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Orders, Buildings, Items(Menu), Item and Place, Stockpiles, Zones

Items

Crafted Materials, Decorative, Furniture, ITEs, Military, Food, Utils, Raw Materials

Living Things

Citizens, Soldiers, Animals, Enemies

Industry

Food production, Crafting? Military?

Development

Version History, Upcoming Features, Developers, Bugs

Zones

Custom buildings!

Below is a list of past versions of Towns.

Version 0.46Edit

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!!

Version 0.45bEdit

Change: Heroes come/stay prerequisites
Fix: Blue color now can be stored in piles/containers
Fix: Pears will be harvested automatically
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 death with food on the world (related to the previous fix)

Version 0.45aEdit

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 0.45Edit

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 heroes!
Add: Fog of war in 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 states, 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 in the hospitals, and heal faster if they do so.
Change: Citizens works and walks 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 heroes) walk to their assigned room when they arrive in town.
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 harvests 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 does not cause 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 the <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.

Version 0.42bEdit

Change: Killing 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 will not 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 have 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 0.42aEdit

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 0.42Edit

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 things on benches changed to 70% if a roof is present
Change: Turns to build things 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 building a building only with doors
Fix: Prefix/suffix percentages are set to 5% again
Fix: Little improvement in the minimap render routine
Fix: Improved the save/load game performance a little
Fix: Item issues when deleting the zone under it
Fix: Lag if no mats when trying to build a building
Fix: Draw the roofs/big items (ie. trees) when its 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 0.40.2Edit

- 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 0.40.1Edit

- 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 0.40Edit

- 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, civilians search for an area with other civilians (to not get stuck on a non-door building/wall)

- Change: APS now looks at benches + items to know how many tasks create in parallel

- 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 civilians

- Fix: civilians getting stuck with some containers if you played with the enable/disable feature

- Fix: civilians 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 0.39.2Edit

- 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 civilians are over it

- Fix: Camel/cow now return to his previous state after you milk it

- Fix: Container issues

Version 0.39.1Edit

- 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 civilian

- Fix: Buildings show the correct prerequisites for "living" when only those are left

Version 0.39Edit

- 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 doesn'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

Version 0.38.1Edit

- Remove: Feather and badger fur

- Fix: "attackTurns" of creatures are not well loaded (now they attack faster... a LOT faster)

- Fix: Crash when you load a game and try to fight a ranged creature

- Fix: Graphic glitches

Version 0.38Edit

- Add: Production panel (can be opened hitting F2 or the big center icon)

- Add: Content and art!

- Add: Game save without exit

- Add: Option to full enable or disable a stockpile

- Change: Direct tasks can be ordered while in pause (IE: Create or change a stockpile)

- Change: 1 level roofs

- Fix: Crash generating really BIG roofs

- Fix: Synchronization issue cause the game crash

- Fix: Minor bug fixes

Version 0.37Edit

- Add: New user interface!

- Add: Roofs (Can be hidden with TAB key)

- Add: Doors (Needed in order to place roofs)

- Add: New monsters

- Add: Next/previous soldier feature

- Change: Immigrant arrival calculations

- Change: Improved the task manager, allowing smarter citizens

- Change: Fluid funtionality

- Change: Cave generation

- Fix: Synchronization issue with custom tasks that sometimes caused a game to crash

- Fix: Issue with building in a row (IE. walls) when items were already built

- Fix: Issue spliting big context menus

- Fix: Unequip various items while in pause doesn't delete the first ones

- Fix: Spiderite bow prerequisites

- Fix: Changing the language doesn't maintain some words of the previous one

- Fix: Zones over a hole are not allowed

- Fix: Full prerequisites check when an item&place order it's performed

- Fix: Minor bug fixes and big performance improvements

Version 0.36Edit

- Add: Option to deactivate the mouse scroll

- Add: Option to toggle full-screen mode (using F11 or in the main menu)

- Change: LWJGL updated to 2.8.2

- Fix: Nasty bug in the LOS (Line Of Sight) funtion that is causing blind enemies and citizens when they fight

- Fix: Duplicate items glitch when the destination point of a built item is inaccesible

- Fix: Bushes can no longer spawn inside a custom zone

- Fix: The chop sound while being underground has been taken out

- Fix: Citizens begins eat or sleep while doing a custom task (chop, build a wall, ...)

- Fix: Walls placed on dungeons doesn't split areas correctly. This may citizens to get stuck

- Fix: Wrong stockpile IDs when loading a game

Version 0.35Edit

- Balance: Happiness

- Add: Connector tiles (I.E. Walls)

- Add: Custom zones/buildings

- Add: Custom queues to build items

- Add: Language options on main menu

- Add: Cancel custom actions

- Add: Cycle through citizens ('W' and 'E' keys or with menu)

- Add: Mouse to move the camera and mouse wheel to move the z-level

- Add: Tooltip with the prerequisites of each item in the menu

- Add: Date and time of error.log file

- Add: Towns icon

- Add: Resizable window

- Add: Custom mouse cursor

- Add: Towns executable (Windows only)

- Change: Citizens don´t get stuck on walls

- Fix: Entities doen´t die if you build a wall over them

- FIx: Custom actions on entities (i.e. kill a pig) works even if the entity moves before you click on the order

- Fix: Minor bug fixes and performance tuning

Version 0.30Edit

- 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 engin

- 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 fixed

Version 0.25Edit

- 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 item

- Fix: Minor bug fixes and improvements

Version 0.24Edit

- 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

Version 0.23Edit

- 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.

Version 0.22Edit

- 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 accesible

Version 0.21Edit

- 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

Version 0.20Edit

- Add: Full moddable enemies

- Add: Full moddable items

- Add: Moddable map generator

- Add: Sieges!

- Change: Items in a wrong stockpile are hauled

- Change: Citizens doesn't haul items if exists enemies around the item

- Fix: Minor bug fixes

Version 0.19Edit

- 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 aroun

- 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

Version 0.18Edit

- 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

Version 0.17Edit

- 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 (can be built 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 0.16Edit

- 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" dungeon

- 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 0.15Edit

- 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 8)

- 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 0.14Edit

- 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 0.13Edit

- 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 0.12Edit

- 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 0.11Edit

- 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 0.10Edit

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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