• Towns
    138 replies, posted
This game has potential, I hope the devs do it right
For some reason whenever I try to build a bridge 2 get built and then the rest just sit around the masons bench with red x's over them. It's quite annoying.
0.42 is released!
[QUOTE=sami-pso;35021169]0.42 is released![/QUOTE] [img]http://www.townsgame.com/images/042/towns042small.jpg[/img] [quote] Hello 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 [/quote]
Pretty cool. I'm still stuck playing the demo though :v:
So much changed. It already took a while to heal, but now it takes even longer!
Agh, the prioritything is kinda bugged. I put hauling and harvesting to top, and instead of taking all the food from the trees, and taking it to the barrels, they wanted to build walls... Everyone starvelocked...
They will try to do as many tasks as possible at once though. So if you need food you better stop everything else so that all your guys go fetch some food.
Is there anything madly different in the full game compared to the demo? I can do lots of things I've seen from the lets play in the OP and dont knowz if I should hold out or keep murdering my townsfolk in the demo. fucking water man
No right now the demo is the same as the full game with the diffence that you can't play past 20 days. In the full game you also get invasion events every so many days that you can't get in the demo because of the days limit.
Been waiting for an indie game to come out that I can pre purchase and enjoy as it develops, gonna try the demo then probably get it. Memories of Minecraft come to mind. Any tips at all?
Stick with the demo for now and wait for a good deal or after it's released/ reached version 1. Right now the demo has pretty much all features of the full game. Ingame tips would be to not build walls at the start and use the first 4 days to setup food production. The first 5 days your people don't need food. Generating a map with iron on the surface is a good idea.
got two siege at once, lost 5 of my best soldiers rip. I liked DF but the control sucked big time and it was kinda overwhelming. This could have a lot of potential
I still have to get used to it, but I pre-ordered it after messing around in the demo. It's pretty funny, although I always mess around and think of how I can possibly manage the whole thing to get better. My unarmed soldier still runs around and punches froggies to death. :D
just got the game and having a blast at it! but... food... edit: just got the hand of it, and defeated my first seige! man is this game's awesome. edit: i wish hospital would work faster, and that any warrior with mortally wound would go there direclty
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Do they get hungrier even when standing still and do nothing?
Yeah, but i think they eat more when they do work.
THAT'S BULLSHIT! why can't they go make food when they starving? DAMNIT i just lost this wonderfull setup: [IMG]http://i54.tinypic.com/24dg3m1.png[/IMG] gona start again... [editline]26th March 2012[/editline] i got to much into making road that i didnt realise food was getting down, and the fact that whe where 24... [editline]26th March 2012[/editline] i'm casting myself playing this game right now, here's the link : [url]http://www.justin.tv/mr_big90[/url]
They need to add options for the fading walls thing. I just want to hide roof and fade walls..not fade everything.
Yeah hungerlock is pretty silly. Just make sure you always have food, and stockpile before you build anything big.
my town can't use food stockpile, there is bread everywhere what the f*ck
Make sure your people have enough time to haul. Hauling at default is set to low priority so they only do it in their spare time when they are not doing other work.
Hungerlock is the stupidest thing ever. The only reason i ever die is because they wont haul the food to the stockpiles, so they walk all over the map to get an apple, just so they can hungerlock on the way back...
