We want to thank you all for the patience of waiting of v14, it took a long time, had to take a revision of features midway, but its finally here!
So, what does V14 bring to the table?
Events are special, random and semi-random situations that can affect the map, the people or the items in the game. They come in all sort of forms, some can be benefitting but some can cause harm.
We have added a day/night cycle. Some events will be limited only to the days and some only to the night. Some might get harsher during night times.
The day/night cycle affect the lighting and trigger sounds, so don't get surprised by hearing chickens here and there.
Mouse interface improvements
The mouse has been improved so that it now allow for interaction of the terrain/items/creatures from higher layers. If you have grown too accustomed to the old mouse style interface, you can set it up easily by switching the 2d mouse. If you don't want the height boxes indicators showing, you can disable them in the options menu accessible from within the game.
Rotation and unlocking
Some items can now be rotated by pressing the F button while building them (a direction indicator will appear) or through right clicking the menu and choosing the facing direction.
Any item can now be unlocked so that it could be moved around and about.
We have reworked heroes so that they are now waiting to be fully healed before returning to the dungeons. Also, heroes now require specific items to be built inside the tavern rooms if you wish to attract them:
Barbarian - bone bed Elf - harp Knight - wooden bed Dwarf - room to be built underground Mage - wooden cupboard Sips - necromancer statue Vechs - bird in a golden cage Punchwood - a wooden bed and a stone male statue Herbalist - Potted plant Rogue/Thief - Decorative Chest Highlander - Room above level 5
Soldiers can level up, but will not keep their levels if they are reverted back to civilians, this is done so you will want to keep a steady and regular fighting force.
Townies will now drop crafted and harvested items directly into containers if they can see free ones around them in close proximity.
You can check the full patch notes on top thread in the discussion area..
We hope you will enjoy this patch and as always, you are more than welcome to leave us suggestions and feedback on steam, indiedb or on our forums.
Fix: Control key issue when buying/selling items to the caravan Fix: Heroes near death won't go aid friends Fix: Heroes won't go aid other heroes of other parties Fix: Sacrificing animals to the shrine now works properly
Add: Server support for buried maps (townsmod.net server added by default) Add: You can add text to some items, and bury them! Add: New writeable wooden signs Add: New items, books, scrolls and a shrine, an item to revive custom died heroes Add: Sieges have a chance to come from underground Add: Death messages for heroes Add: Heroes choose companions based on their morale. Companions will explore together Add: Languages now have internal mod loader support Add: Mods folder tip on the mods menu Add: Sheep are added to the butcher-for-bones menu Add: Average happiness added to the UI Add: New happiness system Add: Trading panel now shows the remaining trades Add: The control key can be used like the shift key on several panels. It will add and subtract in amounts of 100 Add: Wild snoat and a snoat farm Change: Cyclop graphics Change: Raise and lower speed icons are now disabled when you set the min/max speed Change: Bamboo trap damage has been reduced to half Change: The option to pause the game when a caravan comes, now also pauses the game when the caravan is ready to trade Balance: Fire bow stats are slightly increased Balance: Eat a fish now fills a bit less Balance: Fishing set happiness cooldown has been increased Balance: Monsters' level boosted in lower dungeons Typo: Bite/bites verbs swapped on the Exploding sprouts and bats Typo: "it's tiny size" changed to "its tiny size" (iron short sword description) Typo: Spanish name for the low and burnt cooking fires Typo: Some 'accesible' words instead of 'accessible' Fix: Allies combat log colors now are correct Fix: Planting flowers ID in the right menu Fix: Lag when you have many non-available orders, has been reduced Fix: Werepig and throwing rock glitches Fix: Now the system detects all the low and burnt cooking fires to renew them Fix: The removal of items from containers doesn't have the "Unknown task" text anymore
