It was a busy week for us. In the last few days, we had the opportunity to fix most of the problems we have detected following the release of version 0.6. A lot of people helped us by reporting bugs and issues through our new forums and by email. Thanks for your help!
This new patch includes AI priority issue fixes that some may have encountered when building a castle and that some helpful folks reported on the forums.
We also take this opportunity to thank you for the support and feedback. In addition to being important for all team members, your participation helps make Castle Story an even better game!
Improvements:
It’s now easier to select a Bricktron when they are far away. The selection collider gets bigger according to the distance from the camera. Moving enemies should be much much easier to click.
HP bars have been added to various objects such as stockpiles, catapults, doors, and so on.
Fixes:
Fixed an issue in which the construction task for the catapult would break if the Bricktron assign to it was carrying orange crystal and didn’t have stockpile to drop it.
Fixed an issue that prevented the Bricktrons to move.
Fixed an issue that occurred when save/loading a game in multiplayer. that would turn the blueprints red. It also moved the blueprints from it’s initial location.
Fixed an issue in which the client player wasn't able to use «Break object» on stockpiles.
Fixed an issue in which the client wasn't able to use the anti-blueprints on the stockpiles .
Fixed an issue in the multiplayer mode that prevented the client from loading the terrain created by the use of a land scraping task after a save/load.
Fixed an issue in which the build priority was causing problems in the construction task.
Fixed an issue in the multiplayer mode that prevented the client from destroying the trunks with the landscape task.
Fixed an issue that would set the defend area radius to 10 by default no matter what the modifications.
Fixed an issue in which you could detonate the barrel inside the catapult.
Fixed an issue in which the icons of the repair task would move after a save/load.
Fixed an issue that caused a Bricktron with a plank to not drop it in a stockpile if you assign him to a quarry.
Fixed an issue that caused the stamina to regenerate if you save/load a game.
Fixed an issue that caused a Bricktron to not break an anti-blueprint if he had to climb to reach it.
Fixed an issue in which the bear trap didn’t cause any damage.
Fixed an issue that caused the rocks thrown by Corruptrons to often pass through the ground.
Fixed an issue in which knights refuse to jump off if Corruptrons were nearby.
Fixed an issue in which if you built a brick on a log it would make them to merge.
Fixed an issue in the multiplayer mode which caused the Bricktrons to destroy the stairs if the bottom of a quarry was modified.
Fixed an issue that caused the loading bar to stall at 53% for a long amount of time.
Fixed an issue that caused the Bricktrons to often try to pick up logs/bricks on the ground and stockpiles from an allied base.
Fixed an issue which caused the Bricktrons assigned to a construction task to throw their resources in the air if blueprints were added to task.
Fixed an issue in which the name tag of knights in defend position was shown even it they were deselected.
Don't forget that you can always contact us through our various social media platforms if you have any questions or suggestions for us:
It was a busy week for us. In the last few days, we had the opportunity to fix most of the problems we have detected following the release of version 0.6. A lot of people helped us by reporting bugs and issues through our new forums and by email. Thanks for your help!
This new patch includes AI priority issue fixes that some may have encountered when building a castle and that some helpful folks reported on the forums.
We also take this opportunity to thank you for the support and feedback. In addition to being important for all team members, your participation helps make Castle Story an even better game!
Improvements:
It’s now easier to select a Bricktron when they are far away. The selection collider gets bigger according to the distance from the camera. Moving enemies should be much much easier to click.
HP bars have been added to various objects such as stockpiles, catapults, doors, and so on.
Fixes:
Fixed an issue in which the construction task for the catapult would break if the Bricktron assign to it was carrying orange crystal and didn’t have stockpile to drop it.
Fixed an issue that prevented the Bricktrons to move.
Fixed an issue that occurred when save/loading a game in multiplayer. that would turn the blueprints red. It also moved the blueprints from it’s initial location.
Fixed an issue in which the client player wasn't able to use «Break object» on stockpiles.
Fixed an issue in which the client wasn't able to use the anti-blueprints on the stockpiles .
Fixed an issue in the multiplayer mode that prevented the client from loading the terrain created by the use of a land scraping task after a save/load.
Fixed an issue in which the build priority was causing problems in the construction task.
Fixed an issue in the multiplayer mode that prevented the client from destroying the trunks with the landscape task.
Fixed an issue that would set the defend area radius to 10 by default no matter what the modifications.
