TowerFall Ascension

TowerFall Ascension

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May 12, 2015 @ 10:42am
TowerFall Dark World Expansion!
Hey guys, the Dark World Expansion was finally released today!

I hope everyone's having fun with it :) This thread is for all your impressions, feedback, thoughts, bug reports, etc.

Here's the full (massive) changelog:

Dark World DLC:
  • New Versus towers:
    • The Amaranth
    • Dreadwood
    • Darkfang
    • Cataclysm (with procedurally generated levels)
  • New 1-4 player Dark World co-op mode, with four unique boss battles
  • New playable red archer, the Vainglorious Ghoul
  • 9 additional playable ‘alternate archers’
  • New Powerups:
    • Trigger Arrows
    • Prism Arrows
    • Speed Boots
  • New variants:
    • Team Revive - In Team Deathmatch mode you can resurrect your friends
    • Treasure Draft - Everyone picks a powerup at the start of each round
    • Clumsy Archers - Drop an arrow every time you dodge
    • No Quivers - Archers can only hold one arrow
    • Double Jumping - You can jump again in the air
    • Arrow Shuffle - Randomly picks 2 special arrow types to spawn this match
    • No Hazards - Removes all environmental elements that can kill you
    • Start with Trigger Arrows
    • Start with Prism Arrows
    • Start with Speed Boots (renamed from old variant ‘Speed Boots’)
    • No Trigger Arrows
    • No Prism Arrows
    • No Speed Boots
    • 2v2 Tournament Rules preset
  • 12 new Trials

Other New Stuff:
  • Added a new alternate “end of match” music track
  • You can now save up to 5 custom variant presets at once (was previously 3)
  • New Versus awards:
    • Happy Accident Award
    • Mastermind Award
    • Web of Lies Award
    • Gravedigger Award
    • Reanimator Award
    • Exorcist Award
    • Speed of Light Award
    • Hyper Booper
    • Hyper Martyr Award
    • Ally Oop Award
    • Bomb Squad Award
    • Nerves of Steel Award
    • Prism Warden Award
    • Special Delivery Award
    • Too Fast Too Furious
    • Caged Animal Award
  • Added more Team Deathmatch levels to the existing Versus towers. Every tower now has 6 Team levels. Most are modified versions of free-for-all maps, but Sunken City got a brand new level which is also playable in other modes
  • Added the “Session Stats” page to the Archives, which shows stats from the current play session and resets when the game is closed

Balance:
  • Merged FFA and 1v1 Tournament Rules into one ruleset simply called Tournament Rules. This ruleset contains only No Autobalance and Symmetrical Treasure
  • Slowed down the final “push” of the miasma as it closes in to encourage more kills before it consumes all the archers, and to make center-stage a more advantageous position
  • Sudden Death variant now starts with miasma 1 second into the match instead of 5 seconds
  • Rebalanced a lot of Versus arenas in the original levelsets
  • Jumping on a teammate’s head now shares arrows the same as bumping into them from the side
  • You can now hold the dodge button to extend your dodge time by 5 frames. This is known as “dodge stalling”
  • You can now catch arrows when you have a shield, but only if the arrow is not in a dangerous state (ie it would not hurt you anyways)
  • Arrows are no longer destroyed when crushed by moving solids
  • Arrow inventories are now visible during the round intro
  • Treasure changes:
    • Decreased the chance of no treasure spawning
    • The chance of getting special arrows out of a treasure chest is now normalized. In most towers, there is a 60% chance each chest has a special arrow pickup, chosen from the possible types for that level
    • No more than one of each orb pickup can spawn per level now. If the Chaos Orb spawns, no other orbs will spawn
    • The amount of each upgrade powerup (Wings, Looking Glass, Speed Boots) that can spawn per round is now capped by the amount of archers
  • Added a particle effect for hyper jumping to make it more readable
  • Archers will now slip off ledges while ducking, if they’re on the ledge by 3 or less pixels. Slipping starts 4 frames after you start ducking
  • You can now shoot the falling orbs in Twilight Spire to destroy them as they fall
  • Max Treasure variant now caps the amount of chests spawned per level to the amount of players + 2
  • Return as Ghosts variant improvements:
    • The delay from the last kill to the end of the round is doubled when there are ghosts alive
    • Ghosts can no longer kill for 30 frames after they finish spawning
    • Players can now control their ghost a bit during the spawn animation
    • The shoot button now triggers the ghost’s dash attack (was previously just the dodge button)
    • Ghosts can now open treasure chests. Chests will always spawn bomb traps when opened this way
    • Added some controller rumble cues to ghosts to remind players they’ve respawned
    • Ghosts are now drawn above other gameplay elements so they’re easier to spot
  • Electric shocks now destroy brambles
  • You can now use dodge slides to pick up hats
  • Spinning spikeballs now pick a random spin direction when the level starts

