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 v12
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
[ 2013-04-10 00:21:00 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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