Towns, 0.38 released 16/12/11FINALISTS in the top 100 Games of the year awards!

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Hey, I didn't know you guys were on GamersGate already. Quite a few people on this forum use GamersGate I think, and I suspect many of those have some blue coins sitting around. Get it while the getting is good, IMO.

http://www.gamersgate.com/DD-TOWNS/towns-alpha
 
Seeing as the blue coins are merely the bonus system by GG I'd say so, yes.
I mean you can buy blue coins and gift them around 'n' all. If the devs wouldn't get any money for that, GG would be scamming them.
 
http://www.youtube.com/watch?v=ltwpY9G-Tsc&feature=plcp&context=C3e8d86fUDOEgsToPDskJTkEFndEHP8h9NP3QwvLCW

TB mentioned this at 14:47.

Thought that might interest you :razz:
 
So this and Kenshi are on my soon-to-buy list then. Sigh. What would the world be without indie developers?
 
Towns .40 is out: www.youtube.com/watch?v=XG2WTrJoj0A

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

Still no heroes though :razz:.
 
The aim of the game is to build up a town and attract heroes to take up residence and defeat the horrors in the deep, while you profit. No heroes yet though.
 
New release: 0.45b

http://www.townsgame.com/forums/viewtopic.php?f=8&t=1420
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.
Add: First heros!
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).
Change: No more hunger-lock. Now, when a citizen is hungry they walk at 50% speed but continues performing normal tasks.
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.
 
0.46 is out now. It's a pretty awesome game even if it is in alpha. Bought my copy a week ago I think. :smile:

Edit: patch notes



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!!
 
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