Quest Mode Changes:
  • Players are now revived at their corpses, like in the new Dark World co-op mode
  • Level completion time is now tracked on Hardcore mode
  • Removed the old score system
  • The ‘Level Complete’ screen now awards the crown to the player who performs better (based on kills, deaths, and combo). That player wears the crown in the next level
  • Mimic archers now have the corpses of the archer they’re disguised as
  • Ghost enemies can no longer hurt you while they’re stunned
  • Added super jump pads to Twilight Spire
  • Cultist enemies can now hop up one-tile-high ledges
  • Red crystal enemies now only shoot one arrow at a time (blue ones still shoot twice)
  • The final boss’s beam attack now lights players on fire

Other Changes:
  • Added ways to unlock Sunken City and Moonstone that don’t require multiple players. Also added a way to unlock TowerForge in Versus mode. You can now unlock all the secret levels by playing exclusively co-op or versus modes.
  • Added a short intro to Versus matches like in Quest or Trials modes
  • Start with Random Arrows variant no longer chooses arrow types disabled by other variants
  • Powerup improvements:
    • Pickups now drift downward when stuck inside a solid block
    • Added a sparkling particle effect and a glow
    • Added a visual icon on top of the shield pickup to make it more visible
      Increased the radius of light emitted by pickups
    • Added a smooth light fade out effect when collected
  • Players are now bounced backward by lava when killed by it
  • Added a subtle particle effect when arrows move through moonglass
  • Newer arrows and corpses are now always drawn above older ones
  • Moved a few variants into a new category called “Curses”
  • Improved electric shock rendering
  • Hyper jumping now extinguishes torches
  • Player corpses now push out from each other when overlapping
  • The points awarded and lost at the end of a round of Headhunters are now shown in chronological order of when they occurred during the round
  • If you’re playing one of the ‘Tournament Rules’ presets, the tournament icon will be shown in the UI rather than the individual variants.
  • Variants for disabling specific powerups will no longer be shown in the round start UI
  • Variants to disable hidden arrow types are no longer marked as NEW when you unlock them
  • Added the King to a King’s Court level, in the background. He orders players to fight when the round begins, and laughs when they die
  • Added ambient rain sounds to the Ascension tower
  • Added a bunch of new controller rumble cues
  • Toy arrows can no longer catch fire
  • The purple archer now always gives off ambient particles (unless she’s invisible)
  • Polished the archer unlock sequence more
  • Improved the Ascension level background
  • Redesigned the Credits menu
  • Changed requirement for Battle Stenography trophy to “Earn 90% of the awards in Versus mode”
  • Changed Time Lord achievement to “Complete all 48 stages in Trials mode, with a total best time of under 3:00”
  • Added the ReplayExport_Config.xml file to configure how replays animated GIFs are exported, and improved the default export time of replays
  • Added a Kills by Archer pie chart to the Global Stats Archives page
  • Added the ‘treasure_rates’ console command, which can be used during gameplay to see the precise treasure spawn rates in a tower

Fixes:
  • Electric shocks will no longer affect arrows that are stuck into things or laying motionless
  • Fixed drill arrows glitching out when trying to drill through moving blocks
  • No Seeking Arrows and Super Seeking Arrows variants are now mutually exclusive
  • Fixed not being able to defuse your own Bomb Arrow if shot at the floor from ducking
  • Fixed not being able to defuse your own Bomb Arrow if you have a shield
  • Fixed not being able to wall jump cancel out of a dodge from a ledge grab
  • Fixed the shield and wing powerup hitboxes being wildly inaccurate
  • Fixed the player sometimes getting pushed the wrong direction when narrowly avoiding getting squished by a solid block
  • Fixed player’s hat sometimes warping around if the player died by squishing
  • Fixed minor character select UI arrow coloring bug
  • Fixed incorrect depth on player indicator HUD when respawning in Quest mode
  • Reduced volume of the moonglass shatter sound
  • Skull and coin icon spin animations are now properly synced on the scoreboard
  • Fixed Player Ghosts being able to spawn inside reappearing breakable platforms
  • Fixed various overlapping sound bugs involving hot coals, player-on-player collisions, and player-on-enemy collisions
  • Fixed a sound effect missing in the King Reaper boss fight (when you destroy his laser gems)
  • Fixed corpses not being able to slip off ledges into one-tile-wide gaps
  • Fixed mimic archers losing their hats at unreasonable speeds when killed
  • Fixed rendering bug with white archer corpse’s hair when crossing screen wrap
  • Fixed being able to catch explosive arrows on the same frame they explode (triggering both the catch and the explosion)
  • Fixed a few minor graphical bugs on the map
  • Fixed XInput controllers rumbling forever if you close the game while they’re rumbling
  • Fixed various bugs when vertical sync is disabled:
    • Slime and Mole enemy physics bugs
    • Minor dodging physics bugs
    • Lava giving off too many particles
    • Torches not swaying as players run past them
    • Twilight Spire decorative skeletons giving off too many particles
    • Sunken City decorative water drops falling too fast
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Showing 1-15 of 89 comments
YES! TAKE MY MONEY! AND MY GRATITUDE!

