As new versions of the game will be updated at the moment the game is in beta stage, so much of the claimed not available yet and does not work, but the project looks very promising.
Timber and Stone - a game in a trendy style today voxel graphics. A cubic graph along with the stunning forethought and physics gives a great result. The developed game will evolve in front of the player: as in Minecraft, this game will be updated for an update to get better and better. Today it is fashionable
References to the game on the Internet:
The project is on Kickstarter.
official website of the game .
More information about the game:
Hyde by occupation:
Farmer - Farmer
Farmer - civilian, not able to attack. The main task of the farmer - to grow from the seeds of something useful. Spends most of his time at the patch. Required: Farmers need only his hoe hoe and bed farm. The hoe is used to plow the land. Carpenter - Carpenter Description: carpenter, or a master carpenter, he creates simple objects stone tools, some hand tools, rope, onions, blocks to be processed the board. Required: Carpenter uses hammer as a tool and a work desk. Mason - Stone Mason Description: Bricklayer or stone mason, also applies to masters, as well as a carpenter. He knows how to do the simple things as well as the stone blocks to be processed cobblestone, brick. Required: For work, mason, requires a hammer, and to create more complex objects table. The furnace can be used as a bricklayer for firing bricks. Blacksmith - Blacksmith Description: Blacksmith Blacksmith is also a master. Able to create simple objects, as well as weapons, armor and tools. Required: For the blacksmith, as well as the rest of the masters, you need a hammer. To create more complex objects using a blacksmith anvil anvil, oven stone forage and barrel. Engineer - Engineer Description: The Engineer is a master at this version of the game is almost useless as is able to build a target. In the future, you can create catapults and ballista. Required: All it takes an engineer to work - hammer. Lumberjack - Wood Chopper Description: Woodman, or lumberjack Wood chopper is producing a settler. He cuts and chops down trees for timber stumps. Needed: how to obtain the settler, the logger, it is necessary only tool - an ax. Miner - Miner Description: Miner mining is also a settler, he is digging the mine, quarry, compares the mountains to the ground. Miner could get the land, stone and ore. Required: All you need for the miner - pick and straight arms. Direct hands he already has, albeit pixel and not very long. Collector - Forager Description: Collector forager, or a hunter, the martial settlers, so as he can carry a gun and shoot at enemies. The main function of the collector - pick berries and hunt chickens and pigs for meat and other resources. Required: Berries collector is able to collect and without arms, but that he would need for the hunting bow and, accordingly, the boom. Soldier - Infantry Description: This strong, stable not narrow-eyed warrior is able to repulse the enemies and take the hit and its durable armor. Required: For the battle, a warrior, you will need a sword, and for taking on hitting armor. Archer - Archer Description: The difference between the archer from the collector that he more trained in archery, stronger nock has access to the target practice and do not know how to hunt. By putting such a soldier on the wall you can be calm, most importantly - give it a sufficient number of arrows. Required: To this brave soldiers began to shoot arrows, he needs a bow and arrow. If you do not want to be killed by a small stone, then put it in the armor.
Manual for the Timber and Stone, or "How to survive in the early days":
At the very beginning to give things their settlers. To do this, click on the default "space" . Take care that you were miners miner , lumberjacks Wood chopper and at least one archer archer . War in the game as long as useless as they are willing to die in the first second of the fight, and we do not need it.
Once we have appointed their settlers profession, you need to put the characters in the settings on the "space" again automatically return the fire danger at return to Campfire When Enemies are spotted . This simple feature can save a lot of your guys look screenshot number 9 .
Now highlight the work area for our miner miner. To do this, click on the tab " Design "and then on" Dig / Mine ". Vydelayaem area where you like but not too far away from the fire, then the miner in Timber and Stone will take up work look screenshot number 10 .
Lumberjack Wood chopper put " Independently Chop Nearest tress "- is an automatic felling of trees. Do not forget about the food, for this is a farmer and hunter. Farmer Farmer grow food. To do this, click on the " Design "and then choose the" Farm ", and then begin to build the beds as well as isolated work area for miner miner look screenshot number 11 .
Hunter Forager can pick berries, hunt for chickens and hogs. In order for him to start automatically collect berries from the bushes, on the " Gather berries for Food ". If you want to automatically kill the goose hunter, getting feathers and food - choose " Hunt for Food Chicken and Other Resources ". If you want to automatically hunter and hunted in the same wild boar, producing food and animal hair, choose a " boar Hunt for Food and Other Resources "look screenshot number 12 .
List of changes:
You start with 8 instead of 6 units. The initial count of the food was also increased.
