Mods/Base/Change Log

This has been taken from the Towns Forums

Version v14b

 * Add: Snoats now need to eat wheat
 * Add: Soldier level added to the tooltip in the soldiers panel
 * Change: Wild cactus won't die after some time (30 days)
 * Change: Removed the non-sense unlock option for certain items
 * Change: Skootenbeetens now eat blue radishes instead of wheat
 * Change: "Dense wind" event has been renamed to "Heavy wind"
 * Fix: Issue with the minimum population required for events (used in the whisperdeath event)
 * Fix: Now it's not possible to click on some trade panel buttons when the caravan is trading
 * Fix: A lock is set to the burner actions to avoid all citizens to try to burn things at the same time
 * Fix: The heroes with room prerequisite on a higher layer now also check for the required items
 * Fix: Crash when you are on the last layer and you have activated the 2D mouse


 * Modders: New tag  on items.xml. Possible values are false and true (default). If false the unlock option won't appear when right click an item

Version v14a

 * Change: We set a minimum number of population (65) needed in order to spawn the whisperdead event
 * Fix: A bug in the "whisperdeath" event. Also we tuned up the number of zombies per grave from 1d2 to 1d2-1
 * Fix: Bone wall (block) and carving bench now aren't free to build
 * Fix: Rotated graphic for the Bone bed was pointing to an empty/bad area
 * Fix: Removed the tooltips on the invisible list of items when a merchant is trading
 * Fix: Graphic for the stealing wolf was pointing to an empty/bad area


 * Modders: New  tag on the events.xml file. It stores the minimum number (not a dice) of townies needed in order to spawn the event (default is 0)

Version v14

 * Add: Events
 * Add: Item rotation (right click / rotate for already built items. For items you are building, hit the key 'F' to select which direction it should face
 * Add: Townies will carry the newly created items (wood when chop, manufactured items, ...) to a nearby stockpile/container before performing another task
 * Add: Locked items can be unlocked using the contextual menu
 * Add: Soldiers level up
 * Add: Page number on the splitted menus
 * Add: New white fence, bone wall and bone roof
 * Add: Cave dungeon entrances from the edges (underground sieges can spawn from there)
 * Add: New audio files (caravan, immigrants and hero arrivals, shrine, events)
 * Add: An option to hide the user interface (default key: U)
 * Add: An option to take a screenshot (default key: F8)
 * Add: Some heroes need specific items in their rooms in order to join your town
 * Add: Average happiness needed to receive immigrants added to the UI
 * Typo: 'human remains' for 'human corpse' on the shrine action names
 * Change: New 3D mouse, now the user will select easily the cell he is pointing at
 * Change: New 2D mouse, now some cubes will appear to show when the mouse is on air (toggable from the game options)
 * Change: New graphics for zombies, direwolves, weretiger and golems
 * Change: Smaller clock item
 * Change: Bone torch now is build on the carving bench
 * Change: Underground sieges spawning is limited to the edges
 * Change: Mod loader now unloads the main menu texture and loads the modded one (if exists)
 * Change: Heroes wounded won't go explore again until they recover the full health
 * Typo: Verbs used when shooting arrows changed from "stick" to "shoot"
 * Typo: Taunting trunk "headpunch" verb changed to "headbutt"
 * Typo: "Hanging lamps" instead of "Hanged lamps"
 * Fix: Heroes stop their path if they see a better item to equip
 * Fix: Stuck trading items on merchant transactions
 * Fix: Menu splitting on some circunstances, showing different menu sizes
 * Fix: Caravans leaving the town when there are still transactions in place
 * Fix: Bug on the autoproduction panel with actions that can use several benches (fire, low fire, stove...)
 * Fix: Now the server functions doesn't allow some special characters
 * Fix: The Nuxcrown level 3 happiness is fixed


 * Modders: The internal mod loader now allows the modification and deletion of the stock panel tags (matspanel.xml)
 * Modders: New events.xml file. The instructions of how to script it are inside the file.
 * Modders: New gods.xml file. The instructions of how to script it are inside the file.
 * Modders: New entries on the audio.ini file.
 * Modders: tags on actions.xml now accept audio IDs without a loop counter.
 * Modders: New LOSPCT tag on the effects.xml. It modifies the line of sight of the livings.
 * Modders: New tag  on actions.xml. Used to increase or decrease the god happiness (status) when townies perform actions.
 * Modders: New tag  on items.xml. The item with this tag won't die until it has all those items around.
 * Modders: New tag  on items.xml. Used with . Is the radius where the game checks.
 * Modders: New tag  on effects.xml. Is a list of effects needed on the living in order to spawn the current effect.
 * Modders: New tag  on heroes.xml. Is a list of items needed by an hero on his room to join the town.


 * Note: There are modding features for the gods but they are not included on v14

Version v13a

 * Fix: Control key issue when buying/selling items to the caravan
 * Fix: Heroes near death won't go aid friends
 * Fix: Heroes won't go aid other heroes of other parties
 * Fix: Sacrificing animals to the shrine now works properly

Version v13

 * Add: Server support for buried maps (townsmods.net server added by default)
 * Add: You can add text to some items, and bury them!
 * Add: New writeable wooden signs
 * Add: New items, books, scrolls and a shrine, an item to revive custom died heroes
 * Add: Sieges have a chance to come from underground
 * Add: Death messages for heroes
 * Add: Heroes choose companions based on their morale. Companions will explore together
 * Add: Languages now have internal mod loader support
 * Add: Mods folder tip on the mods menu
 * Add: Sheep are added to the butcher-for-bones menu
 * Add: Average happiness added to the UI
 * Add: New happiness system
 * Add: Trading panel now shows the remaining trades
 * Add: The control key can be used like the shift key on several panels. It will add and subtract in amounts of 100
 * Add: Wild snoat and a snoat farm
 * Change: Cyclop graphics
 * Change: Raise and lower speed icons are now disabled when you set the min/max speed
 * Change: Bamboo trap damage has been reduced to half
 * Change: The option to pause the game when a caravan comes, now also pauses the game when the caravan is ready to trade
 * Balance: Fire bow stats are slightly increased
 * Balance: Eat a fish now fills a bit less
 * Balance: Fishing set happiness cooldown has been increased
 * Balance: Monsters' level boosted in lower dungeons
 * Typo: Bite/bites verbs swapped on the Exploding sprouts and bats
 * Typo: "it's tiny size" changed to "its tiny size" (iron short sword description)
 * Typo: Spanish name for the low and burnt cooking fires
 * Typo: Some 'accesible' words instead of 'accessible'
 * Fix: Allies combat log colors now are correct
 * Fix: Planting flowers ID in the right menu
 * Fix: Lag when you have many non-available orders, has been reduced
 * Fix: Werepig and throwing rock glitches
 * Fix: Now the system detects all the low and burnt cooking fires to renew them
 * Fix: The removal of items from containers doesn't have the "Unknown task" text anymore
 * Modders: New tag on the items.xml. Possible values are true and false (default). Used to set an item to be writeable (tombs, books, scrolls, signs, ...)
 * Modders: New tag on the queues of actions.xml. Possible values are item IDs. Used to lock a bench when the action is assigned
 * Modders: New  tag on the queues of actions.xml. It doesn't require a value. Used to reset the dead status of the custom heroes
 * Modders: New  and  on livingentities.xml. Value should be a number or a dice. Used on citizens, for the new happiness system
 * Modders: New  and  tags on the queues of the actions.xml. Possible values are a dice or a single number. Used to remove coins from the world
 * Modders: New submenu on the decorations/outdoor for the statues and poles

