Community Announcements - Ben_SauropodStudio


Hi everyone,

We have a few fixes for game breaking bugs that were causing problems to some of you. Here they are:
  • Fixed an issue that caused the Bricktrons to stay still and not respond to commands even after a save/load.
  • Fixed a corner case that deactivated the Corruptrons capacity to attack.
  • Fixed an issue during witch some Corruptrons were staying at their spawning point.
We appreciate your feedback, so feel free to talk to us, make suggestions and report bugs on our various platforms: Twitter, Facebook and our official forums on Steam.

Talk to you soon!

- Team Sauropod
Community Announcements - Ben_SauropodStudio


Hi ladies and gentlemen,

We have a small hot fix for you today. The tutorial unfortunately didn’t work properly in version 0.4.2. and we had to remedy the situation. So, if you are new to Castle Story you can learn some of the basics functions of the game.

We will see you soon!

- Team Sauropod
Community Announcements - Ben_SauropodStudio


Hi everyone!

Version 0.4.2 is now available. This is mainly a bug fixing patch. Some of you who played the game since 0.4 may have encountered some crippling lag when building your structures. This problem was particularly unpleasant since it impacted the playability of the game, even with powerful computers.

First off, we are pleased to announced that we were able to significantly reduce the lag, thus bringing back the game to his previous efficiency levels. Keep in mind that this is a first pass of optimization. Depending on the feedback you guys are going to give us, we will be able to make the necessary changes to ensure that everything works properly. So don’t hesitate to contact us on our official forums if you find something and we will be happy to investigate the problem.

Secondly, a new ressource, iron, was added. You can use it to construct catapults, doors, torches and lanterns. Iron will become a much more important ressource in the future and and will be used for creating other items.

Also, since version 0.4, Bricktrons had a tendencies to disappear. They were actually catapulted off the island if they found themselves in the way of a stockpile being created or a door that swung open. This issue is now resolved for good.

We have a pretty sizeable content update coming along, we wanted to release those bugfixes in advance.
Again we appreciate your feedback, so feel free to talk to us, make suggestions and report bugs on our various platforms: Twitter, Facebook and our official forums on Steam.

See you soon!

- The Sauropod Team

New
  • Added a new resource type: Iron.



  • Now the Catapult takes 3 Iron + 4 Wood + 2 Bricks to be built.
  • Torch/Lantern takes 1 Iron + 1 Orange Crystal to be built.
  • Door takes 2 Iron + 1 Wood to be built.
  • Added a feedback message if the Bricktron is too far from a Mine/Tunnel Task.
  • Added 2D clouds in the background.

Before



and after



Changed the Operator Model for the catapult (Blueprint) to be a Bricktron instead of a brick.

Bugfixes
  • Fixed a big lag issue when you were assigning a Bricktron with a Bag to the Construction Task.
  • Fixed an issue where the Bricktron wasn’t dropping their resources in stockpiles when they didn’t need it.
  • Fixed an issue where the Bricktron weren't building structures (In Structure Task) even if there was the resources for it.
  • Fixed an issue where if you did use twice in a row Dig Voxel on bricks, it wasn’t working.
  • Fixed an issue where the music wasn’t stopping after killing the Corruptrons.
  • Fixed a corner case that Bricktrons don't want to work if there was another Bricktron (Not in the group) in the way of the construction.
  • Fixed an issue where the Bricktron was digging like no tomorrow even if his bag was full.
  • Some improvement made for the general lag issue.
  • Fixed that there was no more particle effect when the Bricktron was hitting some voxels.
  • Fixed an issue that the options wasn’t getting saved properly if you change it in the in-game Menu.
  • Fixed that the Anti-Blueprints (Orange blueprint) weren't working on Stockpile/Door in survival mode.
  • Fixed the colors of logs that was different if it was on a Stockpile or on the ground.
  • Fixed a corner case that the archer wasn’t shooting other arrows if he got hit by a rock previously.
  • Fixed the door that was pushing Bricktrons out of the way through the island.
  • Fixed the Scrollbar in the Load Game Menu.
  • Fixed the keybindings menu not applying changes properly.
  • Fixed the Bricktron that was always getting push by Doors/Stockpile in the same direction. He should get relocated in an empty voxel now.
  • Fixed that Bricktrons was able to cut down trees even if he did have a log/brick on his back with the pie menu direct order.
  • Fixed a path issue where the Bricktrons was passing through stairs.
  • Fixed that you wasn’t able to assign a Bricktron to another task while he was operating the Catapult.
  • Fixed that sometimes the save updater wasn’t working.
  • Fixed when you were taking back a barrel from the catapult and you drop it, it was in a weird angle.
  • Fixed an issue with the audio options in the Main Menu. It wasn’t saving the last settings when you quit the game client.