Fixed an issue in which you could detonate the barrel inside the catapult.
Fixed an issue in which the icons of the repair task would move after a save/load.
Fixed an issue that caused a Bricktron with a plank to not drop it in a stockpile if you assign him to a quarry.
Fixed an issue that caused the stamina to regenerate if you save/load a game.
Fixed an issue that caused a Bricktron to not break an anti-blueprint if he had to climb to reach it.
Fixed an issue in which the bear trap didn’t cause any damage.
Fixed an issue that caused the rocks thrown by Corruptrons to often pass through the ground.
Fixed an issue in which knights refuse to jump off if Corruptrons were nearby.
Fixed an issue in which if you built a brick on a log it would make them to merge.
Fixed an issue in the multiplayer mode which caused the Bricktrons to destroy the stairs if the bottom of a quarry was modified.
Fixed an issue that caused the loading bar to stall at 53% for a long amount of time.
Fixed an issue that caused the Bricktrons to often try to pick up logs/bricks on the ground and stockpiles from an allied base.
Fixed an issue which caused the Bricktrons assigned to a construction task to throw their resources in the air if blueprints were added to task.
Fixed an issue in which the name tag of knights in defend position was shown even it they were deselected.
Don't forget that you can always contact us through our various social media platforms if you have any questions or suggestions for us:
We got a lot of feedback from you this weekend, and we noticed that an error slipped by in the balancing of the Invasion mode (formerly survival). Something about Bricktrons costing up to 10 times too much. We heard you! We apologize for the inconvenience.
Here are the fixes:
Normal difficulty: Bricktron cost reduced to 1 down from 10
Normal difficulty: Bricktron cost multiplier reduce to 1.25 down from 2
Hard difficulty: Bricktron cost multiplier reduce to 1.25 down from 2
We got a lot of feedback from you this weekend, and we noticed that an error slipped by in the balancing of the Invasion mode (formerly survival). Something about Bricktrons costing up to 10 times too much. We heard you! We apologize for the inconvenience.
Here are the fixes:
Normal difficulty: Bricktron cost reduced to 1 down from 10
Normal difficulty: Bricktron cost multiplier reduce to 1.25 down from 2
Hard difficulty: Bricktron cost multiplier reduce to 1.25 down from 2
The long awaited patch 0.6 is now online! We’re introducing improvements in pretty much all the systems and the gameplay. Most notably, we’ve rebalanced combat completely and we’re revealing a brand new game mode to challenge your building skills and tactical combat abilities.
The new game mode is called Conquest. You’ll be tasked not only with building and defending a fortress, but expanding across the map and holding other capture points. Roaming armies of corruptrons will attempt to stop you in the process. This game mode is closer to the gameplay we’ve always been aiming for, making Castle Story much more of a RTS game now than before.
That’s not the only new feature we’re introducing however, here’s what you can expect to see in this new release:
MAJOR FEATURES
Corruptrons get a new recruit!
We’re introducing a new enemy type, which we lovingly dubbed “the minitron”. He is small and weak individually, but can swarm bricktron soldiers when in great numbers.
This patch also introduces teamwork between the corruptrons: the big corruptrons can grab minitrons and throw them right over your castle’s walls. We hope the minitron will introduce battles that are more dynamic for players who like to build impregnable fortresses.
Multiplayer Upgrades!
In the last release, we unveiled the prototype of the multiplayer portion of the game. We know that a lot of players want to be able to play the full experience of Castle Story with their friends, so we invested our full-time development into it. As a result, a LOT of issues have been fixed, and a lot of features have been added to make the experience more streamlined. A brand new lobby will allow you to easily host games, choose your faction, wait for your friends, and chat while you’re at it. Right now, up to 4 players can join a multiplayer lobby. The multiplayer itself was vastly improved: we moved to a “Server/Client” architecture. This allows players with good computers to host the game for players with weaker computers, and still have a good time. Combat and tasks are all now fully supported, along with the saving and loading of multiplayer matches.
Full scale combat: Introducing Conquest mode!
One the most asked for feature from players was a way to “win” in Castle Story. We’re very happy to introduce a brand new gamemode in which you can do just that: Conquest. In Conquest, multiple crystals are spread throughout the map, and your goal is to gain control of all of them. But against you are the Corruptrons, also attempting to do the same. The old gamemode of survival, which we have now renamed Invasion, required you to reclude inside a fortress wave after wave. Conquest forces you instead to play both defensively and offensively against them by building outposts around crystals you control, and amass armies to capture crystals that they control.