Animate opening the door now works for merchants and their camels.
All non-military units now can expect to work in the lobby.
Added a notification of the arrival of the merchant on your card.
If the unit is asleep during the save game, he will sleep while loading.
When a successful fisherman catches a fish, will play new tunes.
Animals can no longer pass through the door, build a door, too, can not be.
Units will not be able to fall asleep when the enemy is near.
At the suggestion Player , now the lights dimmer.
The merchant and the merchant will look at each other during the transaction.
New global function: turn off all the lights in the daytime.
Removed the "heart beat" that ignores armor.
It will be possible to remove the corpses of animals through special . window as the enemies. Useful if you do not want to wait for the collector for example, if the collector can not rob a corpse.
Fixed an issue with the choice of the bed, when you clicked on the blocks above RMB.
Fixed a bug where several workers Kraft same thing. This usually results in a loss of resources.
Fixed an issue where a fall from a ladder unit was floating in the air with negative health.
Cancel the construction of the structure should no longer lead to the erroneous actions of workers.
Warning about the death trader should work correctly.
Fixed Construction of the bed next to a wall height of 1 unit.
New Unit: The Adventurer.
Start the music volume will be lower.
Now the visibility zone of onion Archer / collector will not show it stop.
New user interface element that contains the add. commands for the infantry, archers and adventurers. To see it, select a unit and left-click on his portrait.
The new team of military control: the guard position. Warrior not just infantry will attack any enemy you see, but will return to the specified point in time of unemployment if there are no other, more important tasks.
The new team of military control: patrol. Like the position of only a warrior will move in the area patrolled.
The new team of military control: protect the unit. Warrior will sail close to the specified business unit and attack enemies too bold. It is useful for the protection of collectors and woodcutters.
At the beginning of the game you should definitely be given a bit of wheat for every useful.
There will be restrictions to the spawn spiders. Also, they will not dig a lot of holes and break the map.
New sounds for melee.
View goblin will not be changed at boot time. That is, Goblin infantryman does not turn when loaded into the goblin archers.
Construction workers and miners will try to find work in the field of view. If such work is not, then they will choose to work, located closest to, regardless of the distance as they worked to 1.0.
The more you have the edges of the road map, tembolshe chance came merchant. If you spend all the edges of the road map, traders will be coming more frequently than in the road only to one edge.
Goblins will be more aggressive, especially after it will find your way.
New furniture: a bed of tissue. Requires cotton mattresses and bed-cloth something like that. Straw bed will require animal skins instead of cloth, and less wheat.
Fixed a bug where the woodcutter created lags if unable to reach the target tree.
Search for mining and construction work will be faster. this is especially noticeable when working close to the limit of 1000 sorry if that is not so, translated as understood and poorly Google helps.
The fisherman will be better look for fish and less idle, it is unable to find her.
Units will not sleep in the air, when to wake up.
Collectors will peel off the skins of animals with sheep and wild boar while hunting.
If a soldier pointing a target distance where he must find a way to keep clamped ALT, a warrior will look for enemies along the walk.
Save will create a subdirectory with the backup.
Control button units "stop" when activated will glow red instead of gray. v1.0: Resolved Bugs: Fence corners. Training Soldiers do not sleep. Unharvestable Zombie Sheep. Levels Music / Settings. Trade Resources through one window. Goblin campfires still burn forever. Non-Camera Panning fluid fast. Designation Hall. Road and Mining Designations. Forager shooting Arrows with Knife / Torch. Zooming When scrolling in bed ownership Box. Accepting unit screen missing professions. Diagonal Ladders. Right click menu overlap. Road Invalid Due to spider digging. Building with Shingles 4 not Reducing Inventory. Rejoin after Alt-Tab moves Camera. Visual Ballista base error. Enemies Spawning in the Middle of map. Goblin Archer Door Bug. v0.9.1b: Bug Fixes: Fixed a bug with the recovery of fatigue stay when the unit sleeps. Fixed an issue where workers and merchants were not displayed if your foyer was cluttered. Fishermen are now catching fish from the dock, which is more than one unit above the water. Fixed an issue with the builder trying to find the way to the roof, even if it did not have stairs. Fixed an issue with the builders who are not moving to another available unit if it has been marked for deletion. v0.9b: New features: Fatigue and sleep - Fatigue affects the pace of work and will pull settlers vzdremnut.Tak well rested miner will dig to 2 times faster than a tired, whether they are of the same level. Settlers can sleep on a bed made, and on the ground, restoring his strength and health. To configure how and when your settlers will go to sleep, there are settings in the priorities of the settler. Beds