Fixed a bug on the final floor preventing the player from using a Warp Gem when they should be able to use it after completing certain trials.
Added another visual cue to a second floor sniper puzzle.
Fixed a variable error causing some of the key item pick-up dialogue to reset on the fourth floor.
Fixed the description of the Blessed Sallet so that it no longer refers to a chestplate. I know what a sallet is, I swear!
Disabled characters from taking rogue actions when inflicted with the “frozen” status in the fifth floor.
Made the auto-battle fight during a fifth floor cutscene “unlosable” - that is, the scene will continue even on the rare chance that the character falls in battle. The self-heal effect has also been buffed to make this less likely to occur.
Buffed Mana Siphon so that it might be a little more useful in the earlier floors.
Changed some of Viveca’s stats for her first battle for balance purposes.
Changed some of the fifth floor enemy’s stats for balance purposes.
Decreased damage output slightly for all enemy AOE attacks.
Fixed the Mind Shot skill, which had been given a 50% HIT rate rather than the appropriate status effect rate. The skill will hit at a normal rate now.
Moved a save point inside the last portion of the third floor to avoid an unintentional point of no return scenario.
Changed a small amount of dialogue to provide more salient hints for one of the seventh floor puzzles.
Added captions upon examining certain puzzle objects on the seventh floor for clarification.
Moved some objects in one of the eighth floor sidequests to avoid softlocks when interacting with them.
Fixed a bunch of bugs in the developer’s room:
Character dialogue will no longer display all three conversations at once; you’ll need to talk to the character again to trigger the next dialogue in the sequence.
A variable error with Leilia’s dialogue has been fixed.
An error where a cutscene picture will remain on screen in the art gallery after you exit has been fixed.
Added a small Easter Egg in the pub, contingent on… something. ;)
So you've beaten Turovero but want to see all the little dialogue bits you may have missed? Look no further! I've created a playlist with compilation of all the Campfire, Battle, Ami / Francis, and Extra Sniper Dialogue! You can view the individual videos below or click here for the playlist. Enjoy!
Turovero: The Celestial Tower won the Summoner of Sounds award at the 2019 Misaos! A big thanks to everyone who supported, nominated, and voted for the game! Creating the OST for this game was so fun and rewarding, and I'm glad I could compose something that people enjoy. :D
On that note, I also wanted to mention that I'm currently taking music commissions! Please PM me for details. wink wink nudge nudge
Art of our favorite handsome dulcimer playing knight was commissioned from the one and only Genkaiko, who also did the game's bust art!
Fixed a menu portrait glitch occuring on the seventh floor during one particular route.
Resting at campsites or utilizing spots that "recover all" will no longer nullify Monster Repellent effects. This also fixes a bug where you can go into battle with the timer still running, which can cause the battle to end prematurely.
The rematch versions of Zorganto and Revulo are no longer susceptible to Poison Dart; bosses were intended to be fully immune to poison effects.
Fixed some variable errors that could cause some of the seventh floor puzzles to become bugged.
Added a visual cue hint for one of the second floor Sniper puzzle.
Nerfed the fifth floor versions of the Frozen Chamber enemies veeeeery slightly to balance difficulty.
Fixed the battle intro effect to the way it was intended to be, since, fool that I am, I accidentally compressed it LOL.
The Monster Repellent timer will now pause and resume before / after major cutscenes and scripted battles, meaning their effect will no longer be cancelled out prematurely. Thanks to Shaz for the script!
Conversely, I’ve also made it so that you can’t break timed puzzles by using a Monster Repellent during them.
Fixed the Sniper glitch on the second floor which causes 2 switches to activate at once.
Made statues in the second floor’s boss chamber breakable because… uh… reasons?
Made the path to the Rose Garden’s campfire area a bit more salient because people keep missing it for some reason…
Fixed errors involving the use of Warp Gems on floors three and four.
Fixed a minor bust portrait error on the fourth floor.
Fixed a few minor graphical errors during the fifth floor cutscenes (no more sword teddy bears!).
Fixed a game breaking bug on one version the seventh floor.
Fixed some minor dialogue errors in the Final Spring of Truths.
Fixed an emote bubble error on the eighth floor.
You can now view the Memory Journal in the Developer’s Room.
Character dialogue in the Developer’s Room will now occur in a set order rather than in a random order.
Spelling and grammar fixes.
Known (though rare) issues I’m aware of, but don’t currently have a fix for:
Videos may sometimes crash the game; videos are in the native .ogv format so I’m not sure how to handle this one. Thankfully this seems to only happen very rarely, and if it does it will usually work again upon rebooting the game.
Input to get out of the menu may not work correctly if certain buttons are pressed; based on research this is an issue with VX Ace games in general when other programs are running in the background. It’s suggested that spamming shift may help with the issue, as would closing any potentially interfering background programs.