Indie games just keep getting better and better, and SMP’s Towns game is stepping it up by mixing a whole slew of fun game types into one. At its core, the Towns game is a city-building simulation/strategy game with a plethora of RPG features that dares you to build a settlement and clear out the nearby dungeon for fun times and of course, epic loot!
The upcoming patch 0.45 for Towns keeps the excitement going. Here’s just a few of the features and changes in store:
Soldiers
Soldiers have been reworked and have now fallen into a more defensive role.
Guard Area – Soldiers will be assigned an area to guard, they will attack any enemy that enters their line of sight.
Guard citizen – Soldiers will follow the chosen citizen and guard him. perfect for deep jungle chopping
Patrol – Issue a patrol route via way points.
“Boss around” – Soldiers will wonder around town and will boss other citizens, the effect on the citizen is such that the citizen will work much faster, but will be very unhappy about it. perfect for creating a totalitarian town. Long live the dictators!
Soldiers will now sleep on dorms type rooms with multiple beds specially built for them.
In addition, your defensive force will also see guard badgers as a lower cost guards (will only be able to guard around their kennels)
Trees & Farms
Trees can now be planted and harvested/chopped automatically using the APS, so are all the plant related farms. what it does is make sure your townies wont waste all their time hauling unneeded wheat around, you wont need to manually order chopping of trees, nor the harvesting of fruit trees. another thing it does is making the priority system more accurate as Buildings were messing that up.
Hospitals
Wounded citizens/soldiers now sleep in the hospital beds and are healed faster if the hospital do have beds.
The citizens/soldiers will now also look for the nearest hospital in opposed to the first built one.
Arena
Arena is a recreation zone that will boost happiness. it can be built in any shape you want and can be used to be a badger fighting arena or a chicken race tracks.
Misc
Xavi have been hard working at recoding basic procedures, this has vastly improved performance.
Relation between creatures is more dynamic now – Froggies can hate citizens but wont harm skootenbeetens, Goblins may hate zombies, etc.. its not a simple Eenemy vs Neutral, citizens.
The fluid mechanics are coded better, again, this has improved performance.
New map generating options – we now have a randomly generated froggy camp, a map that is generated according to heights (for example, iron will more likely be seen on mountains)
There are few new workshops: the dye maker, for making colors and also mixing colors to create more color types and the Skinner workshop to peal the animals skin in order to make nice hats, coats, and dresses.
Rework of Hunger and Happiness mechanics
Hello Hunger-lock, nice to meet ya, very pleased to kick ya. yes, hunger lock is no more. now hunger affects the walk and work speed of the townies, if your citizens are getting starved, they will gradually start walking and working at much slower rates. this makes sure there is a punishment for not having a fine tuned food production, but also takes away the frustration of seeing the citizens locked in their places when an apple tree is just next to them. also, we will balance it so that starving citizens may die faster, so it wont make the game too easy.
Happiness will be also related to Walk and Work time. if your citizens are not happy, there is no reason they should work at the same speed as a joyful citizen. this will make sure that players will aim to make their citizens happier regardless of immigrants.
Heroes
Finally ha? Yes, in this next patch we are introducing the heroes. Heroes are a big thing that affects everything so you wont see the entire system in the next patch, rather, we will improve and enhance them and things relating to them from patch to patch.
Stuff That might or might not be in this Towns game patch
Fear mechanic – this is an interesting mechaninc, every living thing will have a fear factor, if, for example, townies has 35 fearfactor, and froggies has 10, the froggy will try to run away from the citizen, however, if 5 froggys are together, their added fear factor will be 50, so in this case, the citizen will try to run away from the froggys.
There will also be a constant always fear mechanic in addition – Mice will always fear cats, regardless of how many mice there are near the cat. this will also be applied to items, so, for example. a goblin head on a pole might really scare froggies, but not hobgoblins. this will also work in the opposite direction, players will have the ability to build items that scare citizens away but do not tickle heroes. items that scare lower level heroes but are a laugh to the veteran ones, etc.
Vanity items – citizens will be able to wear vanity items (regardless of armor) that will increase their happiness and make them pretty.
Fog of war – no more seeing the entire underground level as soon as you dig in, now you will have to explore it and if you want to maintain the visibility, build candles/torches to light up the area.
Stuff that will probably be in the patch after this one
Zoom.
More heroes related stuff.
UI rework – we are rethinking the UI and will rework it for the next patch.
Pressure plates, Traps, Mechanisms.
So what do you think? Personally, having played a good bit of the Towns game, this patch has me nothing but excited. Great work from SMP as always.
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