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Een vertaalprobleem melden
"From now on all the future builds should be savegame compatible with the old ones."
Right there states it, so only people that wont know is those that haven't read the patch notes.
This is the patch notes:
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
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: <prerequisite> and <prerequisiteFriendly> on buildings.xml now accepts comma separated values
Modders: New <foodNeeded> tag on livingentities.xml. It contains comma separated items. Used to indicate the possible items a friendly needs to be feed
Modders: New <foodNeededTurns> 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 <foodNeededDieTurns> tag on livingentities.xml. It contains a numerical value. Used to set the number of turns that a living can survive when hungry
This is a summary of patch notes:
Hello everybody,
Towns v9 is almost ready! We are on the testing phase and we hope that it won't take more than a week to get released.
This build won't be as big as other ones content wise, but we think that it deserves the release mostly because the new savegame feature and the performance improvement on bigger towns.
Let us explain the major features.
- Savegames
- From now on all the new builds will be savegame compatible with v9.
- Now you can manage multiple saves per map.
- WARNING: Towns v9 BREAKS the compatibility with older savegames. You won't be able to load v8a games on v9.
- Performance
- Big improvement on the performance, now the lag peaks will be unnoticeable on bigger towns.
- Improvement in the memory management of the game.
- Keybindings
- Now you will be able to configure the shortcuts.
- Added shortcuts to the bottom menu.
- Gameplay
- Farm animals now need food to stay alive.
- Military items now have a small chance to have prefix/suffix when manufactured by townies.
- Flour is now managed from the production panel.
- Graphics
- New isometric graphics for the froggies and yetis.
- New graphic for the new mill item.
now to find out that theres like 20 other features being patched in pisses me off...
the map compatability should have been a game HOTFIX for v8b....
i'm starting to really dislike these programmers.
people like you deserve to die.
PATCH FAST AND OFTEN every time theres a few fixes patch it... patch it once a week with what youve been working on.
dont DELAY these angry ass customers.
What, patch every week or two? What heresy are you talking about? Blahh, they should not patch this game more than one time in two months, even that is lot, heck I would say they should patch it every 6 months xD.(sarcasm)
What Towns needs is solid, consistent progress. The current state of a game necessitates varying speeds for patches and updates. If a game is completed and fairly solid then it's fine if patches are few and far between, but if a game is still lacking in features and capabilities then faster patching even with less content would be better.
A lot of folks wound up being upset with how Towns was when it hit steam, the best way to remedy that is with quick progress towards a more solid product.