
Timber and Stone 0.1.1 Beta
Change-log:
[updates]
Enemies are no longer able to walk through doors, if there’s a door the enemy wishes to path through, they must first break the door structure down. How quickly this can happen depends on the strength of the unit versus the material quality of the door.
Archers will now check for friendly fire before shooting. This does not mean your units will never be hit by your own arrows. If the Archer’s aim is bad due to it’s level, it is still possible to hit an unexpected target. For example, your Archer may accidentally hit a Builder standing directly to the left of an archery target (because he missed), but if the same Builder is standing in front of the target, the Archer will not take the shot.
Spiders have been slightly weakened. To compensate, they will occasionally attack in larger packs. The strength of (small) spiders should lie in their numbers, a single spider or two should not be a major threat (that is, until they are larger, and able to scale walls, v0.2b).
Infantry will be seeing a boost, primarily in plate armor damage resistance.
Structures that have not been built yet, or placed in error, are now removable via their sub menu. This menu also displays any insufficient resources when the structure\'s outline is yellow.
WASD now controls the camera without requiring the right mouse button.
The TAB key is the universal "close menu / go back / cancel" button, closing all main menus, sub menus, unit menus, and designations.
P is now used to pause the game.
Farming should be more sustainable, and is influenced by the levels of your Farmers, more so than in v0.1b.
[resolved bugs]
When refueling a campfire, the menu doesn\'t disappear
Player can build on top of the campfire
Campfire runs out of fuel and the sound effect continues to play
Infantry not attacking nearest enemy, auto-targets the furthest enemy
Engineer is resurrected after being killed and nearby archery target wears out
Starting unit trapped in a tree
Unable to view all available save games on load screen
Save file folder structure creates incorrect save paths
Walking on top of workshops freezes the game
Archer\'s radius display remains on death
People get stuck in doorways
Incomplete targets get hit by arrows
Units cannot be selected through farms
Changing professions restores unit life to full
Goblin "Bite" hit unit message
Lamp-post won\'t show as built, provides "free" light
Forager gathers boar indefinitely while return to campfire is active and enemy is sighted
Hiding the ground prevents an enemy from acquiring targets
Dead enemies re-spawn on load
Item selected in crafting queue and an item is complete above it in the queue, the item below it becomes highlighted
Exit a game while you have a dead unit, upon reload unit is now standing but dies immediately, game over
Crafted bronze hoe displays as a steel hoe in a farmer\'s inventory
Units remain frozen at forge if return to campfire is enabled and enemies are spotted
Farms reseeding after save/load
Fences are hiding layers they\'re built on
A campfire that has gone out will light up again on its own if you save and load your game
New migrant long range movement
Unable to place 2nd level above workshops
Unable to build directly above doors
Two miners try to mine around the same area and cancel the job
Workers set to "return to campfire" will not return to their previous assignments once battle is over
Two miners mining an area, both get to a block that is at their level, both try to mine and get stuck
Forge\'s menu can be opened by right-clicking wall
Skeleton Infantry walking through doors
Designate wall to be built, builder doesn\'t build it
Builder won\'t build blocks with field-stone
Queue up a flax rope, and have it\'s entry in the queue replaced with animal hair rope
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.