Version v12b

 * Add: New monster, the evil turtle
 * Add: New option to pause the game when a caravan comes
 * Change: Werepig graphics now are isometric
 * Change: Pathfinding now adds a bit more importance to the Z level
 * Change: Removing an item with the contextual menu now reveals the cell under
 * Change: Now the game doesn't crash if for some reason a saved game file is not found
 * Fix: Following livings glitches and starts to wander off screen
 * Fix: Mod loader issue when a mod adds new terrain types
 * Fix: Buried architect's tables and hanged lamps are not sold by the merchants anymore

Version v12a

 * Add: An option to tune the CPU level used on pathfinding
 * Add: Wolfy, queen of werewolves monster
 * Add: New graphic for the shorn sheeps
 * Add: Job group name on the townies tooltips and when right click on them
 * Add: New icon for the special decorative items
 * Change: Removed the butchering of reindeers from the production panel
 * Change: Removed the message spam when the taunting trunk casts effects
 * Typo: "Hobgoblin Khopesh" changed to "Hobgoblin khopesh"
 * Typo: "Raw reindeer steak" changed to "Raw snoat steak"
 * Typo: Spanish name for the Nature aid skill
 * Typo: Spanish description for the candle items
 * Typo: "Shorn sheep" instead of "Skinned sheep"
 * Fix: Buried harps, buried purple thrones and buried graves are not sold by the merchants anymore
 * Fix: Cloth and leather armors have been included to the stock panel
 * Fix: Shadows over stockpiles and zones on the camera level
 * Fix: Crash when you scroll down levels past the bottom layer
 * Fix: Issue rendering cells when you load a non-v12 saved game that contains vertical ladders
 * Fix: Glitch on the red long flags that face south-west
 * Fix: Heroes avoiding the level restriction when they don't have new cells to explore

Version v12

 * Add: Bury system!
 * Add: Integrated mod loader
 * Add: New grass, rounded and diagonal walls
 * Add: New dome roof
 * Add: New animals in a cage items
 * Add: New heroes, Vechs and The herbalist
 * Add: Townie happiness when you right click on them
 * Add: Elven names
 * Add: New living type, allies. Used on the spawned livings (sadonkeleton, ...). They can use doors.
 * Change: Terrain cells on the camera level now are brighter
 * Change: Boat caravan now brings animals in a cage
 * Change: Plant trap won't hurt animals
 * Change: Vertical ladder now have connections
 * Change: Cooking time on the low cooking fire and the normal fire swapped
 * Change: Heroes dead sound
 * Change: Game speed now can be increased up to 5
 * Change: Cyclops now have a daunting scream effect. Is casted when the cyclop is near death, it makes townies to flee
 * Change: Softened the hard level sieges. Added a new "harder" level
 * Change: Replaced items by scripting now allow the placement over piles and zones
 * Typo: Delete scaffolds typo, "Spiderite set" spanish typo
 * Fix: Placement of patrol points on air is no longer allowed
 * Fix: Issue on the actions that doesn't allow to mix moveTerrain's and pick's
 * Fix: Harvest orders never done if the townie starts a battle while performing it
 * Fix: Huge lag if no haulers and some idle townies in the town
 * Fix: Containers now can be sold to merchants
 * Fix: Improved the way townies build walls to avoid lost orders
 * Fix: More stable manual launching from towns.command in paths where a space is found
 * Fix: Crash "un-hauling" items from a stockpile
 * Modders: New property "id" on the menuXXX.xml files. Used to give a way to modded xmls to delete tags
 * Modders: New property "id" on the gen_XXX.xml files. Used to give a way to modded xmls to delete or modify tags
 * Modders: New "delete" and "deleteContent" properties on the submenus for the modded menuXXX.xml files. Possible values are true and false. Used to remove the original content of the menus
 * Modders: New "delete" property on the items for the modded menuXXX.xml files. Possible values are true and false. Used to remove the original content of the menus
 * Modders: New "delete" property on the gen_XXX.xml files. Possible values are true and false. Used to remove the original content of the gen_XXX.xml files
 * Modders: Removed the  tag on the items.xml
 * Modders: The tag now accepts comma separated values
 * Modders: New  tag on the effects. Possible values are: ALWAYS, HITTED, ENEMIES_IN_LOS, NEAR_DEATH and NOT_MAX_HP
 * Modders: New tag on the effects. Possible values are true and false (default). It makes the citizen/hero to flee when they receive it
 * Modders: New and  tags on the items. Possible values are true and false (default). Used to indicate the items that will be buried and the status when unbury them
 * Modders: New <buryItem> and <buryLivings> tags on the items. Possible values an item ID and some comma separated living IDs. Used to know what items/livings will spawn when unbury
 * Modders: New <buryDestroyItem> tag on the items. Possible values are true and false (default). Used to know if the unburied item do not spawn items

Version v11a

 * Change: Reduced the heroes appearing rate
 * Change: All the roofs but the broken one and the straw one will block fluids
 * Change: Cooking a fish now takes a bit longer
 * Fix: Health points being reset to a living entity base stats while receive any effect
 * Fix: Snow birds missing graphics for older save games.

Version v11

 * Add: Citizen jobs and groups
 * Add: Light items
 * Add: Configurable FX and music volume
 * Add: Fishing dock and fishing set items, used for fishing
 * Add: Food variety bonus
 * Add: "Interior" roofs
 * Add: Possibility to set a square area for certain actions instead of a row (IE. planting wheat, building scaffolds)
 * Add: New customizable priorities (move_to_caravan, build_buildings and feed_animals)
 * Add: Toggable 3D mouse. Useful to build things on other layers than the current one
 * Add: New walls and, a new wooden road item, a well and a pond
 * Add: Ogre, werewolf, snickers, fire head and ghoul isometric graphics
 * Add: New living, the Snoat! (Snow goat). It replaces the old reindeers and does
 * Add: Flat blocks for the wheat and all the roofs
 * Add: Chance to idle livings to move more than 1 cell
 * Add: Animated living entities even when they do not move (birds, brownie bar rider, ghosts and fire head)
 * Add: Enemies stats when you right click on them
 * Add: New damage types and resistances to weapons, armors and monsters
 * Change: Spanish names for the armor sets
 * Change: Almost all the effects but the direct ones will not notify with a message when a living receives it
 * Change: Military items are not displayed on the livings panel if the living have the graphic change effect (IE. Citizen turned to a pig)
 * Change: Townies will stop the "Move to caravan" and the "Autoequip" tasks to eat if necessary
 * Change: Big sieges will not stuck the citizens when search a path
 * Change: Menu item "Delete" by "Delete scaffolds"
 * Change: Dynamic pile/container configuration panel
 * Change: Items and livings now are shadowed if they stand in a dark cell
 * Change: Reduced drop percentage to heads and bones
 * Change: Green block and green road now needs green color instead of yellow flowers to be built
 * Change: Wooden block and Wooden moss block removed from the utilities type
 * Change: Increased the difficulty of the last dungeon
 * Change: Bone carver item has been removed from the bone armor prerequisites (still in the menu for save compatibility)
 * Change: Now you can set the maximum stock you want in the "burn items" actions
 * Change: Military prices increased a bit. Spider bow value reduced.
 * Remove: Snow birds
 * Fix: Empty group names no longer allowed
 * Fix: Mini issues/typos in the xmls
 * Fix: Citizens no longer will change their mining point after other citizens ends their mine tasks
 * Fix: Crash when a citizen decides to drop an item when he just died (over a stockpile)
 * Fix: Incorrect coins ammount was being displayed when loading a saved game (The issue didn't affect the real coins ammount)
 * Fix: Occasions when a citizen has two rooms while changing personal room owner
 * Fix: Tooltips in a soldier panel when the soldier list is empty
 * Fix: Citizens won't move locked items on certain conditions
 * Fix: Only 1 auto-production item was placed on the queue on some circumstances
 * Fix: Freeze when a wounded citizen uses a 2nd level dormitory bed
 * Fix: Projectiles data are loaded properly when you load a game (this avoids the "null sticks null" messages)
 * Fix: Equipment menus are no longer partly rendered out of the screen
 * Modders: New <animatedWhenIdle> tag on the livingentities.xml. Possible values are true or false (default). Used on birds, brownie bat rider, ghosts and fire head
 * Modders: New tag on the items.xml. Possible values are true or false (default). Used on windows and glass walls
 * Modders: New <lightRadius> tag on the items.xml. It allows a numerical value (default 0). Used on items that produce light
 * Modders: New <lightRed>, <lightGreen> and <lightBlue> tag on the items.xml. It allows the values FULL, HALF or NONE (default). Used on items that produce light
 * Modders: New tag on the actions.xml. Possible valueas are true or false (default). Used on the "burn items" actions. This way the stock number acts as a maximum
 * Modders: Property "COLOR" removed from the graphics.ini
 * Modders: Property "COLOR" removed from the graphics.ini