can be assigned to individual settlers, so by professional affiliation, and just for vseh.Son on the bed at times better than on the ground. Roads and Facilities - Appointment Meeting is used to denote the urban area, a conference room, call it what you want . Migrants come to you, will seek to go on the road in the designated Hall. All visitors will also enjoy these ways, better keep the road secure. Migrants - Migrants now do not come empty-handed. What do they bring with them will depend on the profession, farmers - the seeds, the blacksmith - metals, weapons, dospehi.Okno adoption worker will not now appear as soon as he set foot on your card, it will appear only when that will go into your Hall. diagonally - Now your settlers will be able to work and move diagonally, even in crowded conditions. Ballista - First siege weapon in the Timber and Stone. It requires a soldier with included stitch 'operate siege weapons' in the menu of priorities. Siege weapons will always require the player's hand, the goals and preferences of which set the player with the left mouse button. New professions: Tailor - artisan profession. It works with fabrics and leather to create a resource base armor and ropes. Just added tools to it - Loom and shears. Merchant - is in talks with itinerant traders. For a barter transaction, your torgvets should meet in the Main Hall with the other merchants. Traders will perform random kolichistvo trading. Bleeding the merchant will depend on the success of transactions. And undoubtedly important is the fact that the more alien shopkeeper waiting for your moneybags, the less likely to enter into profitable trades for you. Shepherd-settler responsible for your livestock part requires you a little time to work assignments, and then it all as from farmers - full independence. Right-click, point to which you want to tame the animal, it will be passed the shepherd. Next, you must determine the animal in the pasture, where, ultimately, will shepherd and domestication. Now you can safely gather resources. It's almost like with farming, animals "mature" to be "collected". You can get the wool, eggs, feathers, hair. You can just as easily kill domesticated animals, which is faster than hunting. New resources and tools: Fabric - created from wool, cotton or linen. A variety of uses including beds and torches. Scissors - used by shepherds and tailors. Cotton - not another foodstuff farming uses, as you already know, for creating fabric. Wool-produced by hunting or shaving sheep and shepherd foragers, respectively. Torch - Torch can be issued to any settler in the left arm. Created by carpenters or engineers by combining wood, fabric, and animal fat. Kraft 1 - 2 torch. shepherd's staff - needs a shepherd grazing and movement of livestock. New developments: Loom. A straw bed. Average plate. A large plate. A wooden chair. Gate. Ballista. Bug Fixes: Settings training mannequin of a soldier. Plants not podkrashivayutsya in red in the appointment of deforestation. Lamps being switched off are not included after the restart. Migrants do not come from the water. Fixed Glitsch with crafting ropes. Animals do not pose as Jesus. Forge no longer consumes fuel at a blank. v0.5b: Main changes: Slightly increased the speed of digging. Window sizes notifications are now saved and loaded. "Return to Campfire" Return to the fire has been removed. The new structure Lighting - fire. The pause button is now closes the pause menu and returns to the game. Portrait of a settler and helsbar have been added to the interface. Added new images for the tools. A new system of detection of enemies, only in the line of sight. This should make the dangerous spider hole. Layout by cutting down forests now works at height levels, reducing the need to allocate each level for logging. You can track the amount of resources. Click "Track" in the menu of resources to be always aware of their numbers. Right-click on the monitored resources - removes them from the track. Music should play more often. Added sound bites. 2D map made enabled by default when choosing a place under the settlement. Construction and miner can now fall down stairs. Very rare occurrence, based on the height and level of work. Vrazhekskie corpses now do not disappear by themselves. They must be removed by right-clicking and selecting remove corpse to remove the corpse, or gather it's resources collect resources. If you select a collection of resources, the forager has to come and collect resources from the corpse. You can now select and place on a local map, as well as where to place fire. The workers now prefer to meet offenders or run away from them, especially when they work. New Resources and production of: Spider silk, perfect for creating ropes. Obtained with the spiders. Animal skins, currently not used. Just a wolf fur and fat. Stone boom goblin archers. New appointments - roads: Roads are useful to avoid problems with the search path. The settlers try to walk on the road, and not outside of it. If the road is located on the grass, then at least walk the grass will be trampled. The roads will become very important and necessary for the workers, traders, and others, so guard your expensive - this is important. The roads are very demanding on the placement and can not be located inland. Better to have the road 1-3 cells wide. Purpose of the road is similar to the appointment of the farm and can be removed just as well. Updates crafting menu: Removed the huge buttons