The playable Towns demo, version 12. Note that this file is for Mac OS X based systems only.
Towns patch notes
This patch brings forth a unique feature, an archeology quest into the depth and the past of Towns – The bury system.
What is this system all about?
The bury system is a feature that enables players to indirectly interact with each other by burying their town at any stage of their game and letting other players explore and conquer those buried towns.
As a new player starts a game (any of the maps) the buried town from other player is "injected" into the dungeons and with a few become an integral and challenging part of the dungeon.
How do I share or get other people buried map?
Right now, the players will have to swap buried maps files between themselves manualy, but, in the near future we will implement a way to make that a seamless process thus further increasing the unexplored atmosphere of this feature.
To ease the initial process we have gathered a bunch of buried towns, those can be obtained clicking here.
Download this file and extract it in the 'bury' folder found in userFolder/.towns/bury/
The folder should be automatically created when you launch the game for the first time after updating. As you start a new map, the game will randomly select one town from that folder and inject it to your newly formed dungeons.
Beside this bury system which is the main feature of this patch, we have also added two new heroes, The Herbalist which relies on his nature allies to assist him in battle and Vechs, the bird miner, a hero that also summon creatures to his assistance such as Fwap'a Durp, a bat that makes your townies happier as they see him.
Cloth, sheep, wool and leather armors have been added as well, those should help the less tanky heroes survive in the deeper dungeons.
We have added a mod loader feature that will allow player to easily load and unload mods and easily arrange them without affecting the vanilla game files.
We have also added and improved many other things which can be found below.
We hope you will find this patch interesting and fun to play. As always, criticism and suggestions are more than welcome!
Version v12a (not released yet)
Add: Wolfy, queen of werewolves monster
Change: Removed the butchering of reindeers from the production panel
Typo: "Hobgoblin Khopesh" changed to "Hobgoblin khopesh"
Typo: "Raw reindeer steak" changed to "Raw snoat steak"
Fix: Buried harps and buried purple thrones 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
Version v12 (9th april 2013)
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: 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