Modders: New tag on the items.xml. Possible values are true and false (default). Used to set an item to be writeable (tombs, books, scrolls, signs, ...) Modders: New tag on the queues of actions.xml. Possible values are item IDs. Used to lock a bench when the action is assigned Modders: New tag on the queues of actions.xml. It doesn't require a value. Used to reset the dead status of the custom heroes Modders: New and on livingentities.xml. Value should be a number or a dice. Used on citizens, for the new happiness system Modders: New and tags on the queues of the actions.xml. Possible values are a dice or a single number. Used to remove coins from the world Modders: New submenu on the decorations/outdoor for the statues and poles
Add: New monster, the evil turtle Add: New option to pause the game when a caravan comes Change: Werepig graphics now are isometric Change: Pathfinding now adds a bit more importance to the Z level Change: Removing an item with the contextual menu now reveals the cell under Change: Now the game doesn't crash if for some reason a saved game file is not found Fix: Following livings glitches and starts to wander off screen Fix: Mod loader issue when a mod adds new terrain types Fix: Buried architect's tables and hanged lamps are not sold by the merchants anymore
Add: An option to tune the CPU level used on pathfinding Add: Wolfy, queen of werewolves monster Add: New graphic for the shorn sheeps Add: Job group name on the townies tooltips and when right click on them Add: New icon for the special decorative items Change: Removed the butchering of reindeers from the production panel Change: Removed the message spam when the taunting trunk casts effects Typo: "Hobgoblin Khopesh" changed to "Hobgoblin khopesh" Typo: "Raw reindeer steak" changed to "Raw snoat steak" Typo: Spanish name for the Nature aid skill Typo: Spanish description for the candle items Typo: "Shorn sheep" instead of "Skinned sheep" Fix: Buried harps, buried purple thrones and buried graves are not sold by the merchants anymore Fix: Cloth and leather armors have been included to the stock panel Fix: Shadows over stockpiles and zones on the camera level Fix: Crash when you scroll down levels past the bottom layer Fix: Issue rendering cells when you load a non-v12 saved game that contains vertical ladders Fix: Glitch on the red long flags that face south-west Fix: Heroes avoiding the level restriction when they don't have new cells to explore
Add: Bury system! Add: Integrated mod loader! Add: A way to restrict the hauling and autoequipping by layer Add: A way to restrict the heroes exploring layers Add: Townies happiness is showed when you right click on them Add: Elven names for the elf heroes Add: New living type, allies. Used on the spawned livings (sadonkeleton, ...). They can use doors. Add: Description of items in the in-game tooltip Change: Ladders are not needed anymore to climb 1-level underground cells Change: Sorted military items on the equip menus Change: Terrain cells on the camera level now are brighter Change: Boat caravan now brings animals in a cage Change: Plant trap won't hurt animals Change: Vertical ladder now have connections Change: Cooking time on the low cooking fire and the normal fire swapped Change: Heroes dead sound Change: Game speed now can be increased up to 5 Change: Cyclops now have a daunting scream effect. Is casted when the cyclop is near death, it makes townies to flee Change: Softened the hard level sieges. Added a new "harder" level Change: Replaced items by scripting now allow the placement over piles and zones Change: Loading a wrong saved game won't end in a game crash Change: Anvil is now on the workshops group Change: Containers and walls now can be built in areas Content: New walls and a dome roof Content: Sheeps Content: Cloth armors Content: New animals in a cage items Content: New heroes, Vechs and The Herbalist Typo: Delete scaffolds typo, "Spiderite set" spanish typo Typo: "It's essence..." by "Its essence..." on some weapon descriptions Typo: "crush" by "crushes" on some weapon verbs Fix: Placement of patrol points on air is no longer allowed Fix: Issue on the actions that doesn't allow to mix moveTerrain's and pick's Fix: Harvest orders never done if the townie starts a battle while performing it Fix: Huge lag if no haulers and some idle townies in the town Fix: Containers now can be sold to merchants Fix: Improved the way townies build walls to avoid lost orders Fix: More stable manual launching from towns.command in paths where a space is found Fix: Crash "un-hauling" items from a stockpile Fix: Glitch on "La Pedrera" walls Fix: Stuck citizens after a robbery siege move some containers