Known issues
  • Tutorial doesn't work properly.
  • Some of the Bricktrons feedback messages are inaccurate.
  • ALT+TAB can corrupt your game in some rare instances (playing in windowed mode or not Alt-tabbing will not cause any issues).
  • In the mines, Bricktrons can mutually block each others path which prevented them from digging voxels.

Tweaks
  • Tweaked the AI of the Corruptrons.
  • Tweaked the New AI Bricktron while building.
  • Tweaked the Magic Mine, now you get more often orange/blue crystals but only 10.
  • Tweaked the collision of the Bricktron, to be easier to select.
  • Tweaked the maximum of Big Corruptron per wave.
  • Old assets removed.
Community Announcements - Ben_SauropodStudio
Hi everyone,

We have a little update for you today! If you downloaded version 0.4 of Castle Story  you may have encountered problems when saving your game. Some players were unable to make a backup of their progress. This situation has now been resolved and you can now do it without encountering any difficulties.

Another small correction is also available with 0.4.1. You are now able to load your old save files and thus to continue your constructions and projects. The incompatibility between 0.3.7 version and the current version of the game is now solved (only for Sandbox mode).

We are also working to address the lag that you may  have noticed in 0.4. As you know, the optimization of Castle Story remains one of our top priorities. We know that most of the lag comes from lumber tasks, and some cases where there are no resources for construction tasks.


Again we appreciate your feedback, so feel free to talk to us, make suggestions and report bugs on our various platforms: Twitter, Facebook and our official forums on Steam.


Bugfixes
  • Fixed the “clean-up now” feature that wasn’t working properly on modified voxels.
  • Fixed the doors in the Tutorial.
  • Fix: Bricktrons weren’t able to pick-up a Logs/Bricks on the ground with the Pie Menu.
  • Fixed a corner case where Bricktrons were trying to build stockpiles with orange/blue crystals.
  • Fixed a corner casewhere Bricktrons weren’t able to drop their resources on the ground when stockpiles were full.
  • A fix where Bricktrons don’t have any animation when a voxel breaks under their feet.
  • Fixed that you weren’t able to key bind the scrolling wheel on your mouse.
  • Fixed the issue where Bricktrons were breaking voxels of rocks/crystals with one hit while mining.
  • Fixed a corner case when you were assigning a Bricktron to a task that needed a second click.
  • Fixed a corner case in which you weren’t able to save your game.
  • Fixed the scroll bar in the New Game menu.
  • Fixed that you weren’t able to switch mode in tunnel with Ctrl+Right-Click.
  • Fixed that if you changed the settings of a barrel, they weren’t getting saved.
  • Fixed that sometimes names of Bricktrons were appearing in the corner of your screen.
  • Fixed that archers were screaming every second while shooting at Corruptrons.
  • Swapped the default face of the Bricktrons to the default one instead of the grumpy one.
  • Fixed that sometimes after loading a game you were losing Bricktrons.
  • Added a feature that you will be able to update your saves from version 0.3.7 to 0.4.1

Enjoy!