such resources, they replaced the tabs. More features, such as adding a queue several resources of the same type. And the sequence duplication of resources in the queue have been grouped together to avoid confusion. Control of the default queue with "move to top" - moves the entire pack, and while holding down shift, you can move into the top only one thing out of the pack. Some items have a short description. New options: Pause SIGHTINGS enemies, migrants and settlers death. Pause on migration. Pause on Death unit. Sliders volume of music and sounds. Added a vertical synchronization. Range of drawing. Seen on the ground with increasing scale, removing a maximum capacity to destroy the game. New habits enemies: Wolves now move in packs, and more to wander around, sleep, and sometimes attack. Spiders now dig their own burrows and waiting for the settlers. Goblins will now hunt, break camp and relax. Skeletons more like a zombie, slow, horrible and almost blind. The behavior of the necromancer has been removed and spawn skeletons removed, the behavior is still in development, as well as a reflection of this in the AI skeletons. just do those two more reliable enemy . Correction of errors: The intersection of water more reliably. Fixed a bug where the water stopped. Fixed a bug where the destruction of the water block, led to a flood. Migrants are no longer coming from the ocean. The settlers will no longer respond to the dead enemies as a hazard. A sharp drop in frame rate during Fishing has been corrected. A fisherman can fish with a greater height above the water. Now you can not assign a zone of excavation under water. Fixed a bug where it was impossible to build the blocks above the water. If water is flowing into the block, where there is a settler, he will swim. In the past this has led to the disappearance of the water and the appearance of the hole. v0.3b: A new type of terrain - Water. Added a new profession - a fisherman. If your map contains water, enough to make your fishing rod fishermen and they will start to work independently. Water exists two types - coastal and river. You can dig a man-made ditches and canals that move water from natural sources. v0.2b: Added map of the world. The ability to select a point appears settlers. Depth card increased by 50. Fans dig this update will like. v0.1.9b: Updates New key which can be reassigned - turn the buildings Default: Blank. List of names for the workers was increased. The game was added 7 new music tracks. Bug Fixes Settlers from the stairs now will be less likely to use the stairs if it's not necessary. Trees after cutting longer stand out in red. Fixed a bug where the selection of trees for felling incorrect in pause mode. Changing the fuel in the furnace no longer result in the loss of coal or tree. Enemies are now able to break the door without compromising the performance of the game. v0.1.81b: Bug Fixes The fuel in the furnace is saved and not spent at startup. Layout by cutting down forests now saved and loaded. Line of sight is no longer an archer block the corpses of the enemies. Shift again increases the speed of the camera. WASD standard Fixed a UI bug in the crafting queue. Miner / Builder stairs should no longer remain after use. Ladders used for the descent is now correctly installed. Fixed a bug with the appearance inside the tree. Where it became easier to mark up the building and other the unit cube 1x1x1. Changes New buttons - back / cancel / close standard: Tab. Consumption of food re-adjusted. v0.1.8b: Updates Settlers can now die of starvation. A new line in the Designation - Chop. Works similar to digging and construction, allows you to choose what you want to cut down trees. Works including Shift Alt to cancel. Clicking the right mouse button still works to select individual trees. Trees and shrubs can now be removed from the queue at the cutting is done by right-clicking on a bush or tree where you have to select "Undo Delete / Do not chop." Experience gained from the construction was changed, the structures that require more resources tend to give more experience. The overhead of training structures were corrected. Strength training buildings was increased, there was also the dependence of the strength of the level engineer. For example, the target level of 20 built by an engineer, can be 2 times stronger than the first built. In the setting of the training buildings there was a feature allowing you to build it there, without having to install its player again. Bug Fixes The wolves no longer pass through the door. Due to a bug Unity, the menu key has been changed. Engineers are now raising their level. Difficult understandable error with the mouse when the screen did not give mouse-without changing the camera position, but if you are faced with it, you know that there is a mind. Goblin Archers now check visibility before the shot, the presence of walls. Changed the width of the window select the fuel in the forge - UI bug. Renaming a settler during the adoption of the new longer causes damage to the UI. Progress bar no longer than 100 V0 .1.7 b: Fixed a bug where the cutting of trees at zero altitude resulted in damage to save files. There was a 3-second delay after moving archer because he could not shoot - it was removed. Speed farming increased slightly. Speed food consumption was slightly reduced. The rate at which animals appear on the map, slightly increased. Fixed an issue where dead units were alive after loading