Version 10b
Released (2/13/2013)
 * Change: Purged human remains can be used to create graves and tombs
 * Fix: Crash loading a save that contains "destroy flour" tasks
 * Fix: Issue with buildings under construction after the load of a saved game

Version 10a
Released (2/12/2013)
 * Add: Samurai helmet
 * Change: Remove the maxAge from the wild wheat, wild sugar and wild bamboo. This way wild plants will not disappear.
 * Change: Golden haste helmet is now considered a special armor instead of a golden one.
 * Change: Market roof now uses animal hides to be built (instead of the old blue color)
 * Change: Iron bars now allow fluids.
 * Change: Flood gates now has a glue tag and can also serve as a floor flood door.
 * Fix: Position of some items in the stock panel.
 * Fix: Crash when a citizen decides to drop a item when they just died.

Version 10
Released (2/11/2013)
 * Add: Fluid blocking, fluid elevator and fluid allowed items
 * Add: Evaporation of fluids
 * Add: Wind effect to plants
 * Add: Citizens sleeping under a roof will sleep "faster" and they will endure more time during their day
 * Add: Town coins on the top
 * Add: Flower gathering on the production menu
 * Add: New stockpile and container management panel
 * Add: New effect applied to food that gives a boost to the citizens' happiness
 * Add: New items: Floodgate, fluids elevator, bamboo items, sugarcane items, sugar and cake
 * Add: New helmets: Straw hat, wooden mask, golden mask, mayan mask, samurai mask and kerchiefs
 * Add: New walls: 3 new stone walls, a new log wall, a wheat wall and a bamboo wall
 * Add: New mountains map
 * Change: Improved way of dropping items to avoid large paths on some cases
 * Change: Saved game is stored in a temporary file until the game is completely saved. This avoids the loss of your progress if the save fails
 * Change: Little rest bonus for townies sleeping underground
 * Change: Flour burner removed from the menu
 * Change: Linux launcher on Steam warns you if the game can't find Java (thanks to Vince D. for testing)
 * Change: Brownie village are now can be tilled
 * Change: Unifallow feed food changed to cactus fruits
 * Change: Human remains will stop ghost spawning after 3 days
 * Change: Autoequip now randomizes the item to be equipped in order to avoid mass movement to the same item
 * Change: New texture for dirt at level -1 or lower, as well as some layers of the mountain maps.
 * Typo: "Wild kootenbeeten" instead of "Wild skootenbeeten"
 * Type: "green hat" instead of "Green hat"
 * Fix: Main menu issue when the size of the saved games is equals to the game window height
 * Fix: Random freeze if the market zone contain walls and a coming caravan decide to move over a wall
 * Fix: Underground terrain glitches when loading a saved game
 * Fix: Citizens won't skip the chopping tasks when a tree keeper is attacked
 * Fix: Falling items won't destroy the ground ones
 * Fix: Townies now take into account items in containers when you order them to build an already built item
 * Modders: New <blockFluids> tag on items.xml. It allows true/false values. Default is false. (Used on the floodgate item and some walls)
 * Modders: New <allowFluids> tag on items.xml. It allows true/false values. Default is false. (Used on the 2 stone arcs)
 * Modders: New <fluidsElevator> tag on items.xml. It allows true/false values. Default is false. (Used on the fluids elevator item)
 * Modders: New <maxAgeNeedsWater> tag on items.xml. It allows true/false values. Default is false. (Used on the bamboo cans)
 * Modders: New <maxAgeNeedsWaterRadius> tag on items.xml. It allows a numerical value. (Used on the bamboo cans)
 * Modders: New tag on effects.xml. It allows a number or a dice (IE. 1d8). (Used on teh cake item)

Version v9b

 * Change: Added 0's in front of the hours and minutes of the saved games
 * Fix: Hauling issues

Version v9a

 * Fix: Removed the creation of wild animals in the farms
 * Fix: Wild animals won't turn into non-wild ones when you use them to obtain resources (IE. eggs, milk, ...)
 * Fix: Stuck citizens when they are trying to perform a task with some non-accessible points

Version v9
Released (1/26/2013)
 * 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
 * Add: New bunny hat
 * 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: 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

Version v8a

 * Fix: Crash starting the game if both FX and music are turned off

Version v8
Released (11/07/2012)
 * Add: New audio.ini file to script sounds to any action
 * Change: Removed the flag from statues and added to them the <decoration.outdoors> type
 * Change: Numbers on the production panel now have a black border
 * Change: Livings now are capable to move to a cell in other layer in emergencies
 * Fix: Typo with the low cooking fire
 * Fix: Soldier siege chance protection
 * Fix: Trade panel can be closed with right click even if the caravan is not in place
 * Fix: actions now doesn't check on containers (this avoid stuck citizens over barrels)
 * Modders: New <fxDead> tag to livings to script there the audio file you want to be played when a living dies
 * Modders: New 'fx' and 'fxTurns' attributes to the tag on actions.xml. This way you can script the sound to be used when townies perform actions and the cadence

Version v7

 * Add: Cooking fire now transforms to low cooking fire and then burnt cooking fire and can be renewed at each stage
 * Change: "Remove scaffold" button graphic
 * Fix: Some jungle tiles names
 * Fix: Glitch near some sand blocks
 * Fix: Living robbery sieges doesn't make the victim drop items
 * Fix: "Game has been paused" message do not appear when you receive a siege and have the pause option turned off
 * Fix: Glitch with edge menus when you close a game and start a new one
 * Fix: Non stackable items now don't appear in the container management menus

