Towns
Xavi Canal, Ben Palgi Developer
SMP Publisher
2012-11-07 Release
🎹🖱️Keyboard + Mouse
Mostly Negative
(2373 reviews)
The Game includes VR Support
Towns Update Released
Version v9
Add: Farm animals (IE. cows, pigs, ...) now need food to stay alive. Townies will bring them food when available
Add: New savegame functions. From now on all the future builds should be savegame compatible with the old ones. This also will allow us to debug easily savegames from users
Add: Multiple saves per map
Add: Keybindings and new shortcuts
Add: Military items now have a small % to have prefix/suffix when are manufactured by townies
Add: Holding shift when you sell items to caravans will make it sell in stacks of 10
Add: Added administration privileges to the game launcher on Windows. This should fix launch issues with some users
Add: Isometric yetis and froggies
Add: New bunny hat
Change: The savegame folder will be .towns/save/ (it will not use the build name as a folder to help the future savegame compatibility)
Change: Context menus are displayed over the "Mission completed" text
Change: Townies will not haul from a stockpile to a barrel anymore
Change: Options are saved every time you make a change on the main menu. The "save options" item has been removed
Change: The mill building has been removed by a new item
Performance: Improved hauling and containers access functions. That should remove the lag spikes on bigger towns
Performance: Improvement in the pathfinding. It will avoid the big increase of memory usage and some lag peaks
Typo: Gold armor spanish translation
Typo: "Name's weapon brokes" changed to "Name's weapon broke"
Typo: Hapiness -> Happiness in the Townies list
Glitch: Market roof fixed
Fix: Fluids now fall when you mine the cell under them
Fix: Some roof priorities changed to "wall construction" priority
Fix: Glitch with livings walking over road items
Fix: Scripted sounds (IE. chop) are only played if the camera is in the level where the source is
Fix: Buildings transparency now works properly
Fix: Removing fluids with the contextual menu now changes the visibility of the cells below
Fix: Livings on the fog of war doesn't receive effects
Fix: If an item dissapears during a task (IE. the low fire extinguishes during the cooking) townies will search for other possible items to use (IE. a stove)
Modders: and on buildings.xml now accepts comma separated values
Modders: New tag on livingentities.xml. It contains comma separated items. Used to indicate the possible items a friendly needs to be feed
Modders: New tag on livingentities.xml. It contains a numerical value. Used to set the number of turns where a living starts to be hungry
Modders: New tag on livingentities.xml. It contains a numerical value. Used to set the number of turns that a living can survive when hungry
[ 2013-01-27 20:19:00 CET ] [ Original post ] The game brings a fresh new take on the city building/management genre by introducing many RPG features.
In Towns you manage a settlement on top of an active dungeon. Instead of playing the hero who delves deep into the dungeon, how about playing the town that houses and caters to the hero's needs?
Both the RPG and strategic aspects will be fleshed out over a series of sprawling dungeons.
Attract travelling heroes that will independently explore the dungeons below, fight off monsters, gain levels, special skills and collect the best loot they can find in order to clear the land of all evil!
Craft unique weapons, trade with exotic items, obtain randomized loot, set up devious death traps and build a settlement capable of holding back the forces that come up from the depths!
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