1. TheoTown
  2. News

TheoTown News

Release 1.10.57

For Linux and MacOS users:
The source of the storage location path was changed from system wide to $HOME environment variable to support embedded environments like e.g. running Steam via snap.

If your game data is missing you may have to migrate it to the new location manually. That new location depends on the value of $HOME that applies to the game. The old storage location will always be /home/user/TheoTown

📜You can find the full changelogs for game updates here: https://bit.ly/2WAIirB

Public release 1.10.44

🌟New smooth zoom option
🌟Adjust how trees are drawn in build tools
🌟Add more frames to various buildings
🌟Option to reset cities in newly generated regions (can be turned off to save storage)
🌟Improve construction sites
🌟Update various translations
🌟Fix tunnel entry drawing
🌟Fix construction sites did not use all frames available

📜You can find the full changelog here: https://bit.ly/2WAIirB

Release 1.9.93

🌟Fix potential bridge frames related crash
🌟Fix potential crash when executing road decoration actions

📜You can find the full changelog here: https://bit.ly/2WAIirB

Release 1.9.91

🌟Hassan II mosque by AdmiralCarl
🌟Fix action place marker drawing
🌟Fix Android Files app access on game files was limited

Plugin related:
🌟Add support for car tails that feature 8 frames per variant
🌟Add "exit speed" attribute to road and road decorations
🌟Add fun condition "call" that can be used to query Lua script(s)
🌟Add experimental road and road decoration float array attribute "parcel speeds"

📜You can find the full changelog here: https://bit.ly/2WAIirB

Release 1.9.83

📜You can find the full changelog here: https://bit.ly/2WAIirB

  • Added tile based water animation
  • Added building attribute "draw water ground" to signal game to draw water under the building
  • Added support for custom water (see here)
  • Added "draw water ground" attribute for specifying what type of water to draw beneath a building
  • Added water height smoothing after placing water or land
  • Added tile based water sparkle
  • Added Tile.setGroundHeight, Builder.getZonePrice Lua functions
  • Added draft script load/unload event functions
  • Added script:exit event function
  • Added support for custom water border frames using the attribute "water border frames"
  • Added drafts picked by eye dropper to toolbar history
  • Added Tile.isCoast function
  • Added "add prices" support for road decorations
  • Added support for animations on fences, helicopters and planes
  • Added non-privileged plugin support for waste and body disposal buildings
  • Added lights for various buildings made by DESOLAN and Kulche
  • Added heightmap import functionality
  • Added more light definitions by DESOLAN
  • Added support to remove 2nd level ground by placing normal ground
  • Added font for tagalog language

  • Fixed diagonal one-way roads had to provide custom dirs array
  • Fixed an interesting script execution concurrency issue which could cause some strange crashing
  • Fixed coasts always drew default water under them
  • Fixed draw water ground attribute lead to slightly blue colored buildings
  • Fixed out of money preview in tools when using a mouse
  • Fixed inherited, native drafts were hidden in regions which didn't allow plugins
  • Fixed not enough money dialog did not show amount on premium versions while using German language
  • Fixed stage background sometimes did not show the current city
  • Fixed visual result of "draw water borders":false did not include coast
  • Fixed optional parameter of City.save() was ignored
  • Fixed background of removal price dialog showed performed removal
  • Fixed graphical glitches in list boxes with zebra pattern item backgrounds
  • Fixed draw building water ground did not work correctly for rotated cities
  • Fixed dialog animation was shown when switching between influences in tile info dialog
  • Fixed auto build plugin buildings were still built in cities with not allowed plugins
  • Fixed pollution color could color bleed into neighboring buildings
  • Fixed start screen background would change upon rebuilding the window
  • Fixed water near map edge drawing
  • Fixed some translation issues
  • Fixed missing railing issue for roads on slopes
  • Fixed some grass ground used old, rough coast graphics
  • Fixed aligned building tool did not build zones
  • Fixed experimental mode was required to build water on hills
  • Fixed doubled income didn't show length in feature selector
  • Fixed gifts and comments sidebar buttons were not hidden in hide ui mode
  • Fixed hidden upgrades would still add up to total building upgrades
  • Fixed click sound did not abort when leaving tile dialog via influence view
  • Fixed "disable plugin" action on plugin error stage did not work on PC
  • Fixed upgrade drafts could cause Lua crashes when a type was specified
  • Fixed automatic disasters still occurred in uber mode
  • Fixed legacy settings file was hidden by default
  • Fixed remove tool was broken when asking about removal price
  • Fixed buildings that did not support terrain were drawn with coast and water border at the same time beneath

  • Changed some Lua function permissions
  • Updated libraries
  • Adjusted terrain shading
  • Water related adjustments
  • Changed default behavior of water drawing for backwards compatibility with older plugins which rely on drawing water below them
  • Adjusted ogl2.1 missing error to make clear that there are GPUs that are not capable to run the game
  • Adjusted Lua Builder library to build zones automatically
  • Attempt to fix cyclic worker executor is null issue
  • Attempt to fix a silent game exit by throwing an exception when trying to save city from outside of main thread
  • Disabled script:event functions when neighboring city connections are applied (caused some issues since City libraries are missing at that point)
  • Adjust road decoration light switching
  • Attempt to fix strange lines near gradient frames
  • Merge sandbox and free mode into one, as they are functionally the same
  • Adjust max building size limit for all buildings to 16x16
  • Adjust button behaviour to let buttons loose selection on tap when said tap moves outside of the button
  • Move City.load and City.execute into TheoTown module
  • Ensure that car paths are validated in regard to road flags before re-using them
  • Updated translations