- The Sauropod Team
Apr 28
Community Announcements - | -Kaïmi- | (Menekis)
Good evening folks,
Version 0.4 is now out in the wild, after lurking in the bleeding edge branch for a long time. This is a significant milestone in Castle Story’s development, building on the much-needed system updates in v0.3. The advantages that those core engine improvements have provided the dev team are huge, and this newfound agility ultimately shows in that we were able to accomplish much more this time than in previous releases.
We stated in the 0.3 release notes that the changes we’re going to be incremental. We’re happy to announce that we are done with the transition, and that Legacy systems will be phased out completely. The new and improved Bricktron 2.0 is now used by default in all game modes. Access to the old bricktron is disabled and older assets will be progressively phased out from now on. Ultimately, getting rid of all these old scripts and assets will further speed up the development as we will not need to support two versions of everything.
AI upgrades
By far the biggest change of all in this update is the complete transition to the new AI system. With version 0.3, we had started this incremental migration, but until we had reached feature parity, we had to confine the new Bricktron to a special and limited gameplay mode.
Now the new bricktron should behave much more responsively and reliably. Their thought process have been cleaned up and segmented in a way that enables us to pinpoint issues and fix them once and for all. Steps have even been taken to pave the way for network synchronization of behavior trees as well, making the upcoming task of adding multiplayer to the game much more streamlined.
In this update, you will see:
  • The new characters now support all tasks types. Cleanup, Mining, Tunnelling, Building and structure tasks.
  • Of the tasks that were supported previously, the AI now handles them more efficiently.
  • Thought bubbles: the thought process of the bricktron has been exposed allowing them to broadcast problems like missing resources or unreachable tasks.
    https://www.youtube.com/watch?v=BKz-LFhyEC0
  • Far-ranging knowledge network: the new bricktrons can now know the location of faraway objects, even in huge maps, with no performance hit.
    https://www.youtube.com/watch?v=fm1UjITdEYY
Combat upgrade
The combat mechanics got a much needed enhancement. This is one of the newer projects in this release, and should get further attention in the 0.4.x releases. Combat event are now more accurately timed, with damage dealt in sync with the animation.
  • New enemy type: the big corruptron should spawn after wave 3 in survival mode. It has a lot of HP, very high damage output, but is very slow. It is recommended to stay far away from it and safely take it out from a distance with archers.

  • New attack type: standard corruptrons can now throw rocks to stun out-of-reach archers. This attack deals no damage, but should incapacitate your archers long enough to close the distance.
Graphics updates
Further updates to the new graphics introduced in version 0.3:
  • New facial expression shader: The bricktrons now have the potential for much more detailed facial expression. Events that trigger those expressions will be added progressively in further updates.
    https://www.youtube.com/watch?v=tEtDH3I8L98
  • Finally transitioned the old door asset to a new and slightly different one. The new door is functionally different, so old saves will not be compatible, thus doors will be removed when upgrading a save game.

  • Many animation improvements to the current bricktron. All combat animations have been added, several climbing animations as well as a complete animation set for both corruptrons and the big corrupton.
  • a large variety of small visual improvements:
    • explosions now emit light.
    • rocks & crystals chunks on the ground now use the new visuals.
    • cracks on bricks should be higher fidelity and should appear on arch, stair and column blocks (they did not previously).

    • The archer’s bow, arrow & quiver have been re-done.
UI upgrade
Following the release of the new UI system in Unity 4.6, we immediately starter to consider the option of porting the UI to the new system. We were using NGUI, and ran into a large quantity of problems, most notably, not being able to use Unity’s prefab system and other visual issues.
The new system turned out to be quite good, and the port to the new system went quite smoothly. Here are the new features you might notice:
  • Main Menu upgrade: The main menu is 100% brand new and behaves much better. Text is displayed clearly, and adding new menus is now very easy.