the game. Fixed some issues with the new menu settlers. Settlers again be renamed. Some strange characters are not allowed to prevent damage to save files. A new button "Equipped optimal armor" tab settler equipment. It is useful to quickly equip archers and infantry your best outfit. archers and foot soldiers will now always target the closest dummy for training, if there are several of them. Fixed a bug where the enemies are trying to break down the door, which had not yet been built. Fixed in which several foragers "broke" indexes gathering in the bush it was not clear - the food is prepared and the bush should be removed. Added new pause menu. Much of it - storage, as long as the game options are not complete, but there is a functional management menu, where you can reassign many gaming keys and adjust the speed of the mouse, which controls the movement of the camera. error window will be displayed if the game could not be saved . This system creates a backup of the current data save and load the game on your last successful preservation. Ideally, this error window should never occur, but if it does, please file a bug. v0.1.6b: Work chat "Bubbles" - Pressing the "C" standing idle workers, will force him to tell the reason for downtime via chat " Bubbles " . This should be especially useful for new players, and could be expanded later to report other things such as changes in mood. Fixed an error with regard to the settlers who got stuck after a failed build the paths. There was a change the speed of the miners: the production rate is reduced, but each unit will contain more resources, which also depends on the level of a miner. Blocks of mud, placed builder can now appear with a brighter color of grass. Berry Bushes - Bushes can now be accidentally destroyed during assembly berries. Do not destroyed bushes now slowly grows berries. In the end, the map can not stay shrubs, and it's a deliberate decision - picking berries is the most basic form of foraging, and, ultimately, to be replaced by something more substantial, such as agriculture, hunting, or eventually fishing. Day became longer - the night is shorter. Fences are only carpenters. Farmers, service culture for a long period. This change will have a minimal impact on the actual production of food, but it will reduce the frequent idleness farmer. The keys "" and "" can now be used to scroll the settlers back and forth. Now, this function is performed by a tilde and Shift-tilde, but they can still be used to perform the same function. The consumption of food has undergone considerable changes. Loading the game, containing a settlement more than 50 settlers was very long. Not represent a serious player, who must reject migrants from version 0.1.2b . Power must again become a resource of paramount importance. Do boar has a new color variation. A new enemy - the wolves. Bloodthirsty wolves rabid animals to be hunted not only for your troops, but also of any wild animals that are on the map. Especially dangerous in the beginning of the game. Spiders - It was added a few details of textures, more variations later. Spiders now come in a variety of sizes, which affects their survivability. And, yes, spiders can now climb walls. Preferences settlers are now saved when switching jobs. Menu settler is now divided into four tabs: Information on the settler, occupation, equipment and preferences. There may be a lot of empty space at the initial stage, but it will be filled when the statistics settler will become more reliable. These menus can be opened settler keys F1 - F4 . Some of the most basic notifications can now be turned off in the menu settler "preferences." Resources are collected, the tool is broken, the creation of successful, and some others The flow of settlers slowed down a little bit. Level soldier now has a greater influence on the damage. Have been implemented types of weapon damage. With a variety of weapons yet sparse, and the only real notable changes you will see in the "boom against skeletons". Enemies now appear not only strictly in the center edge of the map, and in any more precisely on the edge of the card. Menu blacksmiths changed - there was a map of the current level fuel. Now you can also set a limit for each forges it to be used only by blacksmiths or just masons. v0.1.5b: bugfixes Hunter tried to reach the nearest chicken to which it was impossible to hold the path. If you change the Hunter profession to another, equipped hunting Knife destroyed. Shield remained in the model unit at its destruction. The settlers came during the battles. Sawyer could not get started - The message of the request to help find a lumberjack trees. Sawyer could not clean up the stumps. v0.1.4b: Accurate the list of changes is not published, but according to the developers fixed a number of bugs, the optimization of the game and made a new system to find a way for people and enemies. v0.1.3b: Hunters "is not buggy" while returning to the fire. Doors breakable enemies, will remain closed until the enemy is defeated. Fixed an issue where workers returned to work if their journey was interrupted when returning to the fire. Sound effects cease to play when the game is paused. New building: Training dummy, useful for training soldiers . Residents regenerate health over time. Established limit for the camera, it fixes this bug: when you turn the game, the camera floats to the edge of the map. New Tool: Hunting knife, used by hunters for hunting melee. The power