Version v6

 * Add: Robbery sieges! (with a few new enemies)
 * Add: Multi-monster sieges
 * Add: Guard soldiers that belongs to a group move to their barracks zone when idle
 * Add: Arrangements to the soundtrack
 * Add: Credits option in the main menu
 * Add: New option to set the pause when a siege starts
 * Change: Options menu now doesn't close when click on an option
 * Change: Sieges now can be set as off, easy, normal, hard or insane
 * Change: The chance of a siege to appear now is based on several factors, one of them is the number of soldiers in the town
 * Change: The phrase that warns you a task could not be completed
 * Change: Citizens hauling items now take a break to eat/sleep if necessary
 * Change: Reduced a bit the pathfinding iterations to free a bit the CPU
 * Change: Improved the search items function (now it takes 20% less CPU time)
 * Change: Reduced starting coins
 * Change: Wooden snake sword and The trickster doesn't spam messages anymore
 * Change: Brownie bat rider and Fire head now evade traps
 * Change: Seeds removed from the "rawfood" type
 * Change: Jungle door removed from the "furniture" type
 * Fix: Issue with the display of tooltips/buttons in the livings panel
 * Fix: Mini glitch with some terrains
 * Fix: Mini glitch near pines and normal trees
 * Fix: Glitch with some flatten tiles (cactus and some trees)
 * Fix: Double bonus is no longer applied when a living equips some special military stuff
 * Fix: Turning ON the music while playing no longer plays the main menu music
 * Fix: Low performance on some machines when the "Flatten all blocks" option is enabled
 * Fix: Flame attack now works with ranged weapons
 * Fix: Saving issues solved
 * Fix: Repeating an order (with the Shift key) now also works with the dig commands
 * Fix: Wood detailer prerequisites are now ok
 * Fix: Stuck citizens over barrels with the eat task
 * Fix: Item is not check when a caravan sells it
 * Modders: New tags for enemy livings, it accepts items or types as values
 * Modders: New tags <stealLivings> for enemy livings, it accepts livings IDs
 * Modders: New tag <startingPointID> for the <heightSeed> tag

Version 0.60a

 * Add: Strange forces have awaken in the forests
 * Add: Caprontos decorative architect table
 * Add: New option to allow the mouse scroll while hovering the edge buttons
 * Change: Divine armor heal effect and head crushed stun effect are modified to avoid the message spamming
 * Change: Stun effect name changed to "Stun attack" to avoid confusion
 * Change: Roof (25%)/underground (15%) time bonus when citizens use benches to take into account the multileveling
 * Change: "The lightning" will now look differently, shoot lightnings and have a new effect attached to
 * Fix: Glitches near the fruit trees
 * Fix: Low performance on some machines when the "Flatten blocks near mouse" option is enabled
 * Fix: Military items inside containers are not carried to the caravan
 * Fix: In some cases already died livings doesn't dissapear
 * Fix: Typo in spanish with the wooden armor/weapon types
 * Fix: Jungle mushroom will now always produce mushrooms when harvested
 * Fix: Ancient wall now have a flat graphic
 * Fix: Glitch in the bones caravan
 * Fix: Special armors are now shown in the correct stock menu
 * Fix: Road tiles connects with any other road tiles

Version 0.60

 * Add: Caravans!
 * Add: UI changed!
 * Add: Soldier groups!
 * Add: Shadows
 * Add: New stock panel
 * Add: New option in main menu to turn sieges off
 * Add: Options in-game
 * Add: Click on a message now gets you to the living that produced it (not just the point where the event occurs)
 * Add: Added the funtion to move back and forth through heroes
 * Add: Shift + click on level up/down now moves the camera 5 levels
 * Add: Shift + click on the production panel icons now increases/reduces the ammounts by 5
 * Add: Flatten blocks near the cursor option in the UI
 * Change: Siege enemies now choose random citizens when target
 * Change: The game map now is saved (and loaded) secuentially. This avoids OutOfMemory errors on some configurations
 * Change: Livings now move through levels when idle
 * Change: Stockpile/container option text in the main menu
 * Change: All roofs are tagged as walls
 * Change: All walls connect with other walls (or wallConnectors like doors)
 * Change: The minimap textures of upper levels are reloaded when a level changes
 * Change: Rebalanced livings
 * Remove: Mouse transparency near the cursor option in the main menu
 * Fix: Items getting deleted because other items fall on them from stairs
 * Fix: Creation of scaffolds underground in a side/down way
 * Fix: Expand a zone no longer allows it to be placed on air
 * Fix: Crash when a living fires a projectile
 * Fix: Typo issue with silver armor and golden armor and weapons on piles/containers
 * Fix: Glitch behind some water tiles
 * Fix: Stuck citizens when they are searching for items in a container but there is no path to that container
 * Fix: Graphic glitches with the blue orders and with big items
 * Fix: Deadlock/lag when you disable a pile/container and there is no free space on that level
 * Fix: The immunityEffects tag on livings now works
 * Fix: Glitch when mages converts big size enemies into pigs
 * Fix: Crash in a special case when an isolated townie tries to autoequip
 * Fix: Ranged units avoiding the fight sometimes
 * Modders: The UI graphics can be placed in other files than ui.png
 * Modders: New tag on livings <evadeTraps> (added to caravans, birds and sadonkeleton)
 * Modders: All the entries in graphics.ini MUST have the TEXTURE_FILE option
 * Modders: Added the <numCitizens> tag to set the number of starting citizens in a map
 * Modders: Added the <startingLevel> tag to set the level where the starting citizens must appear
 * Modders: Added the <immuneEffects> tag to effects.xml, this way you can create an effect that gives immunity to other effecfts
 * Modders: Added the <castEffects>, <cooldownEffects> and <targetEffects> tags to effects.xml, this way you can create effects that cast other effects

Version 0.50b

 * Balance: Tree bush spawns reduced to a half (faster spawns)
 * Change: Allow the mining and building of items from up/down AND diagonal
 * Change: Glue items now glues to terrain (no more stairs falling!)
 * Fix: Crash when you build walls in the top level
 * Fix: Game options now are read/saved in the correct file when you use the USER_FOLDER feature
 * Fix: Pathfinding issue with the last layer
 * Fix: Glitch with the limestone miniblock
 * Fix: The icons of eat/sleep now are shown in front of citizens / heroes
 * Fix: Mouse cursor and blue orders tile transparencies fixed

Version 0.50a

 * Add: USER_FOLDER in the towns.ini to overwrite the operating system folder
 * Change: Mini mouse cursor and blue orders when the miniblocks are on
 * Change: Doesn't allow orders to be created in air cells if there is no path to them
 * Change: The grid is correctly displayed over walls
 * Change: Items can be created/placed in diagonal
 * Change: Now items also can be built from the below and above cells
 * Change: Allow to place the camera in the last floor level
 * Change: Iron, coal, copper and gravel seeds moved a bit to the surface
 * Change: Mineshaft spawn time increased
 * Fix: OpenGL depth buffer values lowered to allow lower end graphic cards
 * Fix: Typos with 'bait' and some chop orders

