Post to the news topic:
http://www.townsgame.com/index.php?option=com_content&view=frontpage&Itemid=1Hello everyone, we are going directly to 0.42 without stopping by 0.41 due to the fact that IndieRoyale gave us a lot of time to continue working. We didn't stop for a single moment and therefore have twice the amount of stuff jammed into a single patch to show for!
Besides everything in the previous 0.41 patch that was previously discussed, you can look forward quite a few new things, such as fully animated walk cycles for all citizens, isometric slopes and altitude (which is actually taken into account when displacing water or lava for example), and new liquid values.
Another cool feature you should be expecting in a hot-fix soon is that citizens will be able to raise and lower terrain features using mud! This will let you guys build all sorts of cool valleys and mountains for you to defend!
Couple all of this, with the content in 0.41, and we have a fantastic little update!
Here is a change-log for both 0.41, as well as 0.42 to look through!
Add: Priorities panel (F3)
Add: Roads (living entities walk faster here)
Add: Animations for living entities
Add: TTF Font
Add: Heightmap a-la Transport Tycoon
Add: Food values on food items tooltip
Add: Save options
Add: Use of user folder for savegames and options
Add: New special values for map generation (_WATER_1_, _WATER_INF_, LAVA_1_, LAVA_INF_)
Remove: Barracks (now everybody can be a soldier!)
Remove: Transition tiles
Change: Speed of living entities reduced
Change: Stockpile points are removed if you place a zone over it
Change: Turns to build thing on benches changed to 70% if a roof is present
Change: Turns to build thing on benches changed to 85% if the builder is underground
Change: Warning "Sure to exit without save?" panel
Change: Water system uses slopes now
Change: Faster seeds at map generation (so the game starts early)
Fix: Enemies won't try to break opened doors
Fix: Crash when build a building only with doors
Fix: Prefix/suffix percentages are set to 5% again
Fix: Little improvement in the minimap render routine
Fix: Improved a little the save/load game performance
Fix: Item issues when delete the zone under it
Fix: Lag if no mats when build a building
Fix: Draw the roofs/big items (ie. trees) when his base is outside the screen
Fix: Citizens recalculate their path if while they are following it other citizens blocks the path with walls
Fix: Minor graphic glitches
As for content, hit-points, defense, and attack have been revamped, as well as armor making you slower.
Farms for each of the new animals that have been introduced, as well as new and improved food types.
There are a few new animals as well, and the inclusion of roads (that actually serve a purpose). Only wheat farms require tilled soil, and stockpiles no longer look like green goo!
There are, of course, all sorts of other little things but we want you guys to find the goodies out on your own!
Happy gaming!
-SMP
http://www.youtube.com/watch?v=gnrFC7N-0oANew towns 0.42 youtube video!
Yep, we have height now...
The new cooking fire, used as an intermediate cooking area.
A new intermediate armor set (guess what it's made of!)
Brownies in their village!
Hello everyone. We are proud to announce the release of Towns version 0.39. The demo is currently available at
www.townsgame.comHere is the changelog:
Version 0.40
Version 0.40
Add: Content (enemies, items, terrain types)
Add: Transition tiles
Add: Height!
Add: Directions for livings
Add: Grid feature
Add: Grid, pause and settings icons on the UI
Add: Doors can be opened/locked/unlocked
Add: <speedUpPCT> tag to items. This tag can speed up (or down) the production time
Add: Max age for enemies and some can spawn into other living entity when they die this way
Add: Military items tooltips with information about the stats
Change: <move> tag to queues can now be used with multiple targets (like the <pick> tag)
Change: After placing a wall, citizens search for an area with other citizens (to not get stuck on a non-door building/wall)
Change: APS now looks at benches + items to know how many tasks create in paralel
Change: Subdivisions on menus
Change: Some item types changed
Change: Sieges are less deadly
Change: Removed the wall needed on all four sides when creating a zone
Change: Zones that have a roof speed up item production
Change: Roofs add happiness to citizens
Fix: Citizens getting stuck with some containers if you played with the enable/disable feature
Fix: Citizens searching the best food on the whole map and not pick the best one from containers/stockpiles
Fix: APS issue with multi<pick> tasks (like the mountain stew)
Fix: Locked items placed under a ladder no longer locks the ladder
Fix: Crash when you use the mouse wheel on main menu
Fix: Minor bug fixes and some perfomance improvements
http://www.youtube.com/watch?v=0i4sawbzrIw&list=UUmmnWWTv8yzEYen85QIbiQw&index=1&feature=plcpWe recently made a video showcasing the new features of the latest version of our game Towns.
We expect to release it within the upcoming days.
-Auto equipping was a feature not touched upon in the video-
Kind Regards
SMP
We are also finalists in the indie game of the year awards!
http://forums.tigsource.com/index.php?topic=20691.msg661965#msg661965http://www.youtube.com/watch?v=z6wumOmHWOg-Alexander Poysky
(Towns Team)
Hello everyone, Alex here.
Many of you might know me as the guy who posts occasional reviews for indie games on this board. I've also helped judge one of Hemmingjay's awesome giveaways.
As of late, I have made mention of possibly forming a part of a larger project, and let you all know that once that day rolled around and I had something to say I would do so, well.
I am now officially the Lead Designer and head of Public Relations for the game Towns. We are currently forming a two-man studio, and I have decided to re-make this topic in another guise in order to get a feel for what you guys, the potential hardest to please players might want.
It'll be my job from now on to transmit those ideas to the programmer, who will try his hardest to make the game you want to play, not just the one we want to (someday) sell.
-Alex