Preview for 4.5! [quote]Hello Townies! We have some interesting things coming in the next patch and we will be going straight for 0.45 as we already changed quite some stuff. Soldiers Soldiers have been reworked and have now fallen into a more defensive role. Guard Area - Soldiers will be assigned an area to guard, they will attack any enemy that enters their line of sight. Guard citizen - Soldiers will follow the chosen citizen and guard him. perfect for deep jungle chopping Patrol - Issue a patrol route via way points. "Boss around" - Soldiers will wonder around town and will boss other citizens, the effect on the citizen is such that the citizen will work much faster, but will be very unhappy about it. perfect for creating a totalitarian town. Long live the dictators! Soldiers will now sleep on dorms type rooms with multiple beds specially built for them. In addition, your defensive force will also see guard badgers as a lower cost guards (will only be able to guard around their kennels) Trees and Farms Trees can now be planted and harvested/chopped automatically using the APS, so are all the plant related farms. what it does is make sure your townies wont waste all their time hauling unneeded wheat around, you wont need to manually order chopping of trees, nor the harvesting of fruit trees. another thing it does is making the priority system more accurate as Buildings were messing that up. Hospitasl Wounded citizens/soldiers now sleep in the hospital beds and are healed faster if the hospital do have beds. The citizens/soldiers will now also look for the nearest hospital in opposed to the first built one. Arena Arena is a recreation zone that will boost happiness. it can be built in any shape you want and can be used to be a badger fighting arena or a chicken race tracks. Misc Xavi have been hard working at recoding basic procedures, this has vastly improved performance. Relation between creatures is more dynamic now - Froggies can hate citizens but wont harm skootenbeetens, Goblins may hate zombies, etc.. its not a simple Eenemy vs Neutral, citizens. The fluid mechanics are coded better, again, this has improved performance. New map generating options - we now have a randomly generated froggy camp, a map that is generated according to heights (for example, iron will more likely be seen on mountains) There are few new workshops: the dye maker, for making colors and also mixing colors to create more color types and the Skinner workshop to peal the animals skin in order to make nice hats, coats, and dresses. [b]Rework of Hunger and Happiness mechanincs Hello Hunger-lock, nice to meet ya, very pleased to kick ya. yes, hunger lock is no more. now hunger affects the walk and work speed of the townies, if your citizens are getting starved, they will gradually start walking and working at much slower rates. this makes sure there is a punishment for not having a fine tuned food production, but also takes away the frustration of seeing the citizens locked in their places when an apple tree is just next to them. also, we will balance it so that starving citizens may die faster, so it wont make the game too easy.[/b] Happiness will be also related to Walk and Work time. if your citizens are not happy, there is no reason they should work at the same speed as a joyful citizen. this will make sure that players will aim to make their citizens happier regardless of immigrants. Heroes Finally ha? Yes, in this next patch we are introducing the heroes. Heroes are a big thing that affects everything so you wont see the entire system in the next patch, rather, we will improve and enhance them and things relating to them from patch to patch. Stuff That might or might not be in this patch Fear mechanic - this is an interesting mechaninc, every living thing will have a fear factor, if, for example, townies has 35 fearfactor, and froggies has 10, the froggy will try to run away from the citizen, however, if 5 froggys are together, their added fear factor will be 50, so in this case, the citizen will try to run away from the froggys. There will also be a constant always fear mechanic in addition - Mice will always fear cats, regardless of how many mice there are near the cat. this will also be applied to items, so, for example. a goblin head on a pole might really scare froggies, but not hobgoblins. this will also work in the opposite direction, players will have the ability to build items that scare citizens away but do not tickle heroes. items that scare lower level heroes but are a laugh to the veteran ones, etc. Vanity items - citizens will be able to wear vanity items (regardless of armor) that will increase their happiness and make them pretty. Fog of war - no more seeing the entire underground level as soon as you dig in, now you will have to explore it and if you want to maintain the visibility, build candles/torches to light up the area. Stuff that will probably be in the patch after this one Zoom. More heroes related stuff. UI rework - we are rethinking the UI and will rework it for the next patch. Pressure plates, Traps, Mechanisms. There are also many other small things that were added to this patch, they will all be detailed in the Change log. [/quote] No more hunger lock!
Glad to hear they got rid of hunger-lock. I've seen my people die a few steps away from a piece of bread before.
Good update. I can't wait.
Yeah sounds great. Last version was a big improvement too so i didn't really see this coming.
cant wait for new update
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