Version 0.50

 * Add: True multilevels!
 * Add: Autosave option
 * Add: Content (Chimneys, walls, stairs, ...)
 * Change: Cactus fruits spawn time reduced
 * Change: New graphics for some units
 * Fix: Till on a cell that already have a till command
 * Fix: Issue with admin fluids (now sieges/heroes/citizens will not appear if there is no path to the town)
 * Fix: Stuck citizens if the only path to an item is through the fog of war
 * Fix: Citizens eating raw food if they got hungry in a raw food creation task
 * Fix: Autoequip will not stuck citizens if the best armor/weapon is in an unreachable area
 * Fix: Elven bow was tagged as 'sword' so some non-ranged heroes equip them
 * Fix: Heroes equipping items that are not tagged (IE. a thief equipping a bow)
 * Fix: Ranged livings shotting to other livings when the victim moved to other level
 * Fix: Deleting a zone where a citizen is hauling a bench will not set that item operative
 * Fix: Ranged enemies attacking at melee

Version 0.47b

 * Change: Added wild wheat on the snow map
 * Change: Wild wheat can appear in all kind of grass cells
 * Fix: Old ATI drivers/cards memory leak minimized
 * Fix: Heroes with alternative graphics (IE. barbarian and highlander) don't equip
 * Fix: Empty bottle and poison bottle are now stackable
 * Fix: Planted wheat turns back to wheat seeds after 1-2 days
 * Fix: Gravestones issue when no corpses around
 * Fix: Necromancy (Sips) and taunt (barbarian) skills

Version 0.47a

 * Change: Crippling shot chance increased
 * Fix: A new ATI crash
 * Fix: Thief poison attack
 * Fix: Ranged attacks that adds effects to livings (IE. Elf crippling shot)
 * Fix: Prerequisites to build silver/gold armors

Version 0.47

 * Add: Traps
 * Add: Military items tooltip now shows the item level
 * Add: Icons on each effect (IE. a green drop for the poisoned effect)
 * Add: New floors for zones
 * Add: Hitting the "H" key rotates through your current heroes
 * Add: Heroes with high moral will help citizens in danger
 * Add: New dark wooden wall, golden/silver weapons and armours, also a flaming sword only dropped by burningpets
 * Change: If the floor is occupied by an item, the living drops will check for neighbors cells
 * Change: Faster exploration methods for heroes
 * Change: Mountain map generation
 * Change: Autoequip order now search for the best items. Also, you can order it to a citizen already equipped to search for better equipment
 * Change: Area skills (IE. defense aura) now takes into account the LOS
 * Change: Rebalance the level of all items and drops
 * Fix: Added specific code for ATI users to solve the nasty crash (thanks to Zachary Stendor for testing it)
 * Fix: Citizens with building construction tasks will stop it automatically if they get hungry
 * Fix: Chop palm trees with the bottom menu
 * Fix: Made snickerite greaves stackable
 * Fix: Blue arena badgers health points increased
 * Fix: Heroes doesn't break walls/doors on other levels when they get rage
 * Fix: Sand roof glitch
 * Fix: Mouse transparency option now is saved properly in the options file
 * Fix: Heroes use of skills while eat or sleep
 * Fix: Stuck livings if you delete a bridge when they are over it
 * Fix: Citizens starving in the hospital
 * Fix: Expanding zones on undiscovered cells
 * Fix: A bug makes the citizens to walk bellow 20% speed
 * Fix: Citizens speed when they are hungry now has the minimum speed to 20%
 * Modders: Customizable effects, they can be tied to hero skills, foods
 * Modders: New tag on items and, this way heroes will use only specific items (IE. a mage only use cloth items and wands)
 * Modders: New tags <levelMin> and <levelMax> on the living entities drops

Version 0.46

 * Add: Leveling and experience to heroes
 * Add: Skills for heroes
 * Add: Damage over time attacks
 * Add: Heroes now leaves some battles to take a rest
 * Add: Icon on the top left side of the screen indicating the current task
 * Add: Confirmation menu when you start a new game with a previous save
 * Add: Citizens and heroes drops some equipment when dies
 * Add: Mud and sand walls
 * Change: Prefix/suffix are displayed on heroes equipment
 * Change: Fire wand stats
 * Change: Dwarf heroes now wants a room underground to come/stay
 * Change: Saving the game speed GREATLY improved
 * Fix: Planted apple bushes/trees
 * Fix: Blue flowers gathering
 * Fix: Some graphic glitches
 * Fix: Hero stuck when leaving a town in some cases
 * Fix: Cyclop and hobgoblin kaiser names swapped
 * Fix: Boots of haste now can be made using any kind of bird
 * Fix: Wild wheat now spawns in the mountain map
 * Fix: Stuck citizens when they can't reach an item/living
 * Fix: Tooltip showing living entities on undiscovered cells
 * Fix: Special death heroes doesn't appear again
 * Fix: More HP than the maximum allowed after wear/unwear items
 * Fix: Admin water now deletes the content of the first cell
 * Modders: New tag <HPRegeneration> on livingentities.xml. It makes a living to gain 1HP per turn
 * Modders: New <followEntity> and <followTurns> tags. This way you can script pets!!

Version 0.45b

 * Change: Heroes come/stay prerequisites
 * Fix: Blue color can now be stored in piles/containers
 * Fix: Pears automated harvesting
 * Fix: Issues with planted banana trees, blue radish and snow trees
 * Fix: Stuck (invisible) citizens when placing walls (or just non-passable cells like water)
 * Fix: Citizens starving to death with food on the world (related to the previous fix)

Version 0.45a

 * Add: Management menu for piles and containers
 * Add: A clock to use in some zones
 * Change: Heroes exploring routines
 * Change: Citizens will starve to death after 2 full days without food
 * Change: Negative speed % applied when a citizen is hungry
 * Fix: Some tree/planting scripts
 * Fix: Some wall sizes and positions
 * Modders: Crash if you set a building without prerequisites solved

