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Towns Update Released


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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

 

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