supply system for the stove changed. The stove burns until not end resource coal to 1.5 times more effective than wood. The Warriors are now able to use a shield, thus increasing its effectiveness in close combat. The new armor: wooden shield, a small round shield made of wood and iron. The new armor: Iron Shield, a shield made of solid iron. v0.1.2b: Infantry now setting priorities so that the attack is attacking enemies. Add picture for copper, bronze and steel axes. If an archer does not can find an accurate shot to his goal, the sound of the shot does not play. New residents can no longer migrate, while the presence of the enemy. Resolved issue with checking the angle of view, while the resident / target is at depth 0 . Fixed a graphical shading problem with fences. The enemies can be killed while they break the wall or door. Fixed ground-breaking bug that sometimes caused the overflow stacks, leading to the paint. Residents are now allowed to work if their tools are removed during the operation. Added some sound effects goblins attack. Delivered 1,000 units restriction on the type of resource. Stacks Double urgent notification will no longer spam the console. Cancel the construction on the building is no longer breaks, it's - the creator. The camera is now controlled during the pause. v0.1.1b: Enemy units no longer able to pass through walls and door. Now, when the door encounters an enemy unit, it begins to break down. During the time he spends on this simple exercise, you need to have time to think of a way out of this situation, for example, to give a few archers and warriors to meet the bloodthirsty enemy. Archer before firing checks if the settler stands between the archer and the enemy, ie . in the way of arrows, the archer is shooting. However, depending on the level of the profession prokachannosti archer combat unit may miss the mark and if the two cells are peaceful and enemy units - settler left, to the right enemy - there is a chance that an inexperienced shooter misses. Spiders become less bloodthirsty. Second, they will attack in small groups. I think author's note, we are in an enemy attack get 5-6 spiders, each of which can kill one aptly released an arrow archer. Do not constructed object can be removed via a drop down menu at the top section Structures. On WASD now the camera moves, and TAB closed open tabs. The farmer must be one of the key units like the hunter or collector.
Overwrite ways of finding the main track.
Animation behavior of water-filled blocks have been redesigned as a result - a much more fluid.
A new kind of structures doors - doors of the dungeon perhaps hatches.
Both the old structures of wooden doors have a new design, to meet the new structures wooden wood, wood with an iron ingot will be metal. brackets and other elements of detail.
There are individual models for each type of picks.
Just added a new model for each type of onion.
New feature: when you hover click on the block, pressing 'Q' default will display information about a block or character under the pointer. It is useful to distinguish the type of metal ores.
When you point to the enemies, the tooltip also provides information about the health of the target. Works only after the discovery of the enemy one of your settlers.
Cleaning Equipment" button is added to the inventory menu settlers. Allows you to clear inventory.
Archer can now manage siege equipment.
Preference for control and siege equipment archery and martial arts training will now be available via the menu of military options for archers and infantry.
Power intrusions attacks were adjusted to attacks become more lenient. At present, it takes a lot more resources to prevent the invasion of necromancers, goblins and wolf riders.
To many structural properties of the menu can now be accessed by clicking the left mouse button, in addition to the right-hand mouse button.
Access point for action, construction blocks zagruzkivygruzke resources are now displayed when the structure is selected, or until it is the "planirovochnom mode" mode of blue blocks. These access points indicate the position of your settlers where they should stand to get resources and structures.
Line view has changed, it has become much more accurate, following the movement of units settlers and their goals. The settlers, enemies, animals, and structures can not block line of sight.
When loading cards, data grid built from the bottom up excluded progruzki empty blocks on top of that and increases the download speed. This increases the speed of downloading maps.
On the boxes warehouses and osprey hay can now go and build on them.
Fixed a bug that occurred when the output mode from the first person adventurer adventurer equipment until the window was open.
Fixed another Error adventurer who violated their behavior at night, when the torch is in stock in inventory.
Archers no longer be able to take more shots when the number of arrows equal to 0 zero, they now have to take more arrows to conduct further fire or take other type of Boom.
Loading the game no longer gives you more "free" arrow for each type of equipment bug fix.
Fixed a bug where the necromancers would repeatedly run several henchmen, especially during sohraneniyazagruzki game. Currently, there is an upper limit on the number of which they can control, and with the appearance beyond where the upper limit is exceeded, that is a bug.
Fixed another bug where the trader is unable to leave the map.
Well now you can remove.
