Timber and Stone 0.1.6 Beta
Change-log:[updates] Worker Chat Bubbles – Pressing “c” on an idle worker will force them to report their reason for being idle via a chat bubble. This should be especially helpful to new players, and can be expanded upon later to report things like changes in mood. Mining speeds have been adjusted: The mining process is slower, but each block mined tends to yield more resources gathered, this is also influenced by the miner’s level. Dirt placed by a builder can now spawn as the lighter grass color variation. Berry Bushes – Bushes can now be randomly destroyed when foraged, bushes that are not destroyed will now slowly regrow their berries. Eventually the map can become devoid of berry bushes, and this is intentional; berry picking is the most basic form of food gathering and should eventually be replaced by something more substantial, like farming, hunting or (eventually) fishing. Day has been extended, and consequently, night has been shortened. Fences are now craftable by carpenters only. Farmers tend crops for a longer period. This change will have minimal impact on actual food production, but will lessen how often farmers are standing around idle. The ‘[' and ']‘ keys can now be used to scroll through units, backwards and forwards. For now, tilde and shift-tilde can still be used to perform the same function. Unit food consumption has been greatly adjusted. Loading save files containing populations > 50 has been very upsetting. I’d imagine no serious player has had to deny a migrant since v0.1.2b. Food needs to once again become a resource of primary importance. Boar have a new color variation. New enemy – Wolves. Wolves are bloodthirsty rabid beasts who will hunt not only your units, but any wild animals they find on your map. Especially dangerous in the early game. Spiders – Detail has been added to spider textures, more variations will come later. Spiders now come in variety of sizes, this does affect their strength. And spiders can now climb walls. Unit preferences are now stored when changing professions. The unit menu is now split into 4 tabs: Unit Info, Professions, Equipment, and Preferences. There might be a lot of empty space in these menus initially, but this will get filled as unit statistics become more robust. The aforementioned unit menus can be opened with the F1 – F4 keys. Some of the most basic notifications can now be turned off in the unit preferences menu. (resources gathered, tools broken, crafting success, and a few others) Unit leveling is slightly slower. Infantry level now has a greater affect on their damage dealt. Weapon damage types have been implemented. Since the weapon variety is still limited, the only real noticeable change you’ll see is Arrows versus Skeletons. Enemies now spawn in a larger margin along the edge of the map, instead of strictly spawning in the middle. The forge menu has changed to display the current fuel level. You can also now set each forge to be usable by Blacksmiths or Stonemasons only.[resolved bugs] Fixed a bug regarding units becoming stuck after failed pathing checks Units refuse to accept any movement commands Lampposts are instantly built Pause Sound Skipping with miners
Timber and Stone is a project started in March of 2012 by Robert Reed. It is a city building game with the feel of a real time strategy game. The game is set in a medieval world with some fantasy elements.Trebuchets can destroy castle walls, trees, and earth. Fire can be used as a realistic weapon. The game does not only allow you to build an army but you also have to feed that army, by Farming, Fishing, Hunting, and Foraging. With an intuitive crafting system that allows you to engineer Siege Equipment by felling trees for Wood, create Bricks to fortify your kingdom’s walls using the raw stone you have mined, and blacksmiths who forge armor and weapons for my military.Timber and Stone is a sandbox game, where the player is allowed to create any style of settlement, village, or kingdom he wishes. You start the game with a procedurally generated terrain and are given a small group of workers and resources. To survive, you’ll have to collect food and building materials. The more wealth you amass, the more likely you’ll be besieged by marauding goblin hordes or by Necromancers controlling undead armies. Alter the land with large Quarries or deforestation and you risk awakening the Spiders and Wurms that live deep underground. Or perhaps that’s your intent, to collect their Scales and Silk to craft powerful armor and bows?
Siege and castle defense are a large part of the game. Produce food, gather resources and riches, build Farms and villages, even decorate the workers’ houses; but remember that it must all be protected. Siege Towers, Ladders, Catapults, Trebuchets, Ballistas, Drawbridges, and Moats will all be available to both the player and the enemies. The benefit of a voxel based world is that all of these weapons can damage the terrain. Trebuchet fire will carve holes into the earth. Catapults will be loaded with boulders, tree stumps, and dead bodies. Fire arrows will scorch farms and burn wood buildings to the ground. Recent battles will be evident by the devastated terrain.
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