Version 0.45

 * Add: Now living entities (IE. a cow) can hate any other livings (IE. a pig).
 * Add: Speed buttons on the UI.
 * Add: Status messages on the loading screen.
 * Add: First heros!
 * Add: Fog of war on dungeons.
 * Add: You can click on the messages to set the current view where the event is happening.
 * Add: The badger arena!
 * Add: New option on the game menu to disable by default all items when you create a pile or a container.
 * Add: New option on the game menu to pause the game when it starts.
 * Add: New option on the game menu to activate transparencies near the mouse cursor
 * Add: Un-till terrain.
 * Add: Un-dig terrain.
 * Change: No more berseker soldiers. Now soldiers have 3 status, GUARD, PATROL and BOSS AROUND.
 * Change: Health points restored when sleep are set to 5% of maximum base health points (instead of 1 HP).
 * Change: No more hunger-lock. Now, when a citizen is hungry they walk at 50% speed but continues performing normal tasks.
 * Change: Better fluids and tasks management routines.
 * Change: Citizens search for a nearest hospital (or dining room) instead of the first hospital (or dining room) created.
 * Change: Citizens now use the beds on the hospitals, and heals faster if they do so.
 * Change: Citizens works and walk slower if they are unhappy.
 * Change: Savegames now are placed on userdocs/.towns/save/BUILDNAME/ where BUILDNAME is the current game build (IE. 0.45).
 * Change: Citizens (and heros) walks to his assigned room when they come.
 * Change: Zones now can be built on edges and close to a slope.
 * Change: You can scroll now with the WASD keys (or arrows) and up/down levels with the QX keys (or mouse wheel).
 * Fix: Stockpiles under a building are not allowed.
 * Fix: Harvest button now also harvest blue radish.
 * Fix: Entities with assigned path will not pass through holes if you remove a ladder while they are following it.
 * Fix: Tooltip issue on production panel with multiple items/livings.
 * Fix: Autoequip while healing do not stuck citizens anymore.
 * Fix: Half-Buildings on the left or top area of the screen are displayed.
 * Fix: Walk glitches when a citizen is close to the wall or after a fight.
 * Fix: Citizens doesn't make the same haul task when the item to be moved can be placed in a container AND in a stockpile.
 * Fix: You can use the non-numpad '+' key to increase the speed.
 * Fix: Immigrants now CAN find the path to the colony even if his assigned zone has walls on the first cell.
 * Fix: Cancel terrain actions (like till) now works even if a citizen started to do it.
 * Fix: Glitch with roofs when you have a building inside other.
 * Fix: Equip/unequip now doesn't stuck citizens in certain cases.
 * Modders: Removed the ITEM_CREATE_ITEM, LIVING_CREATE_ITEM and TERRAIN_CHANGE_TERRAIN action types.
 * Modders: Added the <generatedItem> tags to actions. This way you can set the production panel icon (it overwrites teh <createItem> icon).
 * Modders: Added the "useSource" atribute to tags.
 * Modders: Added <replaceCellItem>itemID</replaceCellItem>, <destroyCellItem /> and <moveTerrain /> tags to action queues.
 * Modders: <id> and <startingPointID> tags to use on the ones. This way you can name a seed and force a second seed to start inside the first one.
 * Modders: tag for living entities.
 * Modders: Some nice error messages that will help modders if something fails on map generation.
 * Modders: <heightMin> and <heightMax> tags added to the tag. This allows you to create seeds on certain heights.
 * Modders: Subtag under the tag now accepts special types (_WATER_, _WATER_INF, _LAVA_, ....) again.
 * Modders: New social zone SOCIAL on zones.xml.
 * Modders: Removed the tag from actions. Now all actions must have a queue.
 * Modders: <maxHungryTurns>, <maxSleepTurns> and <eatZone> can be scripted on livingentities.xml.

Version 0.42b

 * Change: Kill a bird is easier now (but not easy!)
 * Change: Continuous water
 * Change: Game speed can be toggled using "+" and "-" keys
 * Change: Map generation performance
 * Change: Spawn of items/livings management performance
 * Fix: Werepigs and milked cows doesn't turn invisible anymore
 * Fix: Negative numbers on regular production queue
 * Fix: Roads menu, bread item description and autoequip command translated to spanish
 * Modders: <childItem> tags has been changed to ones, that also allows you to spawn living entities (IE: A cow, a goblin, ...)
 * Modders: New <heightMin> and <heightMax> tags on the one. This way you can change the terrain on certain heights
 * Modders: New <habitatHeightMin> and <habitatHeightMax> tags for living entities and items. This way you can spawn certain objects (IE. reindeers) on certain heights

Version 0.42a

 * Add: Raise/Lower terrain menu (admin tool atm)
 * Add: Add/remove water/lava menu (admin tool atm)
 * Fix: Colored roads doesn't mess up the whole terrain
 * Balance: Build times and building spawn rates are reduced
 * Balance: Boots of speed doesn't need snickerite to build it (changed it to goblinite)
 * Balance: Create flour now only costs 2 wheat

Version 0.42

 * Add: Priorities panel (F3)
 * Add: Roads (living entities walk faster here)
 * Add: Animations for living entities
 * Add: TTF Font
 * Add: Heightmap a-la Transport Tycoon
 * Add: Food values on food items tooltip
 * Add: Save options
 * Add: Use of user folder for savegames and options
 * Add: New special values for map generation (_WATER_1_, _WATER_INF_, LAVA_1_, LAVA_INF_)
 * Remove: Barracks (now everybody can be a soldier!)
 * Remove: Transition tiles
 * Change: Speed of living entities reduced
 * Change: Stockpile points are removed if you place a zone over it
 * Change: Turns to build thing on benches changed to 70% if a roof is present
 * Change: Turns to build thing on benches changed to 85% if the builder is underground
 * Change: Warning "Sure to exit without save?" panel
 * Change: Water system uses slopes now
 * Change: Faster seeds at map generation (so the game starts early)
 * Fix: Enemies won't try to break opened doors
 * Fix: Crash when build a building only with doors
 * Fix: Prefix/suffix percentages are set to 5% again
 * Fix: Little improvement in the minimap render routine
 * Fix: Improved a little the save/load game performance
 * Fix: Item issues when delete the zone under it
 * Fix: Lag if no mats when build a building
 * Fix: Draw the roofs/big items (ie. trees) when his base is outside the screen
 * Fix: Citizens recalculate their path if while they are following it other citizens blocks the path with walls
 * Fix: Minor graphic glitches

Version 0.40.2

 * Change: Transition tiles disabled by default
 * Fix: Unifallows now correctly respawns as milkable
 * Fix: Unifallows can now be butchered for raw steak and for bones

Version 0.40.1

 * Fix: Cow farm now produces cows!
 * Fix: Buildings never built if the builder begins to sleep/eat after place all materials on it
 * Fix: Graphic glitch with directional animals (cow, pig, badger, skootenbeeten and unifallow)
 * Fix: APS now works with living entities (IE. milk a cow)

Version 0.40

 * Add: Content (enemies, items, terrain types)
 * Add: Transition tiles
 * Add: Height!
 * Add: Directions for livings
 * Add: Grid feature
 * Add: Grid, pause and settings icons on the UI
 * Add: Doors can be opened/locked/unlocked
 * Add: <speedUpPCT> tag to items. This tag can speed up (or down) the production time
 * Add: Max age for enemies and some can spawn into other living entity when they die this way
 * Add: Military items tooltips with information about the stats
 * Change: tag to queues can now be used with multiple targets (like the tag)
 * Change: After placing a wall, civilians search for an area with other civilians (to not get stuck on a non-door building/wall)
 * Change: APS now looks at benches + items to know how many tasks create in paralel
 * Change: Subdivisions on menus
 * Change: Some item types changed
 * Change: Sieges are less deadly
 * Change: Removed the wall needed on all four sides when creating a zone
 * Change: Zones that have a roof speed up item production
 * Change: Roofs add happiness to civilians
 * Fix: civilians getting stuck with some containers if you played with the enable/disable feature
 * Fix: civilians searching the best food on the whole map and not pick the best one from containers/stockpiles
 * Fix: APS issue with multi tasks (like the mountain stew)
 * Fix: Locked items placed under a ladder no longer locks the ladder
 * Fix: Crash when you use the mouse wheel on main menu
 * Fix: Minor bug fixes and some perfomance improvements

Version 0.39.2

 * Add: Red/green pre-requisites when right click over a building
 * Add: System to add more textures dinamically
 * Fix: Lag when build a building and other civilians are over it
 * Fix: Camel/cow now return to his previous state after you milk it
 * Fix: Container issues

