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December 30, 2014, 04:41:51 AM
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supermalparit
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« on: July 25, 2011, 10:14:31 AM »


http://www.townsgame.com/

Hello,

to not mess up the original post:
http://forums.tigsource.com/index.php?topic=20691.0

I will paste here the changelogs.
« Last Edit: March 14, 2012, 11:48:04 PM by supermalparit » Logged
supermalparit
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« Reply #1 on: July 25, 2011, 10:19:12 AM »

Version 0.17

- Balance: Citizens have a little less hungry (again)
- Balance: Bakeries build 4 breads (instead of 1) with 2 wheats
- Balance: Raw material drop rate when a cell it's mined (more coal/iron, less mud)
- Balance: One game turn now it's equivalent to 30 seconds (instead of 60)
- Add: Bridges (builded in masonry with 2 stones)
- Add: Rooms!
- Add: Dining room (citizens eat faster there)
- Add: Hospital (citizens with 1/3 of life go there)
- Add: "Infravision" removed (living entities can no longer see through walls)
- Add: Moddable LOS to living entities (citizens, enemies)
- Change: Pathfinding now gives more value to Z-level
- Fix: Deleting a task in a building now works properly
- Fix: Performance improvements (hangs when you discover new caves)
- Fix: Minor bug fixes

-----

Version 0.16

- Add: Soldiers
- Add: Barracks (each one allows you to convert 5 civilians into soldiers)
- Add: More info in the upper bar (level/civilians/soldiers, day/month/year)
- Add: "Room style" dungeons
- Add: Goblins and Goblin leaders
- Change: Wheat farms can't be built underground
- Change: Builders wait until cells are free to finish the building (avoiding stoned citizens)
- Change: Number of messages in message panel was raised to 1024 (from 128)
- Fix: The hole tile in digged terrains isn't drawed if terrain has fluids

-----

Version 0.15

- Balance: Citizens are now less hungry
- Add: White border to tooltip
- Add: Coal and iron
- Add: Forge
- Add: Wooden armor, pants, boots and sword
- Add: Iron helmet, armor, pants, boots and sword
- Add: Full moddable military items
- Add: Citizens can wear/wear off items
- Add: Weared items are shown
- Add: Big texts are resized in menu
- Add: Now you can build items with the building contextual menu
- Add: Save/Load now operate with compressed files (about 15-1 compression)
- Change: Map depth raised (from 4 to Cool
- Change: FPS capped to 60
- Change: Improved minimap render routine (glVertexArrays)
- Change: Improved the A* zone reset (no more hangs when you build/remove stairs and buildings)

-----

Version 0.14

- Balance: Wheat farms produces wheat more slowly
- Balance: Weaker citizens
- Added white border to menus and panels
- Added dice engine (ex: 4d8+5,3d6)
- Added colors to messages
- Added multilanguage (Spanish)
- Added a new pile (military)
- Added first military item (Wooden helmet) (not in-game equippable yet)
- Add: Messages are now saved
- Changed the task manager. Item building tasks (furniture, food, ...) are more important than other tasks
- Changed the font tileset
- Change: Spider graphics
- Change: Item types are now obtained from items.xml (file types.xml was removed)

-----

Version 0.13

- Changed the "unknown" tile image
- Changed all clay references to mud
- Added females
- Added names, surnames, nicks and gender to citizens
- Added tooltips
- Added the "mine" command to the contextual menu
- Added the keyboard shortcuts to all menus
- Added enemies engine
- Added spiders and giant spiders
- Added combat engine
- Added the current level number at the top-left of screen
- Added red arrow marks indicating if the upper or lower level contains a stair
- Added messages panel full screen mode

-----

Version 0.12

- Sleep time at the beggining of the game changed a little to avoid mass sleep
- Grass cells now doesn't drop clay at 100%
- Stone cells now doesn't drop stone (raw) at 100%
- Added more CPU time to A* search (reducing the pathfinding time)
- Hungry citizens now search food wiser
- If width/height declared in towns.ini match with desktop resolution, full_screen it's set to 'true' automatically
- Added depth to river
- Cells with fluids are shown when you discover a new level
- Added dungeons (no monsters and no items yet)
- Added an error log file (error.log in main folder)

-----

Version 0.11

- Citizens can starve to death
- Hungry citizens now doesn't run to the same food source like crazy kids
- Wheat farm automatically create wheat every predefined time
- Bakery can create bread
- Loading the game now doesn't duplicate items
- Citizens now try to not stay inside a building during it's construction (this avoid being stoned)
- When a citizen needs an item now it search it in the nearest stockpile
- Small bugs fixed
 
