Can't wait for this game being developp'd enough to compete agaisnt DF
Is the Demo version the same as the version if you paid for it ?
its a demo.
[QUOTE=Lemonaids;35392907]Is the Demo version the same as the version if you paid for it ?[/QUOTE]
Yes with a time limit.
I'm struggling to decide if it's worth buying this alpha. I want to buy it before it goes full version but I don't know how long I've got until that happens. And I mean, will I be playing it for that long? I don't really have time to dedicate to it right now. It does seem like an awful lot of money for something with such little features yet. It's a shame I missed the IndieRoyale bundle. I mean like the reason so many people funded Minecraft's alpha was because they loved making shit in it, you can't really say the same for this.
After looking at my checkout for gamersgate for about half an hour, I'm going to have to say a big fat no. It's a shame because I think, if they don't get enough alpha funding it might just be another Cortex Command where it never gets finished.
Hit a bug. My townsfolk are constantly eating, they eat til there's nothing left and then they get hunger locked...
I'm taking it there's no way out of this hunger locked thing? I made my villagers all set their priorities to harvesting apple trees but before they can get there they've been all slowy starving to death.
If everyone is hunger locked, there is nothing you can do. However I believe the lock is being removed with the next patch
[QUOTE=HolyCrusade;35506446]If everyone is hunger locked, there is nothing you can do. However I believe the lock is being removed with the next patch[/QUOTE]
It is. Hunger will just slow down citizens and what not.
Patch 4.5 [i]should[/i] be out now
[quote]
Towns patch notes
Version 0.45b
Change: Heroes come/stay prerequisites
Fix: Blue color now can be stored in piles/containers
Fix: Pears automation harvesting
Fix: Issues with planted banana trees, blue radish and snow trees
Fix: Stuck (invisible) citizens when placing walls (or just non-passable cells like water)
Fix: Citizens starving to dead with food on the world (related to the previous fix)
-----
Version 0.45a
Add: Management menu for piles and containers
Add: A clock to use in some zones
Change: Heroes exploring routines
Change: Citizens will starve to death after 2 full days without food
Change: Negative speed % applied when a citizen is hungry
Fix: Some tree/planting scripts
Fix: Some wall sizes and positions
Modders: Crash if you set a building without prerequisites solved
-----
Version 0.45
Add: Now living entities (IE. a cow) can hate any other livings (IE. a pig).
Add: Speed buttons on the UI.
Add: Status messages on the loading screen.
[b]Add: First heros![/b]
Add: Fog of war on dungeons.
Add: You can click on the messages to set the current view where the event is happening.
Add: The badger arena!
Add: New option on the game menu to disable by default all items when you create a pile or a container.
Add: New option on the game menu to pause the game when it starts.
Add: New option on the game menu to activate transparencies near the mouse cursor
Add: Un-till terrain.
Add: Un-dig terrain.
Change: No more berseker soldiers. Now soldiers have 3 status, GUARD, PATROL and BOSS AROUND.
Change: Health points restored when sleep are set to 5% of maximum base health points (instead of 1 HP).
[b]Change: No more hunger-lock. Now, when a citizen is hungry they walk at 50% speed but continues performing normal tasks.[/b]
Change: Better fluids and tasks management routines.
Change: Citizens search for a nearest hospital (or dinning room) instead of the first hospital (or dinning room) created.
Change: Citizens now use the beds on the hospitals, and heals faster if do so.
Change: Citizens works and walk slower if they are unhappy.
Change: Savegames now are placed on userdocs/.towns/save/BUILDNAME/ where BUILDNAME is the current game build (IE. 0.45).
Change: Citizens (and heros) walks to his assigned room when they come.
Change: Zones now can be built on edges and close to a slope
Change: You can scroll now with the WASD keys (or arrows) and up/down levels with the QX keys (or mouse wheel).
Fix: Stockpiles under a building are not allowed.
Fix: Harvest button now also harvest blue radish.
Fix: Entities with assigned path will not pass through holes if you remove a ladder while they are following it.
Fix: Tooltip issue on production panel with multiple items/livings.
Fix: Autoequip while healing do not stuck citizens anymore.
Fix: Half-Buildings on the left or top area of the screen are displayed .
Fix: Walk glitches when a citizen is close to the wall or after a fight.
Fix: Citizens doesn't make the same haul task when the item to be moved can be placed in a container AND in a stockpile.
Fix: You can use the non-numpad '+' key to increase the speed.
Fix: Immigrants now CAN find the path to the colony even if his assigned zone has walls on the first cell.
Fix: Cancel terrain actions (like till) now works even if a citizen started to do it.
Fix: Glitch with roofs when you have a building inside other.
Fix: Equip/unequip now doesn't stuck citizens in certain cases.
Modders: Removed the ITEM_CREATE_ITEM, LIVING_CREATE_ITEM and TERRAIN_CHANGE_TERRAIN action types.
Modders: Added the <generatedItem> tags to actions. This way you can set the production panel icon (it overwrites teh <createItem> icon).