  • In-game taskbar: The task groups have been put back in the game, and are ready to be upgraded with new features. You can use the taskbar to see in which group bricktrons are assigned, assign workers by clicking on the rectangle, and a few other functionalities.
  • Leaderboard: The survival mode menu on the top-left corner of the screen has received the LUA tratements and is now fully scriptable.
  • Overhead display: Though bubbles and container display is now using the new UI and will allow new user-friendly features to be added soon.
Gameplay upgrade
The following gameplay upgrades are being introduced:
  • Gamemodes have been ported to LUA, following our promise to open up the game to modders. For now, only certain events can be triggered, but since the dev team will be using LUA to scripts game events, it should become much more widespread in further 0.4.x releases.
    https://www.youtube.com/watch?v=JGVxzYxztkY
  • A new survival map has been included that does not have the same issued as the original one, as well as more space to build on.
Also a ton of bugs have been squashed since the last patch.
Changes since v0.3
In case you haven’t kept up with the development of the game between version 0.3 and 0.4, here are the main features that were introduced during the 0.3.x schedule:
0.3.5
The introduction of a basic moddable key binding system scripted in LUA.
0.3.6
A new blueprint shader that is much cleaner visually.
The ability to drag blueprints in a line using ctrl-click
0.3.7
A new stone pillar block type.

Known Issues
Here are known issues in this release, most of which are being investigated at the moment:
ALT+TAB can corrupt your game in some rare instances (playing in windowed mode or not Alt-tabbing will not cause any issues)
Resource exchange between Bricktrons is not working properly in certain instances.
Very annoying sound issues with the archers when they are attacking and falling after being knocked out.

That is all folks! Thanks for reading this MASSIVE release notes document. We sincerely hope you enjoy this latest patch, and can’t wait to show you the other stuff we’re working on. Let us know what you think in the comment’s section!

Cheers!
Community Announcements - Ben_SauropodStudio
https://youtu.be/tEtDH3I8L98

In the coming days we will explore some of the features that will be available in update 0.4.0 through a series of short videos. Here’s the fourth part of this series.

Today our cofounder and artist Germain explains the new facial animation system for the Bricktrons that will by available in the next version of Castle Story.

Update 0.4.0 will be available in the week of April 27th, 2015.

Enjoy!

- Team Sauropod
Community Announcements - Ben_SauropodStudio
https://youtu.be/fm1UjITdEYY

In the coming days we will explore some of the features that will be available in update 0.4.0 through a series of short videos. Here’s the third part of this series.

Today our cofounder and programmer François explains the knowledge network systems and its use in the next version of Castle Story.

Update 0.4.0 will be available in the week of April 27th, 2015.

Enjoy!

- Team Sauropod
Community Announcements - Ben_SauropodStudio
https://youtu.be/JGVxzYxztkY

In the coming days we will explore some of the features that will be available in update 0.4.0 through a series of short videos. Here’s the second part of this series.

Today our programmer Max explains how community members
will now be able to customize Castle Story by using the Lua scripting language.

Update 0.4.0 will be available in the week of April 27th, 2015.

Enjoy!

- Team Sauropod
Community Announcements - Ben_SauropodStudio
https://youtu.be/BKz-LFhyEC0
In the coming days we will explore some of the features that will be available in update 0.4.0 through a series of short videos. Here’s the first part of this series.

Today our programmer Fav explains how the overhead display will give crucial information that will help the players when making a castle.

Update 0.4.0 will be available in the week of April 27th, 2015.

Enjoy!

- Team Sauropod
Community Announcements - Ben_SauropodStudio
Major announcement !!

We have studied the matter between us and we reached a decision to reverse the roles in Castle Story.

From now on, the Corruptrons will be the good guys of the game who will have to defend themselves tirelessly against relentless attacks of the evil Bricktrons.

You can play as the Corruptrons right now in the Bleeding edge branch !
How to change your beta branch: http://support.castlestory.net/kb/articles/10-how-to-change-your-betas-branch

- Team Sauropod



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