-----

Version 0.10

External changes:
- Citizens can eat.
- Citizens can sleep.
- Items carried by citizens are now painted.
- Smoth scroll just pressing the arrow keys.
- Items added: chair, table, bread, wheat
- Buildings added: Bakery, Wheat farm
- Citizens can haul any kind of item (not only raw materials)
- Stockpiles can't share same cell
- Bushes can now be chopped (but no wood obtained)

Internal changes:
- Simplified item structure
- Task manager optimized (fast item access)
- A* improved (fast stair access)
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supermalparit
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« Reply #2 on: July 29, 2011, 02:11:10 PM »

Towns 0.18 has been released.

Changelog
- Add: Main menu
- Add: Moddable items
- Add: Moddable terrain (terrain.xml)
- Add: Full moddable buildings
- Add: Enemies can drop items (moddable)
- Change: Fast bushes grow rate
- Fix: Rendering routine (now buildings are not overlapped with blocks)
- Fix: Minor bug fixes

Notes
This version comes with 50 citizens.


Hope you like it.
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supermalparit
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« Reply #3 on: August 04, 2011, 12:35:25 PM »

Towns 0.19 has been released.

Changelog
- Balance: Bakeries build 3 breads (instead of 4) with 2 wheats
- Balance: Citizens doesn't eat faster in a dining room
- Add: Left click outside a contextual menu closes it
- Add: "Items" menu. You can build items without specify a building neither a place where to put them
- Add: Happiness
- Add: Personal rooms. Citizens go there to sleep.
- Add: Eat in a dining room improves the citizen happiness
- Add: Sleep in a personal room improves the citizen happiness
- Add: Immigrants (they come if there are personal rooms available and overall happiness it's good)
- Change: Trees only generate bushes if there are less than 3 around
- Change: Prerequisites for a room (2 cells wide, 6 cells minimum and, at least, a wall in each side)
- Fix: Little issue dropping big items (more than 1x1)
- Fix: Minor bug fixes


Notes
This version comes with 7 citizens.

Hope you like it.
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supermalparit
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« Reply #4 on: August 16, 2011, 02:42:29 PM »

Towns 0.20 has been released!

Changelog
- Change: Items in a wrong stockpile are hauled
- Change: Citizens doesn't haul items if exists enemies around the item
- Add: Full moddable enemies
- Add: Full moddable items
- Add: Moddable map generator
- Add: Sieges!
- Fix: Minor bug fixes

Notes
This version comes with 7 citizens.
Every item, building, enemy, terrain and the map generation are now full moddable. It means that you can edit almost every single thing of the game, you can change the game completely and convert it into a Zombies game! ... or into a space game.... or into.......

I have to document it, but, if you take a look at the .xml files into the 'data' folder, you'll see that it's pretty easy and intuitive.

Hope you like it.

Supermalparit
http://supermalparit.blogspot.com/
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supermalparit
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« Reply #5 on: August 31, 2011, 02:24:48 AM »

Towns 0.21 has been released.

Changelog
- Add: Music & sounds
- Add: FPS parameters in config file (towns.ini)
- Change: Improved minimap render routine (pregenerated textures, reducing to a half the current CPU time)
- Fix: Static "child" items (ie. bushes) no longer born into stockpiles
- Fix: Big items/buildings are now displayed even if first cell it's outside the main area
- Fix: Crash when equip/unequip soldiers (thanks to Belzebuit)
- Fix: Minor bug fixes and some general performance

Notes
Music & sounds are temporary.

Hope you like it!

Supermalparit
http://supermalparit.blogspot.com/
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supermalparit
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« Reply #6 on: September 04, 2011, 09:00:20 PM »

Towns 0.22 has been released.

Changelog
- Add: Current Mining/Digging/Chopping orders are painted
- Add: New "Cancel order" command under the "Orders" menu
- Change: Improved citizen task manager
- Fix: "Item & place" menu now works properly with already built items (thanks to SirHoder)
- Fix: Duplicated tasks are not created (ie. Mining twice in the same cell)
- Fix: Crash trying to build an item NOT defined in the corresponding file (thanks to SirHoder)
- Fix: Stuck citizens trying to build an item when prerequisites are not accessible

Screenshots



You can download it from devblog:
http://supermalparit.blogspot.com/

Hope you like it.
« Last Edit: September 04, 2011, 09:17:06 PM by supermalparit » Logged
supermalparit
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« Reply #7 on: September 14, 2011, 03:16:08 PM »

Hi,

Towns 0.23 has been released.

