Towns 0.40.2 demo for Windows
Feb 10, 2012 Demo 0 commentsTowns 0.40.2 demo for Windows. You need Java to run the game.
Towns brings a fresh new take on the citybuilding/management genre by introducing many RPG features.
Drawing inspiration from games such as Diablo, Dungeon Keeper and Dwarf Fortress, the game has you managing 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.
Craft unique weapons, obtain randomized loot and build a settlement capable of holding back the forces that come up from the depths!
12 comments by supermalparit on Feb 16th, 2012
Hello everyone, it's news time once again!
This time we are here with a 0.41 preview.
First off I think we should talk a bit about the new priorities panel. What will it do? Well, basically it will state each type of queue, ranging from hauling to cooking.
You will be able to designate the priority of each different order type, and give preference to them, so if you were to need more food, for example, you would put food at the top of the list, harvesting second, and everything else underneath. It will definitely give you a more streamlined gameplay experience as giving you a bit more indirect control lend's itself to a host of new possibilities!
Next up are the new roads. Why are there roads in the game? Because now everyone has slowed down!
We have taken a decision to make the game flow a bit slower in preparation for animations and all sorts of other goodies! Roads will speed people along their way and there might even be special equipment that can help your little guys zip around faster!
Besides a chunk of content, there are now penalties for not building roofs over your workshops.
In order to not dupe the game, building times will be slowed down as there is no roof. Underground building is possible, but will still be slower than building with a roof over your head (I guess it's due to working in the dark... or something...)
We are currently hosting a trailer making contest on our forums, remember to hurry, as it will only be available over the next week! The best trailer will get a hero made after it's creator!
Kind Regards
-SMP Team
Towns 0.40.2 demo for Windows. You need Java to run the game.
Towns 0.40.2 demo for Linux. You need Java to run the game. (Linux64 users need exactly Java 1.6)
Towns 0.40.2 demo for Mac. You need Java to run the game
Towns 0.39.2 demo for Windows. You need Java to run the game.
Towns 0.39.2 demo for Linux. You need Java to run the game. (Linux64 users need exactly Java 1.6)
Towns 0.39.2 demo for Mac. You need Java to run the game
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I bought my copy from Desura, but... are you aware that "This product can no longer be reviewed" on GamersGate?
I'm sorry, what do you mean?
The game can be bought on GamersGate, but purchasers are unable to post reviews.
Is there going to be any way to tell Civilians where, basically, not to go? For example, When you break into a dungeon, They run down after the Soliders to loot and occasionally, you lose one or two and sometimes it's just too many resources to gear up your Civilians at the start and they have a nasty habit of not going to the Hospital and going back down to collect with low health.
An idea would be, a right click option on doors that would allow you to set who can and cannot pass through that door, So basically, You could wall off the ladder going down to the dungeon, put a door up and disable Civilians on that door, Allowing just soliders to go down.
Then when you want Civilans to go down and loot, you can just enable them on the door again.
Are there any plans to be able to do anything similar to this? Where you can stop your Civilians going to certain areas.
We will work on something like that in the near future friend!
The game is enjoyable thus far. I do have a minor complaint/suggestion. The storage barrels placed on stockpiles have an issue. When specifying that only wood (for example) and material containers should go into a pile, you have to seperately configure the countainer with the same material restrictions.
This can be quite the hassle if you utilize many containers. That is clearly less that optimal yet still acceptable... if not for these villagers moving those mat containers around. A container full of wood getting moved to my stone stockpile is annoying. They take no notice of what is in the container relative to stockpile settings. This noticably hurts efficiency.
My suggestion is that whatever the restrictions placed on a stockpile, those restrictions should be inherited into the mat containers within them.
I might have a second suggestion, but one I imagine is already on the to-do list. Something like an assignable job system. I might want a few concentrating on harvesting apples(or whatever) despite my order to cut lumber or mine. I may want someone concentrating on building stuff exclusively. Of course I may want someone dedicated to milling wheat and baking things. ETC ETC.
As Alex said, run the game as administrator. Next version of Towns will save the game on the user data folders, so this issue will be fixed.
Run as administrator in windows (right click on the game exe and click on run as admin) let me know if this helps friend!
Thanks :D It worked. Can't wait to see what this game will become, it is already amazing.
Thanks so much for the praise mate! Just you wait, we will try and make it as good as possible!