Version 0.39.1

 * Balance: Wheat is produced faster
 * Change: Some icons from menus have been moved
 * Fix: Ogre club and fine ogre club graphic
 * Fix: Harvest command on the bottom menu now also harvests cactus plants
 * Fix: Autoequip when items are on containers
 * Fix: Bug that caused food from containers to only be eaten by one civilian
 * Fix: Buildings show the correct prerequisites for "living" when only those are left

Version 0.39

 * Add: Autoequip!
 * Add: Content!
 * Add: Containers!
 * Add: Possibility to expand zones (avoiding the boring squared zones)
 * Add: Stock number on the APS
 * Add: Different maps
 * Add: Habitat for living entities
 * Add: Value, fill percentage and eat time for every food item
 * Add: civilians can now pick and use living entities (i.e. a pig)
 * Add: Buildings with living prerequisites and descriptions
 * Add: Action queues now can create new friendlies
 * Change: Siege message (informing that the game has been paused)
 * Change: civilians won't run to the hospital if they are fighting
 * Change: Doors don't have a roof assigned (so you can make a wooden building with a bone door and the roof will appear)
 * Change: Removed the hardcoded "type=military" from military items
 * Fix: APS now checks for carrying items to control the stock
 * Fix: APS now doesn't take into consideration locked items (so walls, trees and so on can be placed there)
 * Fix: APS doesn't put all tasks at the same time on the task queue (performance improvement)
 * Fix: Synchronization crash
 * Fix: Building issue with civilians on different areas (IE. civilians on both sides of the river and no path between them)
 * Fix: Stuck friendlies over a hole with a ladder
 * Fix: Minor fixes and improvements

Version 0.38.1

 * Remove: Feather and badger fur
 * Fix: "attackTurns" of creatures are not well loaded (now they attack faster... a LOT faster)
 * Fix: Crash when you load a game and try to fight a ranged criature
 * Fix: Graphic glitches

Version 0.38

 * Add: Production panel (can be opened hitting F2 or the big center icon)
 * Add: Content and art!
 * Add: Game save without exit
 * Add: Option to full enable or disable a stockpile
 * Change: Direct tasks can be ordered while in pause (IE: Create or change a stockpile)
 * Change: 1 level roofs
 * Fix: Crash generating really BIG roofs
 * Fix: Synchronization issue cause the game crash
 * Fix: Minor bug fixes

Version 0.37

 * Add: New user interface!
 * Add: Roofs (Can be hidden with TAB key)
 * Add: Doors (Needed in order to place roofs)
 * Add: New monsters
 * Add: Next/previous soldier feature
 * Change: Immigrant arrival calculations
 * Change: Improved the task manager, allowing smarter citizens
 * Change: Fluid funtionality
 * Change: Cave generation
 * Fix: Synchronization issue with custom tasks that sometimes caused a game to crash
 * Fix: Issue with building in a row (IE. walls) when items were already built
 * Fix: Issue spliting big context menus
 * Fix: Unequip various items while in pause doesn't delete the first ones
 * Fix: Spiderite bow prerequisites
 * Fix: Changing the language doesn't maintain some words of the previous one
 * Fix: Zones over a hole are not allowed
 * Fix: Full prerequisites check when an item&place order it's performed
 * Fix: Minor bug fixes and big performance improvements

Version 0.36

 * Add: Option to deactivate the mouse scroll
 * Add: Option to toggle full-screen mode (using F11 or in the main menu)
 * Change: LWJGL updated to 2.8.2
 * Fix: Nasty bug in the LOS (Line Of Sight) funtion that is causing blind enemies and citizens when they fight
 * Fix: Duplicate items glitch when the destination point of a built item is inaccesible
 * Fix: Bushes can no longer spawn inside a custom zone
 * Fix: The chop sound while being underground has been taken out
 * Fix: Citizens begins eat or sleep while doing a custom task (chop, build a wall, ...)
 * Fix: Walls placed on dungeons doesn't split areas correctly. This may citizens to get stuck
 * Fix: Wrong stockpile IDs when loading a game

Version 0.35

 * Balance: Happiness
 * Add: Connector tiles (I.E. Walls)
 * Add: Custom zones/buildings
 * Add: Custom queues to build items
 * Add: Language options on main menu
 * Add: Cancel custom actions
 * Add: Cycle through citizens ('W' and 'E' keys or with menu)
 * Add: Mouse to move the camera and mouse wheel to move the z-level
 * Add: Tooltip with the prerequisites of each item in the menu
 * Add: Date and time of error.log file
 * Add: Towns icon
 * Add: Resizable window
 * Add: Custom mouse cursor
 * Add: Towns executable (Windows only)
 * Change: Citizens don´t get stuck on walls
 * Fix: Entities doen´t die if you build a wall over them
 * FIx: Custom actions on entities (i.e. kill a pig) works even if the entity moves before you click on the order
 * Fix: Minor bug fixes and performance tuning

Version 0.30

 * Balance: Walls are now built in the masonry (with 2 stones)
 * Balance: The arrival of immmigrants is checked every 3 in-game hours (instead of every in-game day)
 * Balance: When a citizen (or soldier) dies. The global happiness is reduced by 20%
 * Add: Custom actions engine
 * Add: Animation engine
 * Add: Random drop engine
 * Add: Ranged weapons engine
 * Add: Buildings now can have an automatic mode turned on (non-stop production mode)
 * Add: Buildings can be forced to be built over certain terrains (ie. wheat farm over grass, mineshaft over stone,iron,coal,...)
 * Add: Buildings can have non-rectangular shapes, and the entrace may be placed elsewhere
 * Add: Hide buildings when hold [CONTROL] key
 * Add: Engine prepared for friendly units (ie. A cow)
 * Add: Current mission objective status is shown in the objectives panel (F1)
 * Add: Infinitive verbs when attacking
 * Add: A lot of content!
 * Add: Drop for friendlies and citizens
 * Add: Random prefixes and suffixes to military items when droped by an enemy
 * Add: Repeat tasks when hold [SHIFT] key
 * Change: All non-operative items will show the red-cross mark (ie. A bed built but not placed in destination)
 * Change: Citizens now ends his tasks before they go to eat or sleep
 * Change: If a citizen is carrying an item, he drops it before they go to eat or sleep
 * Change: A wall (item) can be used as a room wall
 * Change: Rooms can be built outside
 * Fix: Improved the fluids routine (reducing CPU time to a half)
 * Fix: Row-building mode fixed (walls)
 * Fix: Returning to main menu could crash the game in some cases
 * Fix: Removed the Windows end-of-line character from the Linux launchers
 * Fix: Minor bug fixes

Version 0.25

 * Add: Campaign mode
 * Add: Main menu options
 * Add: Moddable dungeon generation
 * Add: A mill, flour, new tree
 * Change: Added [BLANKLINE] code to menu.xml
 * Change: .xml generators cleaned (using "dice" function instead of varMin and varMax)
 * Change: New folder for graphics
 * Change: Separated textures for buildings, living entities and items
 * Fix: Minor bug fixes and improvements

Version 0.24

 * Add: Alternative graphics system for living entities
 * Change: Assured males AND females in every world
 * Change: Same starting point for all citizens
 * Fix: Crash when right click on a room with dead owner

Version 0.23

 * Add: Working chairs (used in dinning room)
 * Add: Beds
 * Add: Walls
 * Add: Row building system (used to build walls)
 * Add: Happiness value to items
 * Change: Happiness formula
 * Change: Improved the main menu config file, concerning items and buildings multilanguage.

