Timber and Stone 1.1
The first public client update for Timber and Stone is packed with a wealth of bug fixes and new content, including the adventurer mode and new military unit controls.
www.timberandstonegame.com
Change-log:[updates] You now start the game with 8 units, the starting food range has also been increased to accommodate. Door opening animations now play for merchants and their pack mules. All non-military units now have the preference to wait in your hall while idle. There is now a notification to alert the player when a merchant arrives in your map. If a unit is asleep while saving, they should now remain asleep upon loading. New sound effects have been added for fishing, these are played when a fisherman successfully catches food. Doors & Gates now contain ‘occupying’ blocks that prevent animals from pathing through, this also prevents additional blocks from being built into doorways. Units can no longer fall asleep while an enemy is in range. Lampposts are now slightly dimmer, as requested by player suggestion. Merchants and traders now face each other while trading. There is now a new option to globally turn off all lampposts in the daytime hours. Removed rare ‘heart shot’ critical hits which would ignore armor, as requested by player suggestion. Animal corpses can now be disposed of via a right click menu, the same as enemies. Useful if you do not wish to wait for a forager (of if he can’t reach the animal). New Profession: Adventurer The default music volume has been lowered. New UI element containing additional controls for Infantry, Archers, and Adventurers. These can be found by left clicking the image of the unit in the frame at the bottom right corner of the screen. New military control – Guard Position: The unit will attack anything that comes into his sight range, but will always return to the guard position when idle. New military control – Patrol: Allows the player to set a route for the unit to patrol. Can still attack and take regular commands, but will always return to the patrol when idle. New military control – Guard Unit: Choosing this will command the unit to follow and guard another unit. Useful for protecting your foragers and wood choppers. You’re now given a small amount of wheat when starting a new game. There is now a limit on spider spawns, they should also be less inclined to re-burrow and tear up your map. New sound effects have been added for melee combat. There is now a preference for builders/miners to only look for work in their sight range (~20 blocks or so). When this preference isn’t checked, they would always find the closest blocks to work, regardless of distance (this is how they worked in versions prior to 1.0). The rate of merchant visits and migration is now affected by how many roads you have leading out of the settlement. A road in each cardinal direction will maximize your visits. Goblins are now more aggressive, especially after finding your roads. New Furniture Structure: Bed (Cloth), contains a cotton-filled mattress and cloth bedding. The required materials for the straw bed have also been changed, they now require animal hide instead of cloth, and less wheat. Building & mining work finding is slightly faster, this should only really be noticeable if your designations are near the 1000 block limit. Fisherman are now ‘better’ at finding fish, they are less likely to stand idle if they cannot find work. Foragers can now collect animal hide from hunted boar and sheep. Holding ALT while right clicking to move a military unit will allow them to find targets and attack while walking to their destination. Saving now produces a subdirectory with a backup save. The ‘halt’ icon is now shown red when activated, instead of grey[resolved bugs] Fixed an error where obstructed structures (beds especially) would be selected when right clicking on blocks above. Fixed a bug where multiple crafters would work toward a crafting a single structure. This would usually result in loss of resources. Fixed a bug that occurred when units fell from ladders, the falling state wouldn’t correctly trigger, and the unit would float with negative health. Cancelling structure construction should no longer bug its crafters’ progress bar. The slain merchant notification has been corrected. Fixed a crafting bug that would occur when building beds next to walls with a 1 block height. Halting while showing bow range on an archer/forager no longer permanently displays the range. Goblin types are now being saved, you should no longer be seeing goblin ravagers turn into archers upon loading your game. Fixed a bug where wood choppers would produce lag if they could not reach their target tree. Units will no longer stand in the air upon waking from a bed.