Modders: New property "id" on the menuXXX.xml files. Used to give a way to modded xmls to delete tags Modders: New property "id" on the gen_XXX.xml files. Used to give a way to modded xmls to delete or modify tags Modders: New "delete" and "deleteContent" properties on the submenus for the modded menuXXX.xml files. Possible values are true and false. Used to remove the original content of the menus Modders: New "delete" property on the items for the modded menuXXX.xml files. Possible values are true and false. Used to remove the original content of the menus Modders: New "delete" property on the gen_XXX.xml files. Possible values are true and false. Used to remove the original content of the gen_XXX.xml files Modders: New tag property on almost all the data xml files. It should contain a priority "id". Used to remove original data Modders: Removed the tag on the items.xml Modders: The tag now accepts comma separated values Modders: New tag on the effects. Possible values are: ALWAYS, HITTED, ENEMIES_IN_LOS, NEAR_DEATH and NOT_MAX_HP Modders: New tag on the effects. Possible values are true and false (default). It makes the citizen/hero to flee when they receive it Modders: New on the actions.xml. This way you can create a random item (used on the new treasure chests) Modders: New and tags on the items. Possible values are true and false (default). Used to indicate the items that will be buried and the status when unbury them Modders: New and tag on the items. Possible values are comma separated item IDs and percentages. Used to know what item (just one) will spawn when unbury Modders: New and tags on the items. Possible values are comma separated living IDs and spawn percentages. Used to know what livings will spawn when unbury Modders: New tag on the items. Possible values are true and false (default). Used to know if the unburied item do not spawn items Modders: New tag on the gen_map.xml files. Possible values are true (default) and false. Used to prevent the bury system in a map. Used on the tutorials. Modders: New tag on ranged items. Possible values are true and false (default). Used on the ranged weapons monster heads
Change: Reduced the heroes appearing rate Change: All the roofs but the broken one and the straw one will block fluids Change: Cooking a fish now takes a bit longer Fix: Health points being reset to a living entity base stats while receive any effect Fix: Snow birds missing graphics for older save games
Add: Citizen jobs and groups Add: Light items Add: Configurable FX and music volume Add: Fishing dock and fishing set items, used for fishing Add: Food variety bonus Add: "Interior" roofs Add: Possibility to set a square area for certain actions instead of a row (IE. planting wheat, building scaffolds) Add: New customizable priorities (move_to_caravan, build_buildings and feed_animals) Add: Toggable 3D mouse. Useful to build things on other layers than the current one Add: New walls and, a new wooden road item, a well and a pond Add: Ogre, werewolf, snickers, fire head and ghoul isometric graphics Add: New living, the Snoat! (Snow goat). It replaces the old reindeers and does Add: Flat blocks for the wheat and all the roofs Add: Chance to idle livings to move more than 1 cell Add: Animated living entities even when they do not move (birds, brownie bar rider, ghosts and fire head) Add: Enemies stats when you right click on them Add: New damage types and resistances to weapons, armors and monsters Change: Spanish names for the armor sets Change: Almost all the effects but the direct ones will not notify with a message when a living receives it Change: Military items are not displayed on the livings panel if the living have the graphic change effect (IE. Citizen turned to a pig) Change: Townies will stop the "Move to caravan" and the "Autoequip" tasks to eat if necessary Change: Big sieges will not stuck the citizens when search a path Change: Menu item "Delete" by "Delete scaffolds" Change: Dynamic pile/container configuration panel Change: Items and livings now are shadowed if they stand in a dark cell Change: Reduced drop percentage to heads and bones Change: Green block and green road now needs green color instead of yellow flowers to be built Change: Wooden block and Wooden moss block removed from the utilities type Change: Increased the difficulty of the last dungeon Change: Bone carver item has been removed from the bone armor prerequisites (still in the menu for save compatibility) Change: Now you can set the maximum stock you want in the "burn items" actions Change: Military prices increased a bit. Spider bow value reduced. Remove: Snow birds Fix: Empty group names no longer allowed Fix: Mini issues/typos in the xmls Fix: Citizens no longer will change their mining point after other citizens ends their mine tasks Fix: Crash when a citizen decides to drop an item when he just died (over a stockpile) Fix: Incorrect coins ammount was being displayed when loading a saved game (The issue didn't affect the real coins ammount) Fix: Occasions when a citizen has two rooms while changing personal room owner Fix: Tooltips in a soldier panel when the soldier list is empty Fix: Citizens won't move locked items on certain conditions Fix: Only 1 auto-production item was placed on the queue on some circumstances Fix: Freeze when a wounded citizen uses a 2nd level dormitory bed Fix: Projectiles data are loaded properly when you load a game (this avoids the "null sticks null" messages) Fix: Equipment menus are no longer partly rendered out of the screen