Modders: Added the "useSource" atribute to <move> tags.
Modders: Added <replaceCellItem>itemID</replaceCellItem>, <destroyCellItem /> and <moveTerrain /> tags to action queues.
Modders: <id> and <startingPointID> tags to use on the <seed> ones. This way you can name a seed and force a second seed to start inside the first one.
Modders: <hate> tag for living entities.
Modders: Some nice error messages that will help modders if something fails on map generation.
Modders: <heightMin> and <heightMax> tags added to the <seed> tag. This allows you to create seeds on certain heights.
Modders: Subtag <terrain> under the <change> tag now accepts special types (_WATER_, _WATER_INF, _LAVA_, ....) again.
Modders: New social zone <type>SOCIAL</type> on zones.xml.
Modders: Removed the <type> tag from actions. Now all actions must have a queue.
Modders: <maxHungryTurns>, <maxSleepTurns> and <eatZone> can be scripted on livingentities.xml.
[/quote]
[quote]Version 0.50b
Balance: Tree bush spawns reduced to a half (faster spawns)
Change: Allow the mine and building of items from up/down AND diagonal
Change: Glue items now glues to terrain (no more stairs falling!)
Fix: Crash when you build walls in the top level
Fix: Game options now are read/saved in the correct file when you use the USER_FOLDER feature
Fix: Pathfinding issue with the last layer
Fix: Glitch with the limestone miniblock
Fix: The icons of eat/sleep now are shown in front of citizens / heroes
Fix: Mouse cursor and blue orders tile transparencies fixed
-----
Version 0.50a
Add: USER_FOLDER in the towns.ini to overwrite the operating system folder
Change: Mini mouse cursor and blue orders when the miniblocks are on
Change: Doesn't allow orders to be created in air cells if there is no path to them
Change: The grid is correctly displayed over walls
Change: Items can be created/placed in diagonal
Change: Now items also can be built from the below and above cells
Change: Allow to place the camera in the last floor level
Change: Iron, coal, copper and gravel seeds moved a bit to the surface
Change: Mineshaft spawn time increased
Fix: OpenGL depth buffer values lowered to allow lower end graphic cards
Fix: Typos with 'bait' and some chop orders
-----
Version 0.50
Add: True multilevels!
Add: Autosave option
Add: Content (Chimneys, walls, stairs, ...)
Change: Cactus fruits spawn time reduced
Change: New graphics for some units
Fix: Till on a cell that already have a till command
Fix: Issue with admin fluids (now sieges/heroes/citizens will not appear if there is no path to the town)
Fix: Stuck citizens if the only path to an item is through the fog of war
Fix: Citizens eating raw food if they got hungry in a raw food creation task
Fix: Autoequip will not stuck citizens if the best armor/weapon is in an unreachable area
Fix: Elven bow was tagged as 'sword' so some non-ranged heroes equip them
Fix: Heroes equipping items that are not tagged (IE. a thief equipping a bow)
Fix: Ranged livings shotting to other livings when the victim moved to other level
Fix: Deleting a zone where a citizen is hauling a bench will not set that item operative
Fix: Ranged enemies attacking at melee
-----
Version 0.47b
Change: Added wild wheat on the snow map
Change: Wild wheat can appear in all kind of grass cells
Fix: Old ATI drivers/cards memory leak minimized
Fix: Heroes with alternative graphics (IE. barbarian and highlander) doesn't equip
Fix: Empty bottle and poison botle are now stackable
Fix: Planted wheat turns back to wheat seeds after 1-2 days
Fix: Gravestones issue when no corpses around
Fix: Necromancy (Sips) and taunt (barbarian) skills
-----
Version 0.47a
Change: Crippling shot chance increased
Fix: A new ATI crash
Fix: Thief poison attack
Fix: Ranged attacks that adds effects to livings (IE. Elf crippling shot)
Fix: Prerequisites to build silver/gold armors
-----
Version 0.47
Add: Traps
Add: Military items tooltip now shows the item level
Add: Icons on each effect (IE. a green drop for the poisoned effect)
Add: New floors for zones
Add: Hitting the "H" key rotates throught your current heroes
Add: Heroes with high moral will help citizens in danger
Add: New dark wooden wall, golden/silver weapons and armours, also a flaming sword only dropped by burningpets
Change: If the floor is occupied by an item, the living drops will check for neighbors cells
Change: Faster exploration methods for heroes
Change: Mountain map generation
Change: Autoequip order now search for the best items. Also, you can order it to a citizen already equipped to search for better equipment
Change: Area skills (IE. defense aura) now takes into account the LOS
Change: Rebalance the level of all items and drops
Fix: Added specific code for ATI users to solve the nasty crash (thanks to Zachary Stendor for testing it)
Fix: Citizens with building construction tasks will stop it automatically if they get hungry
Fix: Chop palm trees with the bottom menu
Fix: Made snickerite greaves stackable
Fix: Blue arena badgers health points increased
Fix: Heroes doesn't break walls/doors on other levels when they get rage
Fix: Sand roof glitch
Fix: Mouse transparency option now is saved properly in the options file