Don’t get your hopes up too much if you wanted an easy win, however. The corruptrons should give you trouble at every step of the way, thanks to the massive AI upgrade.
Massive pathfinding upgrade
The pathfinding of the Bricktrons has been a roadblock for us as well as the players for a long time. Queries could take several seconds to find a path to their destination, and this would cause lag. We committed to fix this, and built a system that is 100 to 5000 times better to the old system algorithmically. This is not an hyperbole, in our biggest map, Big Island, a Bricktron can find exactly the path he needs to take to cross the island immediately, something which the old pathfinding system simply was incapable of doing. Thanks to this, the enemy’s AI is smarter: they can decide to jump down down a cliff if they determine it will lead them somewhere useful, or even dig right through a mountain to get to your perched archers( so you can forget about building impossible-to-reach castles!).
MINOR FEATURES
Revamped combat: Shield Block, Stamina and balance tweaks!
We’ve completely rebalanced the combat to make the game more interesting. Introducing stamina for the knight, and the return of the shield block. The intention is to make the knight the backbone of your army by making him more resilient against all types of enemies.
For example, a knight can withstand a big Corruptron's punch to the cost of his full stamina bar. Small corruptrons will need to punch away at the knight’s shield a few times before hurting him unless they flank him.
Medium corruptrons were also given and HP boost to allow them to absorb one or two arrows, and given a speed boost to make them a much more dangerous foe. The minitron took over the role of cannon fodder.
Tunnel upgrade
The Tunnel task dated from the prototype days, so we gave it some love and completely modernised it. You can form your tunnels simply by dragging around handles, and connecting parts together. It’s also very easy to create slopes going up or down now, which was unnecessarily difficult to do with the old system. The whole process is a lot cleaner and friendlier, and the visuals are a lot less confusing. We’re also preventing the possibility of making tunnel designs that would collapse on your workers.
Wooden Ramps
The introduction of the new wood system in the update 0.5 was a huge improvement, but lacked one simple thing. Wooden ramps to create multi storey scaffolding.
The ramp system has been carefully designed to allow building tons of different things. Obviously, you can create ramps, but you can probably create roofs too and a bunch of other complex structures.
UI Upgrades
We have also continued upgrading our UI all over, adding tons of quality of life improvements: New taskbar commands. Cleaner selection Circles and HP gauges. A clean multiplayer lobby and in-game chat box. Updated info over the character’s heads.
Customizable Key bindings
We applied a fresh layer of paint to the keybindings menu. It now allows you to set up alternate key bindings for actions, the whole interface is overall easier to use, and the names of the actions are more descriptive.
IMPORTANT WARNING: The saved game compatibility has been temporarily broken. We’re working on a save updater to port earlier saved games to this latest version for the next minor patch. YOUR SAVES WILL NOT APPEAR IN THE MAIN MENU, BUT THEY STILL EXIST, THEY ARE SIMPLY HIDDEN. You can always back them up by visiting the /info directory in your game installation folder.
Anyways, if you’re reading this, thanks for sticking with us so far. We sincerely think this is the most fun update we’ve ever put up, we hope that you have as much fun playing is as we’ve had making it!
The long awaited patch 0.6 is now online! We’re introducing improvements in pretty much all the systems and the gameplay. Most notably, we’ve rebalanced combat completely and we’re revealing a brand new game mode to challenge your building skills and tactical combat abilities.
The new game mode is called Conquest. You’ll be tasked not only with building and defending a fortress, but expanding across the map and holding other capture points. Roaming armies of corruptrons will attempt to stop you in the process. This game mode is closer to the gameplay we’ve always been aiming for, making Castle Story much more of a RTS game now than before.
That’s not the only new feature we’re introducing however, here’s what you can expect to see in this new release:
MAJOR FEATURES
Corruptrons get a new recruit!
We’re introducing a new enemy type, which we lovingly dubbed “the minitron”. He is small and weak individually, but can swarm bricktron soldiers when in great numbers.
This patch also introduces teamwork between the corruptrons: the big corruptrons can grab minitrons and throw them right over your castle’s walls. We hope the minitron will introduce battles that are more dynamic for players who like to build impregnable fortresses.