Modders: New tag on the livingentities.xml. Possible values are true or false (default). Used on birds, brownie bat rider, ghosts and fire head Modders: New tag on the items.xml. Possible values are true or false (default). Used on windows and glass walls Modders: New tag on the items.xml. It allows a numerical value (default 0). Used on items that produce light Modders: New , and tag on the items.xml. It allows the values FULL, HALF or NONE (default). Used on items that produce light Modders: New tag on the actions.xml. Possible valueas are true or false (default). Used on the "burn items" actions. This way the stock number acts as a maximum Modders: Property "COLOR" removed from the graphics.ini
Change: Purged human remains can be used to create graves and tombs Fix: Crash loading a save that contains "destroy flour" tasks Fix: Issue with buildings under construction after the load of a saved game
Add: Samurai helmet Change: Removed the maxAge from the wild wheat, wild sugar canes and wild bamboo. This way wild plants will not disappear Change: Golden haste helmet is now considered a special armor instead of a golden one Change: Market roof now uses animal hides to be built (instead of the old blue color) Change: Iron bars now allow fluids Change: Flood gates now has a glue tag and can also serve as a floor flood door Fix: Position of some items in the stock panel Fix: Crash when a citizen decides to drop an item when he just died
Add: Fluid blocking, fluid elevator and fluid allowed items Add: Evaporation of fluids Add: Wind effect to plants Add: Citizens sleeping under a roof will sleep "faster" and they will endure more time during their day Add: Town coins on the top Add: Flower gathering on the production menu Add: New stockpile and container management panel Add: New effect applied to food that gives a boost to the citizens' happiness Add: New items: Floodgate, fluids elevator, bamboo items, sugarcane items, sugar and cake Add: New helmets: Straw hat, wooden mask, golden mask, mayan mask, samurai mask and kerchiefs Add: New walls: 3 new stone walls, a new log wall, a wheat wall and a bamboo wall Add: New mountains map Change: Improved way of droping items to avoid large paths on some cases Change: Saved game is stored in a temporary file until the game is completelly saved. This avoids the loss of your progress if the save fails Change: Little rest bonus for townies sleeping underground Change: Flour burner removed from the menu Change: Linux launcher on Steam warns you if the game can't find Java (thanks to Vince D. for testing) Change: Brownie village are now can be tilled Change: Unifallow feed food changed to cactus fruits Change: Human remains will stop ghost spawning after 3 day Change: Autoequip now randomise the item to be equipped in order to avoid mass movement to the same item Typo: "Wild kootenbeeten" instead of "Wild skootenbeeten" Type: "green hat" instead of "Green hat" Fix: Main menu issue when the size of the saved games is equals to the game window height Fix: Random freeze if the market zone contain walls and a coming caravan decide to move over a wall Fix: Underground terrain glitches when loading a saved game Fix: Citizens won't skip the chopping tasks when a tree keeper is attacked Fix: Falling items won't destroy the ground ones Fix: Townies now take into account items in containers when you order them to build an already built item
Modders: New tag on items.xml. It allows true/false values. Default is false. (Used on the floodgate item and some walls) Modders: New tag on items.xml. It allows true/false values. Default is false. (Used on the 2 stone arcs) Modders: New tag on items.xml. It allows true/false values. Default is false. (Used on the fluids elevator item) Modders: New tag on items.xml. It allows true/false values. Default is false. (Used on the bamboo cans) Modders: New tag on items.xml. It allows a numerical value. (Used on the bamboo cans) Modders: New tag on effects.xml. It allows a number or a dice (IE. 1d8). (Used on teh cake item)