Changelog
- Add: Working chairs (used in dinning room)
- Add: Beds
- Add: Walls
- Add: Row building system (used to build walls)
- Add: Happiness value to items
- Change: Happiness formula
- Change: Improved the main menu config file, concerning items and buildings multilanguage.

Hope you like it!

http://supermalparit.blogspot.com/
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supermalparit
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« Reply #8 on: September 15, 2011, 02:45:51 PM »

Due to a nasty bug in Towns 0.23 (bas tileset file) I just uploaded the next release.

Changelog
- Add: Alternative graphics system for living entities
- Change: Assured males AND females in every world
- Change: Same starting point for all citizens
- Fix: Crash when right click on a room with dead owner

Sorry for inconveniences.

http://supermalparit.blogspot.com/
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supermalparit
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« Reply #9 on: October 03, 2011, 01:07:36 PM »

Towns 0.25 has been released.

Changelog
- Add: Campaign mode
- Add: Main menu options
- Add: Moddable dungeon generation
- Add: A mill, flour, new tree
- Change: Added [BLANKLINE] code to menu.xml
- Change: .xml generators cleaned (using "dice" function instead of varMin and varMax)
- Change: New folder for graphics
- Change: Separated textures for buildings, living entities and items
- Fix: Minor bug fixes and improvements

Notes
- The campaign mode content it's still in development. But modders can change anything they want.
- With the moddable dungeon generation modders now can decide at wich levels they want dungeons, and what kind of monsters appear in it.
- To build bread now it's necessary flour sacks. Flour can be obtained from the mill.

You can download it from the devblog:
http://supermalparit.blogspot.com/

Hope you like it!
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alexpoysky
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« Reply #10 on: October 15, 2011, 02:38:39 AM »

Hello everyone. I am the new Lead content manager and Public relations for Towns. If anyone has any questions they would like to ask about it, or would like to give any suggestions, please, by all means feel free to use the forum or pm me. You can even add me to msn or facebook at [email protected].

Or join our new facebook group http://www.facebook.com/groups/283334488362764/?id=285807864782093&notif_t=group_activity

Kind Regards

-Alexander Poysky
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supermalparit
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« Reply #11 on: October 27, 2011, 06:46:18 AM »

Towns 0.30 has been released!



Changelog
- Balance: Walls are now built in the masonry (with 2 stones)
- Balance: The arrival of immmigrants is checked every 3 in-game hours (instead of every in-game day)
- Balance: When a citizen (or soldier) dies. The global happiness is reduced by 20%
- Add: Custom actions engine
- Add: Animation engine
- Add: Random drop engine
- Add: Ranged weapons engine
- Add: Buildings now can have an automatic mode turned on (non-stop production mode)
- Add: Buildings can be forced to be built over certain terrains (ie. wheat farm over grass, mineshaft over stone,iron,coal,...)
- Add: Buildings can have non-rectangular shapes, and the entrace may be placed elsewhere
- Add: Hide buildings when hold [CONTROL] key
- Add: Engine prepared for friendly units (ie. A cow)
- Add: Current mission objective status is shown in the objectives panel (F1)
- Add: Infinitive verbs when attacking
- Add: A lot of content!
- Add: Drop for friendlies and citizens
- Add: Random prefixes and suffixes to military items when droped by an enemy
- Add: Repeat tasks when hold [SHIFT] key
- Change: All non-operative items will show the red-cross mark (ie. A bed built but not placed in destination)
- Change: Citizens now ends his tasks before they go to eat or sleep
- Change: If a citizen is carrying an item, he drops it before they go to eat or sleep
- Change: A wall (item) can be used as a room wall
- Change: Rooms can be built outside
- Fix: Improved the fluids routine (reducing CPU time to a half)
- Fix: Row-building mode fixed (walls)
- Fix: Returning to main menu could crash the game in some cases
- Fix: Removed the Windows end-of-line character from the Linux launchers
- Fix: Minor bug fixes
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alexpoysky
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« Reply #12 on: January 04, 2012, 04:58:55 PM »