Multiplayer Upgrades!
In the last release, we unveiled the prototype of the multiplayer portion of the game. We know that a lot of players want to be able to play the full experience of Castle Story with their friends, so we invested our full-time development into it. As a result, a LOT of issues have been fixed, and a lot of features have been added to make the experience more streamlined. A brand new lobby will allow you to easily host games, choose your faction, wait for your friends, and chat while you’re at it. Right now, up to 4 players can join a multiplayer lobby. The multiplayer itself was vastly improved: we moved to a “Server/Client” architecture. This allows players with good computers to host the game for players with weaker computers, and still have a good time. Combat and tasks are all now fully supported, along with the saving and loading of multiplayer matches.
Full scale combat: Introducing Conquest mode!
One the most asked for feature from players was a way to “win” in Castle Story. We’re very happy to introduce a brand new gamemode in which you can do just that: Conquest. In Conquest, multiple crystals are spread throughout the map, and your goal is to gain control of all of them. But against you are the Corruptrons, also attempting to do the same. The old gamemode of survival, which we have now renamed Invasion, required you to reclude inside a fortress wave after wave. Conquest forces you instead to play both defensively and offensively against them by building outposts around crystals you control, and amass armies to capture crystals that they control.
Don’t get your hopes up too much if you wanted an easy win, however. The corruptrons should give you trouble at every step of the way, thanks to the massive AI upgrade.
Massive pathfinding upgrade
The pathfinding of the Bricktrons has been a roadblock for us as well as the players for a long time. Queries could take several seconds to find a path to their destination, and this would cause lag. We committed to fix this, and built a system that is 100 to 5000 times better to the old system algorithmically. This is not an hyperbole, in our biggest map, Big Island, a Bricktron can find exactly the path he needs to take to cross the island immediately, something which the old pathfinding system simply was incapable of doing. Thanks to this, the enemy’s AI is smarter: they can decide to jump down down a cliff if they determine it will lead them somewhere useful, or even dig right through a mountain to get to your perched archers( so you can forget about building impossible-to-reach castles!).
MINOR FEATURES
Revamped combat: Shield Block, Stamina and balance tweaks!
We’ve completely rebalanced the combat to make the game more interesting. Introducing stamina for the knight, and the return of the shield block. The intention is to make the knight the backbone of your army by making him more resilient against all types of enemies.
For example, a knight can withstand a big Corruptron's punch to the cost of his full stamina bar. Small corruptrons will need to punch away at the knight’s shield a few times before hurting him unless they flank him.
Medium corruptrons were also given and HP boost to allow them to absorb one or two arrows, and given a speed boost to make them a much more dangerous foe. The minitron took over the role of cannon fodder.
Tunnel upgrade
The Tunnel task dated from the prototype days, so we gave it some love and completely modernised it. You can form your tunnels simply by dragging around handles, and connecting parts together. It’s also very easy to create slopes going up or down now, which was unnecessarily difficult to do with the old system. The whole process is a lot cleaner and friendlier, and the visuals are a lot less confusing. We’re also preventing the possibility of making tunnel designs that would collapse on your workers.
Wooden Ramps
The introduction of the new wood system in the update 0.5 was a huge improvement, but lacked one simple thing. Wooden ramps to create multi storey scaffolding.
The ramp system has been carefully designed to allow building tons of different things. Obviously, you can create ramps, but you can probably create roofs too and a bunch of other complex structures.
UI Upgrades
We have also continued upgrading our UI all over, adding tons of quality of life improvements: New taskbar commands. Cleaner selection Circles and HP gauges. A clean multiplayer lobby and in-game chat box. Updated info over the character’s heads.
Customizable Key bindings
We applied a fresh layer of paint to the keybindings menu. It now allows you to set up alternate key bindings for actions, the whole interface is overall easier to use, and the names of the actions are more descriptive.
IMPORTANT WARNING: The saved game compatibility has been temporarily broken. We’re working on a save updater to port earlier saved games to this latest version for the next minor patch. YOUR SAVES WILL NOT APPEAR IN THE MAIN MENU, BUT THEY STILL EXIST, THEY ARE SIMPLY HIDDEN. You can always back them up by visiting the /info directory in your game installation folder.
Anyways, if you’re reading this, thanks for sticking with us so far. We sincerely think this is the most fun update we’ve ever put up, we hope that you have as much fun playing is as we’ve had making it!