Fixed a bug that code multiple military trainees training units can lead to several training structures are restored to the same position. This is the correct restoration goals and manikins for training in teaching them a few fighters. v1.42: New features: New unit: scaffolding. Cheap building block used to climb up on the house or in / out holes. Removed without a miner, quickly built. Of 1 and 2 rope tree is 8 forests. Torch again being used by people. Added a "Spare equipment" and are automatically used at night. New types of decoration: a hedge, shrubs and statues. Ore blocks give more ore. Settlers can build / dig one block over his head. When storing remembered not only the level, but More experience and settlers. Fixes: Error finding the way: the settler will not sink into the ground or to "float" on it. Other errors to find a way, because of which people could not move until you restart the game. Workers will not "hesitate" when working near water. Error skeleton, because of which it can not accurately choose an enemy. Necromancers will appear again. Scroll depth maps after installing rails shall not be violated. The oven will not be there once all your wood / coal at use. Workers can go back to work after sitting without requiring a reboot. Command for "Guard Position" will not reduce the speed of the game. Builders will be less confused at the construction site of different materials at different heights. Error traders, which prevented them from leaving the map . Yeshe one mistake traders that prevented them from entering entirely. Adventurer will correctly use a bow and arrow. Recovery of the target and Trenerovochnyh dummies will not be free. nastryki to restore training structures will save / load correctly. Carts builders will have 4 points access, not 1. Extraction of blocks adjacent to the water will not be more beautiful game. Blocks of the fence will be smoother and will be connected with all kinds of units, not only with the other fences. Error settlers, Masha them sleep on beds available. Sleeping Wolves will not fall into the ground. Collision spider boxes ? is now in line with the size of the spider legs, which simplifies getting arrows. Several shepherds will not work on the same task. Fisher will not rest due to an error . archers with long bows will not shoot at the enemies before they are discovered. Builders will clean inventory produced during the transition from regular to building materials, and vice versa. Error in menu design, which leads to the "accident". Removed few easy delays after of the settlers. v1.41: Builders Should no longer be Able to Fall Asleep on Ladders. Settlers Should no longer be falling Asleep Inside CHAIRS and benches. Fixed A few Instances where A worker's Current Task was Being Reported incorrectly. Fixed an issue where maps When choosing A New game starting Could result in Duplicate wagons. Migrants Should no longer be Cloned Due to produced DURING A bug while saving visitors are present on the map. Reduced stutter Brought on by builders WHO cannot reach unpathable Building zones. Archery Training targets Should now be deteriorating Properly When used. Fixed an error where IT was Possible to Place Structures Inside of Player-Placed trees. It's now Possible to Cancel A tree-Sapling-structure before IT's Been "Built" . Goblins no longer Should be Able to Build campfires Inside trees / bushes or on Water. Fixed A few errors Regarding builder Ladders and how They are allowed to be Placed. Consequently this Remedies Also issues where Blocks Those used to be unwalkable. Fixed an issue where worker professions All levels Correctly Were not influencing the worker. Created this unintentional Difficulty; Farmers / foragers / herders / Fishermen Were not producing the correct amounts of Food, miners / builders / Wood choppers Were working Far too Slow, etc. Builder Finding work-Should be more reliable, as A few Instances of looped loading / Unloading of Materials have Been fixed. Fixed an issue That prevented Mining beneath, or Building Inside, deconstructed doors. 1 1 farm zones Should no longer Break Farmers. Fixed an error where spiders Would follow wolves, this Generally resulted in re-burrowing spiders and Creating Far too many holes. Farmers should not Become stuck while Walking from Food Barrel to farm zone, Previously this resulted in immobile A Farmer Playing the Walking animation. An Archer's "Guard Position" & "Patrol" Commands Will no longer Become Interrupted by Archery targets. Wolf colors and Other attributes are now Properly Being Saved / loaded. Goblin Archers Will no longer target not-yet-Built structure "BluePrints". Should Miner laddering now be working Correctly. v1.4: inventory. Now every resident can wear their own things separately from the general store. People work and put things in their inventory. Storage facilities. All available resources are divided into 10 categories. Added 10 new buildings, of which the inhabitants take your and stacked resources. Nine of them can be constructed, the tenth - a big car, you have to start the game. For all buildings added to the hints in the interface menu. Unemployed people are now loaded with tools and weapons, according to your own preferences warriors Infantry prefer spears, collectors Foragers - bow and arrow. You can equip your character and yourself, by clicking on the weapon slot. You can also set a reserve inventory to have on hand tools or spare change professions without returning to the store. Weight of the resource. Now, each resource has a mass that affects the utilization of residents and warehouses. Congestion resident affects the speed of movement. The maximum amount of weight can be carried by a slider to adjust the inventory menu. Base movement speed increased significantly, compared with the previous versions. Changing profession is no longer lowers morale and does not reset the accumulated experience of previous profession. The metal ore and coal are now visible on the upper layers of the card. Digging