Tower Unite

Tower Unite

Tempest
Showing 11-20 of 27 entries
< 1  2  3 >
Update: 28 May @ 4:57pm

Changes
- Added a wooden ramp at the base of the foghorn building*
- Added a new cavern entrance behind the seafood building*
- Added some piled crates near the market dock*
* All of these changes are meant to patch spots where you could've easily gotten cornered

Fixes
- Attempted to fix a couple spots where zombies could spawn in walls or under the floor in the nature area

Update: 28 May @ 4:11pm

Fixes
- Fixed a gap between buildings that you could squeeze into

Update: 28 May @ 4:04pm

Changes
- Reduced chance for power outages to occur
- Added a new light to the nature trails, close-ish to the lighthouse

Fixes
- Hopefully fixed power outages sometimes repeating as if you failed them if you skipped them with fuel

Update: 28 May @ 3:24pm

Changes
- Gazebo benches are now hidden on Day 6

Update: 28 May @ 3:00pm

Changes
- Further reduced werewolf spawns in Day 2

Fixes
- Finished an unfinished sentence that could appear if you dropped a token into the well

Update: 28 May @ 2:44pm

Optimizations
- Significantly reduced the amount of rain particles (41 -> 24). It's less dense, and there's no particles covering the ocean, but it hopefully should be less laggy
- Removed a few broken/"NO ITEM" IO connections

Changes
- Added ripples to the oceans so that there's always a visual cue when it's raining (gif taken from OpenGameArt.org, created by zookeeper: https://opengameart.org/content/seamless-animated-raindrop-ripples-texture )
- Reduced random Cowtop (spinning cow meat enemy) spawns
- Wisps (floating orb enemies) now heal players and zombies instead of dealing damage

Fixes
- Maybe fixed the extinguish sounds for Hotel and Flower Queen fires sometimes not stopping (tried to fix this several times in the past but I feel good about it this time)
- Fixed a supermarket door that might have been open for some reason?

Update: 28 May @ 1:01pm

Changes - Zombies
- Copses (tree skeleton enemies) now wait 0.3 more seconds before teleporting
- Werewolf spawns are reduced in Day 2

Changes - Events
- Reduced time to complete an ultra-rare sub-objective (50 -> 36)
- Reduced time to complete the cavern artifact objective (20 -> 12)
- The 'full power outage' event is now much rarer and can only happen on Day 5 or if you naturally get each individual power outage in a single match and fail to complete any of them
- Reduced ghost spawns from power outages
- Generator fuel is more common from dropping tokens into the fountain (and the crocodile spawn is less common)
- Dropping tokens into the well is less likely to yield nothing

Changes - Map
- Added broken segments to the seawall connecting the town square and the wharf, allowing you to drop down from there
- Rebuilt a plywood ramp in the water connecting to the wharf so that you can walk up it from the side
- Moved the tables outside the diner closer to the windows
- Fixed a couple windows on the town hall building not hiding

Changes - Visuals
- Adjusted post processing for the rare night vision filter (increased gain and contrast) in an attempt to increase visibility
- Replaced the double doors in the cavern with an elevator cab
- Removed a toolbox next to the Flower Queen door (it was a visual gag since the door item I used didn't have a knob on both sides, but it does now so the bit doesn't make sense anymore)

Update: 25 Apr @ 12:37am

Fixes
- Fixed one of the crocodiles not looking toward the beach that it patrols (would just always look down instead)

Update: 4 Apr @ 11:25am

Changes
- Removed the placeholder "RESCUE BOAT" text since the boat actually moves now
- Replaced the canvas URL for the rescue boat's fan blades (I just grabbed it off of google and didn't notice until later that it's actually AI generated slop)

Optimizations
- Disabled collision on and removed a tiny handful of items (like, 10 at most). There will probably be no noticeable improvement from this

Update: 30 Mar @ 1:23pm

Fixes
- Fixed a piece of the seafood restaurant's walls not hiding when entering the hallway on the upper floor