Fix: Heroes use of skills while eat or sleep
Fix: Stuck livings if you delete a bridge when they are over it
Fix: Citizens starving in the hospital
Fix: Expanding zones on undiscovered cells
Fix: A bug makes the citizens to walk bellow 20% speed
Fix: Citizens speed when they are hungry now has the minimum speed to 20%
Modders: Customizable effects, they can be tied to hero skills, foods
Modders: New <tags> tag on items and , this way heroes will use only specific items (IE. a mage only use cloth items and wands)
Modders: New tags <levelMin> and <levelMax> on the living entities drops
-----
Version 0.46
Add: Leveling and experience to heroes
Add: Skills for heroes
Add: Damage over time attacks
Add: Heroes now leaves some battles to take a rest
Add: Icon on the top left side of the screen indicating the current task
Add: Confirmation menu when you start a new game with a previous save
Add: Citizens and heroes drops some equipment when dies
Add: Mud and sand walls
Change: Prefix/suffix are displayed on heroes equipment
Change: Fire wand stats
Change: Dwarf heroes now wants a room underground to come/stay
Change: Saving the game speed GREATLY improved
Fix: Planted apple bushes/trees
Fix: Blue flowers gathering
Fix: Some graphic glitches
Fix: Hero stuck when leaving a town in some cases
Fix: Cyclop and hobgoblin kaiser names swapped
Fix: Boots of haste now can be made using any kind of bird
Fix: Wild wheat now spawns in the mountain map
Fix: Stuck citizens when they can't reach an item/living
Fix: Tooltip showing living entities on undiscovered cells
Fix: Special death heroes doesn't appear again
Fix: More HP than the maximum allowed after wear/unwear items
Fix: Admin water now deletes the content of the first cell
Modders: New tag <HPRegeneration> on livingentities.xml. It makes a living to gain 1HP per turn
Modders: New <followEntity> and <followTurns> tags. This way you can script pets!![/quote]
Also they are working on UI changes.
[quote]Version 0.xx dev (not released)
Add: Caravans!
Add: UI changed!
Add: Shadows
Add: New stock panel
Add: New option in main menu to turn sieges off
Add: Click on a message now gets you to the living that produced it (not just the point where the event occurs)
Add: Added the funtion to move back and forth through heroes
Add: Shift + click on level up/down now moves the camera 5 levels
Add: Shift + click on the production panel icons now increases/reduces the ammounts by 5
Add: Flatten blocks near the cursor option in the UI
Change: Siege enemies now choose random citizens when target
Change: The game map now is saved (and loaded) secuentially. This avoids OutOfMemory errors on some configurations
Change: Livings now move through levels when idle
Change: Stockpile/container option text in the main menu
Change: All roofs are tagged as walls
Change: All walls connect with other walls (or wallConnectors like doors)
Change: The minimap textures of upper levels are reloaded when a level changes
Remove: Mouse transparency near the cursor option in the main menu
Fix: Items getting deleted because other items fall on them from stairs
Fix: Creation of scaffolds underground in a side/down way
Fix: Expand a zone no longer allows it to be placed on air
Fix: Crash when a living fires a projectile
Fix: Typo issue with silver armor and golden armor and weapons on piles/containers
Fix: Glitch behind some water tiles
Fix: Stuck citizens when they are searching for items in a container but there is no path to that container
Fix: Graphic glitches with the blue orders and with big items
Fix: Deadlock/lag when you disable a pile/container and there is no free space on that level
Modders: The UI graphics can be placed in other files than ui.png
Modders: New tag on livings <evadeTraps> (added to caravans, birds and sadonkeleton)
Modders: All the entries in graphics.ini MUST have the TEXTURE_FILE option
Modders: Added the <numCitizens> tag to set the number of starting citizens in a map
Modders: Added the <startingLevel> tag to set the level where the starting citizens must appear[/quote]
[img]https://dl.dropbox.com/u/21309241/ui2.jpg[/img]
[img]https://dl.dropbox.com/u/21309241/ui1.jpg[/img]
[img]https://dl.dropbox.com/u/21309241/ui3.jpg[/img]
[img]https://dl.dropbox.com/u/21309241/ui4.jpg[/img]
I have it bought it when it was on sale because it was alpha, tried to play but i'm not very good, so I'll probably just wait til I get a good update I like and start playing again
[QUOTE=Oicani Gonzales;40251666]Does anyone still play this game?[/QUOTE]
I purchased it during the sale when it first got greenlit, only recently started to play it.
It's not bad, I just downloaded a few mods that add a lot more things to craft and another one that adds heaps more priorities and jobs to the list, so you can define groups better. (it breaks down mining/digging into seperate priorites and a lot more)
Has this game become playable yet? Last time I heard the huge amounts of bugs and glitches made it unplayable.
I still play just not recently. I love the game.
This game just needs more content and interactivity and it would be good
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