We hope you spent a wonderful Valentine's day with your loved ones, yesterday!
As we've said before, we're focusing on Quality of Life improvements for Castle Story in the short term; making building easier, adjusting certain mechanics that may be less fun for newer players, etc.
Today's update is a good window into that endeavor. Here are all the changes:
Bricktrons can now build three layers of height without needing stairs. This should make building considerably easier and eliminates the need for some more complex maneuvers previously needed to get around certain building restrictions.
Rubble and loose resources on the ground no longer merge back into little mounds. They now just disappear into the ground, without creating bumps. While this was originally a cool sounding idea, we've come to realise with time that it wasn't ideal when it came to building cool looking castles - constantly having to clean up and flatten terrain to keep it looking tidy, or even keep walls or dynamic structures usable, wasn't fun.
Corruptrons will no longer attack quarries or tunnels' stairs and player-made stairs are now considerably lower in the list of priorities of things Corruptrons want to murder with their little gravelly hands!
Fixed an issue where Bricktrons would seemingly randomly jump off to their death. We hired a psychiatrist and they talked their problems through. We're good now.
Fixed an issue where "quit to menu" wouldn't work for clients in a multiplayer game (and it would break the scoreboard).
Enjoy this little update and keep the suggestions coming. :)
We hope you spent a wonderful Valentine's day with your loved ones, yesterday!
As we've said before, we're focusing on Quality of Life improvements for Castle Story in the short term; making building easier, adjusting certain mechanics that may be less fun for newer players, etc.
Today's update is a good window into that endeavor. Here are all the changes:
Bricktrons can now build three layers of height without needing stairs. This should make building considerably easier and eliminates the need for some more complex maneuvers previously needed to get around certain building restrictions.
Rubble and loose resources on the ground no longer merge back into little mounds. They now just disappear into the ground, without creating bumps. While this was originally a cool sounding idea, we've come to realise with time that it wasn't ideal when it came to building cool looking castles - constantly having to clean up and flatten terrain to keep it looking tidy, or even keep walls or dynamic structures usable, wasn't fun.
Corruptrons will no longer attack quarries or tunnels' stairs and player-made stairs are now considerably lower in the list of priorities of things Corruptrons want to murder with their little gravelly hands!
Fixed an issue where Bricktrons would seemingly randomly jump off to their death. We hired a psychiatrist and they talked their problems through. We're good now.
Fixed an issue where "quit to menu" wouldn't work for clients in a multiplayer game (and it would break the scoreboard).
Enjoy this little update and keep the suggestions coming. :)
Weâve had so many people compliment the track of Castle Story over the years, we had to do this. The Castle Story Official Soundtrack is now available for purchase on Steam! :D
Weâve been back from the holidays for a couple of weeks now and are focusing on weeding out the bugs that were reported for 1.1 â as usual, keep âem coming. :) Weâre aware of the issues with performance and are actively working on it right now.
Calling Bricktrons Back to Work will no longer pause existing workers.
Calling Bricktrons To Arms will no longer affect existing fighters.
Fixed an issue where the wrong victory/defeat message would be displayed in Grab the Gems if your ally was the the one to trigger the victory.
Fixed an issue where Bricktrons would sometimes destroy with their hands and other times with a hammer, causing more damage.
Loose logs, bricks and other items laying on the ground will no longer block blueprints.
Fixed an issue where other Bricktrons didnât have scarves if you were the client.
Fixed an issue where Pylon wardsâ blueprints wouldnât turn red even if impossible to build, in certain places.
Fixed an issue where sometimes, Bricktrons wouldnât be able to operate on an anti-blueprint even if it was within reach.
Fixed an issue where Bricktrons would back-and-forth between a landscape task and stockpiles without filling their bag entirely.
Fixed an issue where fighters would be stuck in a loop trying to drop their kit in a weapon rack if it had three full kits and only one piece of the fourth.
Fixed an issue where selecting a Bricktron from the taskbar wouldnât take the player out of Edit Mode.
Fixed an issue where Bricktrons force-assigned to a task, then to the idle group, would appear to be in both groups.
Fixed the âtake fromâ action in the pie menu not working anymore.
Fixed an issue where the tunnel taskâs handles and blueprints were casting shadows.
Have fun!
-------------------------------------------------
Third: ??!
You'll find out on today's livestream, at 3PM EST on Twitch or Youtube. ;)
Weâve had so many people compliment the track of Castle Story over the years, we had to do this. The Castle Story Official Soundtrack is now available for purchase on Steam! :D
Weâve been back from the holidays for a couple of weeks now and are focusing on weeding out the bugs that were reported for 1.1 â as usual, keep âem coming. :) Weâre aware of the issues with performance and are actively working on it right now.
Calling Bricktrons Back to Work will no longer pause existing workers.
Calling Bricktrons To Arms will no longer affect existing fighters.
Fixed an issue where the wrong victory/defeat message would be displayed in Grab the Gems if your ally was the the one to trigger the victory.
Fixed an issue where Bricktrons would sometimes destroy with their hands and other times with a hammer, causing more damage.
Loose logs, bricks and other items laying on the ground will no longer block blueprints.
Fixed an issue where other Bricktrons didnât have scarves if you were the client.
Fixed an issue where Pylon wardsâ blueprints wouldnât turn red even if impossible to build, in certain places.
Fixed an issue where sometimes, Bricktrons wouldnât be able to operate on an anti-blueprint even if it was within reach.
Fixed an issue where Bricktrons would back-and-forth between a landscape task and stockpiles without filling their bag entirely.
Fixed an issue where fighters would be stuck in a loop trying to drop their kit in a weapon rack if it had three full kits and only one piece of the fourth.
Fixed an issue where selecting a Bricktron from the taskbar wouldnât take the player out of Edit Mode.
Fixed an issue where Bricktrons force-assigned to a task, then to the idle group, would appear to be in both groups.
Fixed the âtake fromâ action in the pie menu not working anymore.
Fixed an issue where the tunnel taskâs handles and blueprints were casting shadows.
Have fun!
-------------------------------------------------
Third: ??!
You'll find out on today's livestream, at 3PM EST on Twitch or Youtube. ;)
In case you haven't been following our Youtube channel, we've been posting individual tracks from the upcoming Castle Story OST on the youtubes and the reception has been great.
Now if you're listening to these and freaking out about how good the music is, don't take your wallet out just yet - the OST isn't on sale yet, BUT it will be very soon, so feel free to add it to your wishlist and our lord Gaben will be sure to alert you when the it's buyable. :)
In case you haven't been following our Youtube channel, we've been posting individual tracks from the upcoming Castle Story OST on the youtubes and the reception has been great.
Now if you're listening to these and freaking out about how good the music is, don't take your wallet out just yet - the OST isn't on sale yet, BUT it will be very soon, so feel free to add it to your wishlist and our lord Gaben will be sure to alert you when the it's buyable. :)