Version 0.22

 * Add: Current Mining/Digging/Chopping orders are painted
 * Add: New "Cancel order" command under the "Orders" menu
 * Change: Improved citizen task manager
 * Fix: "Item & place" menu now works properly with already built items (thanks to SirHoder)
 * Fix: Duplicated tasks are not created (ie. Mining twice in the same cell)
 * Fix: Crash trying to build an item NOT defined in the corresponding file (thanks to SirHoder)
 * Fix: Stuck citizens trying to build an item when prerequisites are not accesible

Version 0.21

 * Add: Music & sounds
 * Add: FPS parameters in config file (towns.ini)
 * Change: Improved minimap render routine (pregenerated textures, reducing to a half the current CPU time)
 * Fix: Static "child" items (ie. bushes) no longer born into stockpiles
 * Fix: Big items/buildings are now displayed even if first cell it's outside the main area
 * Fix: Crash when equip/unequip soldiers (thanks to Belzebuit)
 * Fix: Minor bug fixes and some general performance

Version 0.20

 * Add: Full moddable enemies
 * Add: Full moddable items
 * Add: Moddable map generator
 * Add: Sieges!
 * Change: Items in a wrong stockpile are hauled
 * Change: Citizens doesn't haul items if exists enemies around the item
 * Fix: Minor bug fixes

Version 0.19

 * Balance: Bakeries build 3 breads (instead of 4) with 2 wheats
 * Balance: Citizens doesn't eat faster in a dining room
 * Add: Left click outside a contextual menu closes it
 * Add: "Items" menu. You can build items without specify a building neither a place where to put them
 * Add: Happiness
 * Add: Personal rooms. Citizens go there to sleep.
 * Add: Eat in a dining room improves the citizen happiness
 * Add: Sleep in a personal room improves the citizen happiness
 * Add: Immigrants (they come if there are personal rooms available and overall happiness it's good)
 * Change: Trees only generate bushes if there are less than 3 around
 * Change: Prerequisites for a room (2 cells wide, 6 cells minimum and, at least, a wall in each side)
 * Fix: Little issue dropping big items (more than 1x1)
 * Fix: Minor bug fixes

Version 0.18

 * Add: Main menu
 * Add: Moddable items
 * Add: Moddable terrain (terrain.xml)
 * Add: Full moddable buildings
 * Add: Enemies can drop items (moddable)
 * Change: Fast bushes grow rate
 * Fix: Rendering routine (now buildings are not overlapped with blocks)
 * Fix: Minor bug fixes

Version 0.17

 * Balance: Citizens have a little less hungry (again)
 * Balance: Bakeries build 4 breads (instead of 1) with 2 wheats
 * Balance: Raw material drop rate when a cell it's mined (more coal/iron, less mud)
 * Balance: One game turn now it's equivalent to 30 seconds (instead of 60)
 * Add: Bridges (can be built in masonry with 2 stones)
 * Add: Rooms!
 * Add: Dining room (citizens eat faster there)
 * Add: Hospital (citizens with 1/3 of life go there)
 * Add: "Infravision" removed (living entities can no longer see through walls)
 * Add: Moddable LOS to living entities (citizens, enemies)
 * Change: Pathfinding now gives more value to Z-level
 * Fix: Deleting a task in a building now works properly
 * Fix: Performance improvements (hangs when you discover new caves)
 * Fix: Minor bug fixes

Version 0.16

 * Add: Soldiers
 * Add: Barracks (each one allows you to convert 5 civilians into soldiers)
 * Add: More info in the upper bar (level/civilians/soldiers, day/month/year)
 * Add: "Room style" dungeons
 * Add: Goblins and Goblin leaders
 * Change: Wheat farms can't be built underground
 * Change: Builders wait until cells are free to finish the building (avoiding stoned citizens)
 * Change: Number of messages in message panel was raised to 1024 (from 128)
 * Fix: The hole tile in digged terrains isn't drawed if terrain has fluids

Version 0.15

 * Balance: Citizens are now less hungry
 * Add: White border to tooltip
 * Add: Coal and iron
 * Add: Forge
 * Add: Wooden armor, pants, boots and sword
 * Add: Iron helmet, armor, pants, boots and sword
 * Add: Full moddable military items
 * Add: Citizens can wear/wear off items
 * Add: Weared items are shown
 * Add: Big texts are resized in menu
 * Add: Now you can build items with the building contextual menu
 * Add: Save/Load now operate with compressed files (about 15-1 compression)
 * Change: Map depth raised (from 4 to 8)
 * Change: FPS capped to 60
 * Change: Improved minimap render routine (glVertexArrays)
 * Change: Improved the A* zone reset (no more hangs when you build/remove stairs and buildings)

Version 0.14

 * Balance: Wheat farms produces wheat more slowly
 * Balance: Weaker citizens
 * Added white border to menus and panels
 * Added dice engine (ex: 4d8+5,3d6)
 * Added colors to messages
 * Added multilanguage (Spanish)
 * Added a new pile (military)
 * Added first military item (Wooden helmet) (not in-game equippable yet)
 * Add: Messages are now saved
 * Changed the task manager. Item building tasks (furniture, food, ...) are more important than other tasks
 * Changed the font tileset
 * Change: Spider graphics
 * Change: Item types are now obtained from items.xml (file types.xml was removed)

Version 0.13

 * Changed the "unknown" tile image
 * Changed all clay references to mud
 * Added females
 * Added names, surnames, nicks and gender to citizens
 * Added tooltips
 * Added the "mine" command to the contextual menu
 * Added the keyboard shortcuts to all menus
 * Added enemies engine
 * Added spiders and giant spiders
 * Added combat engine
 * Added the current level number at the top-left of screen
 * Added red arrow marks indicating if the upper or lower level contains a stair
 * Added messages panel full screen mode

Version 0.12

 * Sleep time at the beggining of the game changed a little to avoid mass sleep
 * Grass cells now doesn't drop clay at 100%
 * Stone cells now doesn't drop stone (raw) at 100%
 * Added more CPU time to A* search (reducing the pathfinding time)
 * Hungry citizens now search food wiser
 * If width/height declared in towns.ini match with desktop resolution, full_screen it's set to 'true' automatically
 * Added depth to river
 * Cells with fluids are shown when you discover a new level
 * Added dungeons (no monsters and no items yet)
 * Added an error log file (error.log in main folder)

Version 0.11

 * Citizens can starve to death
 * Hungry citizens now doesn't run to the same food source like crazy kids
 * Wheat farm automatically create wheat every predefined time
 * Bakery can create bread
 * Loading the game now doesn't duplicate items
 * Citizens now try to not stay inside a building during it's construction (this avoid being stoned)
 * When a citizen needs an item now it search it in the nearest stockpile
 * Small bugs fixed

Version 0.10

 * External changes:
 * Citizens can eat.
 * Citizens can sleep.
 * Items carried by citizens are now painted.
 * Smoth scroll just pressing the arrow keys.
 * Items added: chair, table, bread, wheat
 * Buildings added: Bakery, Wheat farm
 * Citizens can haul any kind of item (not only raw materials)
 * Stockpiles can't share same cell
 * Bushes can now be chopped (but no wood obtained)
 * Internal changes:
 * Simplified item structure
 * Task manager optimized (fast item access)
 * A* improved (fast stair access)