- Added an “editor camera” toggle removing the existing constraint from the camera such as the auto-ground snap, zoom in/out padding, etc. You can toggle it in the settings menu when in a game. - Made the move attack being in the same spot in the pie menu for both Knights and Archers/ - In the keybindings menu, added a hotkey for the landscape task button. - Increased the damage Minitrons cause to voxels.
- Fixed an issue where big savefiles were taking a huge time loading. - Fixed an issue that caused the scoreboard in Invasion not to be displayed on Linux. - Fixed an issue where a blueprint would be on your cursor if you quickly opened and closed storage management while in edit mode. - Removed tutorial markers from the world editor, those are development tools that weren’t meant to be in a public release for now. - Fixed an issue where Bricktrons working on a furnace or a workbench would frequently stop working, thinking they “can’t find what I need” when the resources were available. - Fixed an issue where saving and loading a Sandbox game would break the total-play timer. - Added icon for “Call to arms”. - Fixed an issue where a construction task’s blueprints would appear even outside of editor mode if one of that task’s structures were partially built. - Fixed certain boulders on Troubled Heaps not being diggable. - Fixed an issue in multiplayer where clients would have rubble floating around their Bricktrons. - Fixed an issue where you could assign Bricktrons to several tasks / tools at the same time. - Fixed an issue where blocking the path to the “idle beacon” (the one near your crystal at the start) would cause AI malfunctions. - Fixed an issue where Bricktrons weren’t digging the quarry layer by layer. - Fixed an issue where the repair task’s blueprints were not the correct color. - Fixed the wards looking like they’re complete if the first ingredient placed is an iron ingot. - Fixed an issue where you couldn’t remove anti-blueprints from furnaces. Anti-blueprints are the orange “to be destroyed” ones, by the way. - Fixed an issue where the selection circles broke if you hovered a structure as it got destroyed. - Fixed colliders being misaligned on certain items. - Fixed an issue where opening the pie menu on a blueprint you can’t see (because you’re not in editor mode) caused the dig voxel option to be missing. - Fixed an issue where the music would sometimes randomly stop. - Fixed an issue where Corruptrons had no defensive radius, meaning you could kill them at long range with no reaction on their part. - Fixed an issue where thought bubbles would block your clicks. - Fixed the landscape lacking a hotkey. - Fixed an issue where the text in drop down menus wasn’t visible. - Fixed an issue where Bricktrons would jump from one plank to the other on a ropebridge if it was too steep. - Fixed an issue with LOD being set to medium by default. - Fixed an issue where Corruptrons could all jump off onto the same voxel. - Fixed an issue where Corruptrons would teleport back a few voxels when chasing Bricktrons. - Fixed an issue where the operator icon on the catapult would start jumping around when a Bricktron was operating it. - Removed a Corruptrons spawn on Plateau Mont-Royal because it was way too close to the player’s spawn. Personal bubble, dude. - Fixed an issue where weaponstands couldn’t be destroyed via the pie menu. - Fixed an issue where Bricktrons would destroy a layer of “crust” when harvesting plants. - Slightly improved the issue where having too many tasks means you can’t see all of them in the taskbar. We’re still investigating a better solution. - Fixed an issue where resetting the keybindings to default would remove all the “Left Shift” keybinds. - Fixed an issue where changing keybindings while in-game could cause some unwanted behavior. - Fixed an issue where Corruptrons could sometimes spawn inside of surface boulders, iron and brimstone. - Fixed an issue where Archers didn’t consider crystals when calculating whether or not they can hit their target. - Fixed an issue where Bricktrons could spawn in the void if their spawn crystal was too close to the edge of an island. Talk about not being given a chance. - Fixed an issue where the split construction tool didn’t properly separate the two groups of blueprints. - Fixed an issue where the taskbar didn’t update properly under the storage management section if you had the taskbar open. - Fixed an issue where the radius of tasks wasn’t being saved. - Fixed Bougre’s behavioral problems.
Today, we’re happy to release 0.9 which is a huge milestone for us, not only because of the amount of features we’re introducing, but because the next step is – make sure you’re sitting down – the 1.0 release of Castle Story! Which is, sort of, like, a big deal for us, to say the least.
The 0.9 update is very close to release. Like, really close. I know you can't wait and I don't blame you, it's going to be a pretty epic update. We just need a little bit more patience while we smooth a few bumps and polish a few boots.
Another very new, very neat mechanic we've developed for 0.9 are the Wards. Wards are dynamic structures that each serve a different purpose. Today, we're going to show you the Sentinel Ward.
Your Bricktrons can build those using raw iron and brimstone and they have to be placed on flat surfaces, not attached to walls unlike other wards. When they spot an enemy, Sentinel Wards will charge up while taking aim, then open fire at the nearby enemy. They will, however, overheat and need to cooldown for a few seconds before they can fire again.
The cooldown mechanic compounded with the fact they can only be built on flat surfaces means they won't be replacing archers.
We just came back from PAX East in Boston and EGX Rezzed in London. It was pretty awesome. Lots of you came by and got to play the 0.9 demo we were exhibiting. We got tons of awesome feedback too. Yas.
For those of you who haven't had the chance to, here's a continuation of the crafting system from last week's post.
After turning iron and brimstone into iron ingots, you'll be able to craft Knights' kits and store them in weapon stands. Bricktrons will be able to dynamically turn into a Knight by equipping the kit, and back into a worker by putting the kit away!
The same thing will be possible for archers - craft an archer's kit by using plant fibers (a new resource) and planks and dynamically turn your workers into Archers and vice-versa!
How awesome is that?
Click the image below to see how iron ingots are turned into Knight kits.
Post a comment & let us know what you think! JUST DO IT!
We know you're all eagerly waiting for the next update to come out (so are we) so we figured we'd tide you over with previews of some the cool stuff we've been working on for that update.
If you've been watching our Friday streams, you've already been spoiled these goodies. ;) If you haven't been watching our Friday streams, what's your excuse? :D Friday, 3PM EST, on Twitch, Hitbox & Youtube Gaming. It's a date now. You wouldn't stand someone up on a date, would you? :)
One of the neat things we're working on is the crafting system. No longer will Bricktrons magically spawn with swords, bows and shields - you'll have to craft stuff and equip 'em.
One of the new resources we'll be adding is iron ingots.
Click the image below to see how iron ingots are made.