall looks fine without it and its placement didn't make any sense)

Fixes
- Moved a giant blocking volume back into place (moved it while updating the map yesterday and forgot to put it back lol)
- Cleaned up invisible walls around the grassy plain where the dragon spawns (should now be smooth, so you can hug the walls without getting caught by an invisible seam)
- Patched another spot on the tavern's exterior walls that dragons could stand on

Update: 9 Jul @ 12:43pm

I have absolutely no idea what this update is. I don't think I pushed an update at this time??

Update: 8 Jul @ 1:46pm

Fixes
- Fixed a few z-fighting textures in the church (which involved removing a few items that were buried under other items)

Update: 8 Jul @ 1:37pm

Visual Changes
- Placed tables and benches on the tavern's balcony
- Added windows to the tavern's wine cellar room
- Improved the appearance of the lamp posts and wide door frames
- Simplified the river bridges' railings
- Turned on the rest of the TVs in the basement
- Added extra trims to the church's exterior walls
- Placed a rug in the church's main room
- Planted an extra flower patch (and relocated a couple ones that were already there)
- Changed the color of the grass surrounding the graveyard
- Changed the color of the gears in the inn's clocktower room
- Made the clocktower's bricks twice as large
- Rescaled the metal parts of the graveyard fences (no longer slightly squished for no reason at all)

Fixes
- Patched a couple spots on the tavern's exterior walls that the dragon could stand on
- Fixed a small area above the basement where the screen would get noticeably dimmer
- Fixed a cliff that had a bit of grass growing out its sides

Optimizations
- Lowered item count further
- Disabled collision on more items

Update: 7 Jul @ 3:27pm

Fixes
- Removed a target volume that I was using for testing purposes and forgot about

Optimizations
- Removed like 2 items

Update: 7 Jul @ 3:21pm

Gameplay Changes
- You can now walk on the first row of beds in the inn

Visual Changes
- Cellar is now a bit darker
- Removed all the blue lights in the cellar
- Cellar TVs now display static (they were just turned off before)
- Added a bench to the church's sick fruit juice room
- Changed the texture of the rug in the inn

Fixes
- Re-enabled collision on a few surfaces since you could throw Birb through them
- Fixed being able to walk behind the spiral staircase in the clocktower room

Optimizations
- Reduced item count a bit more

Update: 6 Jul @ 10:04pm

This update is mostly focused on making the map prettier. All of the flat grassy terrain was completely barren before, but it's been populated with grass patches and rocks and the map as a whole looks a lot more 'finished' now.

I also optimized a few things, so the map should actually run a bit better than it did pre-update.

Gameplay Changes
- Added a small incline in the middle of the area behind the inn
- - This doesn't impact gameplay much. Mostly just added to break up the otherwise boring flat terrain in that area

- Added a wooden fence behind the church to block a sort-of makeshift alleyway
- - Sorry if this was your favorite spot in the map. Just felt like the area behind the inn and church was a bit too big and it was really easy to block that part off

- Enabled physics filters on invisible walls and added teleporters to cliffs, forbidding you from throwing Birb out of bounds (you can actually still throw it out of bounds because it just ignores the teleporters)

Visual Changes
- The ground is now covered in grass patches, rocks, and flowers
- Simplified the ornate brick/metal fences around the map (each segment is now composed of 8 items instead of 22)
- Removed the 'basic' metal fences (any that weren't directly next to cliffs were replaced by wooden log fences)
- Retextured the interior of the inn
- Changed cloud color (was blueish to match the zenith, now orange-ish to blend in with the horizon)

Fixes
- Fixed a few spots that the dragon could fly up to (cave rocks, inn door frame, behind the church, etc)

Optimizations
- Simplified various structures that used more items than they needed to (despite the added foliage, there are significantly *less* items used in the map now)
- Disabled collision on a bunch of out-of-bounds props
- Removed a few IO items that were floating around outside the map and doing nothing at all

Update: 9 Jan @ 4:42pm

Gameplay Changes/Fixes
- Fixed the vault door in the cellar lacking camera collision

Update: 9 Jan @ 4:38pm

Gameplay Changes/Fixes
- Added blocking volume ramps to the church's wooden stage's stairs

Update: 9 Jan @ 4:28pm

Gameplay Changes/Fixes
- The wooden gate should no longer block the dragon's bites from destroying it if the dragon has their face shoved up against it