Will this come to Humble Store as well? Do you know when? When I by the DLC on Humble, will it work with my Humble AND Steam version of the game?
Now I just wait for the map editor and some friends with free time.
May 12, 2015 @ 1:24pm 
The Humble Store publish is a bit delayed - but it *should* be up tonight. You'll get DRM-free + a Steam key on Humble :)
Thanks for the quick response! Now I know what to do on my free thursday =D
Is there an endless solo mode in Dark World expansion? I can see 'Endless procedurally generated levels' in trailers. If not, it would be great to make it with scores.
May 12, 2015 @ 3:12pm 
There isn't - the procedural line in the trailer is in reference to the Versus mode Cataclysm tower, which uses procedural levels.

Endless mode is a cool idea. The Dark World mode was originally going to be endless, but we settled on the structure you see now for this release. Maybe in the future if we do more DLC we could do an endless mode :)
I'm getting this error when trying to start the game after downloading the expansion patch:
http://i.imgur.com/IhJlp18.png
What do?
Seems great so far. This question probably gets old, but is a WiiU release a possibility?
Hi there :) I'm loving this DLC and the new quest mode <3 but i noticed that while Random Arrow is activated we can't begin with Trigger and Prism Arrow...
May 12, 2015 @ 6:15pm 
Good catch - working on a fix for that and another bug, update coming soon!
May 12, 2015 @ 7:23pm 
Updated on Windows! I'll wait to see if we catch anymore bugs today before I update OS X and Linux
  • Fixed Trigger and Prism arrows not showing up with 'Start with Random Arrows' variant
  • Fixed crash in overtime with 'Treasure Draft' variant
Hi!
I'm getting a crash on the game's startup (when MattMakesGames logo appears). Game automatically closes and sends me this error log:

~LOADING ERROR~
Ver 1.2.1.29
12/05/2015 11:45:52 p.m.
Debug Flags: 0000 - 0
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TowerFall.VersusTowerData.Load(Int32 id, String directory, String dlcDirectory)
at TowerFall.GameData.Load()
at TowerFall.TFGame.<Load>b__12()

It goes on for quite a while, I just copied the first bit. As I've not been able to find a solution online, after checking integrity of game cache, doing a full reinstallation, and manually installing the suggested files that come with the game, I've sent the full error log to the support address.

Hope to try the expansion out soon, I've been following the tumblr updates and it looks awesome!

Thanks for the continued support, also.
May 12, 2015 @ 8:26pm 
Hey Amaple, I uploaded a new build that might fix your problem. Let the game update (restarting Steam usually works to make it check for updates), and then let me know if it loads for you!

If not, I have a few questions:
-What operating system are you using?
-What language is your computer set to?
-Do you own the DLC? Is it installed?

Thanks!
Thank you for your quick reply!

I have installed the update, but unfortunately it hasn't solved the problem.
Regarding the questions:
-I'm running the game on Windows 7 Ultimate.
-The computer language is set to Spanish(Argentina), but I've tried changing it to English (US) to no avail.
-I own the DLC and have it installed.

I'll check back tomorrow after work, thank you again for your response!
I was kind of hoping more gimmicky orbs - I really like the screen scrolling orbs. One could have been an offset world -orb and another that could have flipped the stage 90 or 180 degrees. Or add blue flames to planes (similar to singleplayer) or slippery floor effect. It also seemed that Quest-campaign didn't use any other orb effects than darkness - haven't played Dark world yet, but i believe it doesn't either.

Another topic did suggest AI bots for multiplayer. Not a bad suggestion at all for future updates, though definitely not an easy one.

Great additions anyways. The list seems to lack updated credits music, which I don't remember from original.
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