Tower Unite

Tower Unite

Tempest
Showing 1-10 of 27 entries
< 1  2  3 >
Update: 23 Jun @ 12:34am

Fixes
- Attempted fix for blocking volumes staying active when they shouldn't be (again)
- Attempted fix for gasoline working in reverse (skips generators if you *don't* have any)
- Widened the area behind the foghorn building so zombies can reach you more reliably if you're there

Update: 16 Jun @ 2:53pm

Fixes
- Updated the IO for the super-rare event that I maybe fixed in the last update just to be extra sure that it definitely works now

Update: 16 Jun @ 2:47pm

This map's name is now retroactively a reference to that one attack that the final boss of deltarune chapter 3 can do sort-of near the end of their fight
Fixes
- Attempted to fix a rare event not working at all (again)

Update: 3 Jun @ 5:53pm

This is probably the last (major) update this map will get for a while. Deltarune chapters 3 and 4 are releasing tomorrow and I will be entirely unable to do anything other than obsess over that for the forseeable future.

Changes - Daily Objective Limit
- Reworked how the daily limit works. Should be a lot more consistent if it wasn't before
- Updated daily limit for each day:
- - Day 1: 1
- - Day 2-4: 2
- - Day 5: 3
- Power outages and pumpkin patch sub-objectives now count toward the daily limit
- Two orange fire events starting at once now counts as just one sub-objective for the daily limit
- A sub-objective that was repeated as a penalty for failure no longer counts toward the daily limit

Changes - General
- Added a new event
- Removed an IO module that'd artificially increase chances for sub-objectives on days 3 and 5
- - To compensate for this, the chance for each sub-objective to appear has been DRAMATICALLY increased
- Added a small chance for two bonus treasure events to occur at the same time
- Both orange fire sub-objectives now have the same charge duration (12 seconds). Previously one was 10 seconds and the other was 15 seconds
- Day 3 can no longer have clear weather (and can now rarely have a foggy storm)
- Foggy storms are slightly more common on Day 5
- Cowtops (spinning cow skeleton enemies) no longer randomly spawn at night (can still spawn around certain sub-objectives, though)
- Added 5 new zombie spawners throughout the map
- Reduced werewolf spawns on Day 2 even more
- Reduced werewolf spawns on Day 4 slightly
- Made tiny adjustments to manual zombie spawn rates for various weather types and rare events
- Bunker/supply objectives are now labeled as "BONUS" (functionally they are the same as always)
- Minor art updates (improved lighthouse trims and fountain edges)

Fixes
- Fixed one of the artifact events not actually counting toward the daily sub-objective limit
- Attempted fix for an ultra rare event not working at all
- Fixed a door staying open before the boss spawns on Day 6
- Attempted fix for zombies sometimes spawning under the ground in the nature area (again)
- Attempted fix for zombies getting stuck on the sides of the doors on the white part of the seafood restaurant (again)
- Lowered a zombie spawner that was behind the bait shop
- Attempted fix for a rare issue where it could rain during winter
- Fixed the Queen sometimes spawning partially in the ground, unable to move
- Random modules no longer have "no repeats" turned on. I tried to have them automatically clear picks and fire themselves again when they ran out of choices but this would consistently crash the game every single time if it happened. It just didn't happen often. But now it can never happen ever again

Optimizations
- Removed a tiny handful of items (will have no noticeable impact on performance)
- Disabled collision on a few items

...

A quick summary of major changes made between May 28th and this update:
- Boss battle is now random (used to be the Spider Queen only; can now be the T-Rex sometimes)
- Sub-objectives will no longer penalize you for failing them IF you failed a round without completing them (they'll still penalize you if you didn't complete them but survived)
- Added a soft limit on how many sub-objectives can appear on any given day
- Made teleporting tree enemies wait a little longer before teleporting
- Added more zombie spawners around the market dock in the bottom right corner of the map
- Added new ramps, ledges and pathways in a few small areas to patch spots where you could easily get cornered
- Significantly reduced werewolf spawns on Day 2
- Fixed a few bugs (bosses not being able to walk on the gazebo platform, escape zone being outside the map if the boat doesn't move, etc.)

Update: 29 May @ 10:30pm

Changes
- Added a feature where only a certain amount of non-"bonus" sub-objectives can appear in one day
- - On days 1-3, only one can appear
- - On days 4 - 5, only two can appear
- - Power outages and bunker events can occur on top of the one/two maximum sub-objectives
- - May be inconsistent or not work at all, but at the very least seemingly has not broken anything

Fixes
- Fixed day 6 items not appearing in the brief period before the boss fight

Update: 29 May @ 9:52pm

Changes
- Further reduced werewolf spawns on Day 2
- Reduced spawn rate for skeletons and spiders at night

Update: 29 May @ 9:33pm

Fixes
- Attempted fix for Day 6 blocking volumes staying active for the entire match
- Detached the escape volume from the rescue boat mover in case the boat doesn't move
- Added a teleport volume under map so that you don't get stuck if you start a match while the map's still loading

Update: 29 May @ 6:42pm

Changes
- Sub-objectives no longer penalize you for failing to complete them if you failed the round (should prevent cases where you repeatedly fail and sub-objectives pile up, making it even harder)
- - Orange fire objectives are exempt from this
- - Power outages work a bit differently, by design; an outage won't repeat if you failed the same day it started, but if it's been around for more than one day it will repeat until you fix it
- The boss fight is now randomized (can be the Queen or the Teeth)
- Reverted change from a few updates ago that made power outages less likely
- Added 3 new zombie spawners around the market dock
- Reduced enemy spawn rates for a couple rare events
- Increased contrast for a rare daytime filter in an attempt to increase visibility
- Wisp lights are a little greener now
- Added another light near the lighthouse

Fixes
- Fixed the Queen being unable to walk on the gazebo platform
- Blocked off the new cavern entrance in Day 6 so that the bosses can't walk through it
- Removed some of the rooftop spawns in Day 6 since the Teeth could walk into the teleporters and I could not find a non-janky fix for that
- Attempted fix for message bottles sometimes not being collectable
- Attempted fix for zombies sometimes getting stuck on the sides of the ground level door on the white side of the seafood restaurant

Optimizations
- Reduced the radius of a few event-specific lights (bunker and wisp lights, specifically) and turned them into Fill Lights
- Simplified the top of the lighthouse to reduce item count

Update: 28 May @ 5:17pm

Changes
- Added more crates around the market dock
- Added a crate between the seafood shop and seawall to block off a tiny alleyway you could get cornered in

Update: 28 May @ 5:11pm

Optimizations
- Trimmed some foliage (removed like 3 items)