Version 0.39

- Add: Autoequip!
- Add: Content!
- Add: Containers!
- Add: Possibility to expand zones (avoiding the boring squared zones)
- Add: Stock number on the APS
- Add: Different maps
- Add: Habitat for living entities
- Add: Value, fill percentage and eat time for every food item
- Add: Citizens can now pick and use living entities (i.e. a pig)
- Add: Buildings with living prerequisites and descriptions
- Add: Action queues now can create new friendlies
- Change: Siege message (informing that the game has been paused)
- Change: Citizens won't run to the hospital if they are fighting
- Change: Doors don't have a roof assigned (so you can make a wooden building with a bone door and the roof will appear)
- Change: Removed the hardcoded "type=military" from military items
- Fix: APS now checks for carrying items to control the stock
- Fix: APS now doesn't take into consideration locked items (so walls, trees and so on can be placed there)
- Fix: APS doesn't put all tasks at the same time on the task queue (performance improvement)
- Fix: Synchronization crash
- Fix: Building issue with citizens on different areas (IE. citizens on both sides of the river and no path between them)
- Fix: Stuck friendlies over a hole with a ladder
- Fix: Minor fixes and improvements

-----
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supermalparit
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« Reply #13 on: March 14, 2012, 11:47:51 PM »

Towns patch notes

Version 0.42b

Change: Kill a bird is easier now (but not easy!)
Change: Continuous water
Change: Game speed can be toggled using "+" and "-" keys
Change: Map generation performance
Change: Spawn of items/livings management performance
Fix: Werepigs and milked cows doesn't turn invisible anymore
Fix: Negative numbers on regular production queue
Fix: Roads menu, bread item description and autoequip command translated to spanish
Modders: <childItem> tags has been changed to <spawn> ones, that also allows you to spawn living entities (IE: A cow, a goblin, ...)
Modders: New <heightMin> and <heightMax> tags on the <change> one. This way you can change the terrain on certain heights
Modders: New <habitatHeightMin> and <habitatHeightMax> tags for living entities and items. This way you can spawn certain objects (IE. reindeers) on certain heights

-----

Version 0.42a

Add: Raise/Lower terrain menu (admin tool atm)
Add: Add/remove water/lava menu (admin tool atm)
Fix: Colored roads doesn't mess up the whole terrain
Balance: Build times and building spawn rates are reduced
Balance: Boots of speed doesn't need snickerite to build it (changed it to goblinite)
Balance: Create flour now only costs 2 wheat

-----

Version 0.42

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

-----

Version 0.40.2

Change: Transition tiles disabled by default
Fix: Unifallows now correctly respawns as milkable
Fix: Unifallows can now be butchered for raw steak and for bones

-----

Version 0.40.1

Fix: Cow farm now produces cows!
Fix: Buildings never built if the builder begins to sleep/eat after place all materials on it
Fix: Graphic glitch with directional animals (cow, pig, badger, skootenbeeten and unifallow)
Fix: APS now works with living entities (IE. milk a cow)

-----

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

-----

Version 0.39.2

- Add: Red/green pre-requisites when right click over a building
- Add: System to add more textures dinamically
- Fix: Lag when build a building and other citizens are over it
- Fix: Camel/cow now return to his previous state after you milk it
- Fix: Container issues

-----

Version 0.39.1

- Balance: Wheat is produced faster
- Change: Some icons from menus have been moved
- Fix: Ogre club and fine ogre club graphic
- Fix: Harvest command on the bottom menu now also harvests cactus plants
- Fix: Autoequip when items are on containers
- Fix: Bug that caused food from containers to only be eaten by one citizen
- Fix: Buildings show the correct prerequisites for "living" when only those are left
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Destral
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« Reply #14 on: September 11, 2012, 11:49:35 AM »

Congrats on getting Greenlit! Smiley
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Eatingburger
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« Reply #15 on: September 11, 2012, 07:55:49 PM »

I gotta ask, because I've seen the trailers and tried the game:

How is this not Dwarf Fortress?

I mean, it's nice to see Dwarf Fortress from an isometric viewpoint, and it's certainly something that was needed to make the game more accessible, but the gameplay seems to be completely identical in design. And I mean completely identical.


e: I... Guess its not that big a deal, clones of other games have been made in abundance, so I guess DF shouldn't be any exception. Good luck with your development!
« Last Edit: September 11, 2012, 08:22:19 PM by Eatingburger » Logged
Bandreus
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« Reply #16 on: September 11, 2012, 11:16:27 PM »

Woooooo Greenlit  Hand Joystick
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