deeper into the ore shows, hidden on the bottom layer. In general, under the top layer of ore more. When placing buildings required resources are spent immediately, as in most RTS. If resources are scarce, the building will turn yellow and uses the resources as soon as they appear. This will allow you to host multiple buildings in advance, preventing the failure of the construction due to lack of resources. Increased the time of construction. Instead of interrupted construction progress is not lost, and the other builder can continue to build from the date on which the last stop. Metal ore is mined only by the pick, the quality of which is comparable to the quality of the ore. Details can be found in the description picks. Stairs have been completely redone. If there are stairs in the inventory builders will put them on the walls and build a ladder. This will allow the builder to put up to 8 units, before descending, provided that it has the materials. Do armed citizens to protect the others, slightly increased the speed of movement, to help them keep up. When traveling on roads walking speed increases. Now in the options you can switch between transparency and opacity GUI. In crafting menu added new ingredients for recipes, as well as the mass of the selected resource is displayed. Change the name and switching between residents no longer closes the character menu. Reduced swimming speed of enemies. Skeletons now go under water. Clamping shift in the placement of construction allows the selected building for re-posting. This is useful if you need to put a few trees and benches. Windows character menu, and storage resources can now be moved. The amount of hair and skin of animals Animal Hair & Hide, collected by hunting and animal husbandry was greatly increased. The gray and dark brown wolves now 25 weaker. Hiking blizhneboynye goblins now do 30 less damage. The new armor: tunic made of cloth Cloth Tunic and leather tunic Leather Tunic. They can be worn by all residents. Provide minimal protection of the body. v1.3: Changes: Wolves are now attracted to other animals, especially cattle and the young of wild animals. 2 new types of wolves, and the behavior of different color from the usual gray individuals. The behavior of the wolf pack will be more apparent than earlier. Now, wolves do not need to see the victim directly, they can smell the scent on her. Necromancer is back, now he can call upon not only skeletons, but also cast a hellish fire that destroys all living things, including the hostile troops. Skeletons single gather around the new Necromancer. Skeletons attack preferably at night, when they see better and faster moving. Added 2 new type of skeleton Marines: mad, reinforced bite and less health and warrior, wearing a mace and a shield to attack and gain protection Skeletons are now subject only to the Necromancer and naradayut to any form of life, be it wolves or goblins. Spiders are digging smaller holes. A new enemy: Spider uterus. This is the boss who gathers an army of spiders before the attack, with a high level of attack and health, weakness - fire arrows. spiders, goblins and wolves are now able to swim. Marines and goblins are now able to compete in the water. Goblin archers will shoot at your structures buildings, farms, ., and sometimes will let the flaming arrows. A new enemy: the goblin rider sitting on a wolf. Aggressive and fast, it is necessary to kill a wolf separately and individually goblin. New weapons: spears and fire arrows. Spears are good against horsemen, and fire arrows and spread the deadly fire. button at the top speed of the game left, next to the time of day. New game speed: 4x four times faster, or 'fast forward', when your hard workers fell asleep. The new decor: wood, planted a logger requires a seedling. New materials: Sprouts, little falling out of the trees and bushes. In the future there will be ornamental plants. Settings Unity removed, the resolution is set to play the video settings in the game. The new management: show grid displays a grid on poverhnostri, it is useful for the initial construction and planning Fire spread of fire arrows and spells nekromanta.Unichtozhaet grass and many wooden and building structure. Wanted for trees, farms, and wooden structures. Cattle eat less. 8 new musical effects added to the game. 6 new music tracks, including an intro to accompany the main menu and new screens on the map. bugfixes: Units do not get stuck during the attack. Cancel stump removal will not cause the bug logger. Units will no longer occasionally disappear when passing through nizh people / animals / enemies. A new test for marching units, keeping them from passing through the blocks. Blocks next to traders and road blocks do not disappear. Cattle will not starve if there is enough wheat. The infantry does not go back and forth between the bed and a dummy training. The infantry is not lost, if he sees two or more ballista. Music is no longer "hiccups" at first in the pause menu. Goblin archers will not accidentally wander before the shot. Fixed an issue where the game can not start if you have collected more than 32k of any resource. v1.2.1: Merchant can now kill a goblin arrows. Gate Castle no longer be "animate" is destroying their enemies. Wall-lights can not be built within the landscape, while its height is changed. There was a notice that appears on the death of a unit that had fallen down the stairs. Chance to fall down stairs reduced. Crafts crafters who used to sit in creating something, stand up now. Units under control, stopping in the water, now have the correct animations swimming. Fixed a bug with wrong display of the level of adventurer. Some herders are no longer working on a the same task. When you load the game, the animals no longer appear on one unit above. Fixed a bug where units that are near the chairs are being destroyed at startup. When arriving merchant notification appears again. Archers can shoot again in opponents above or below the unit 2.