Switch hands / between hands - Left Shift. Switch to head / legs - Middle mouse button. Improved support for the joystick All buttons can be changed in the launcher. Other small edits.
Switch hands / between hands - Left Shift. Switch to head / legs - Middle mouse button. Improved support for the joystick All buttons can be changed in the launcher. Other small edits.
Citadel: Forged with Fire - Community Manager - Denis
The Great Golem Has Arrived!
This hulking goliath of animated stone and wood poses a major threat to any careless Wizards and Warriors who might disturb its indefinite slumber. A resting Giant Golem is capable of lying dormant for hundreds of years if left unbothered and can be near indistinguishable from the natural resources that litter Ignus’ terrain. Adventurers who find themselves invading a Great Golem’s personal space must make a quick choice between two options: Run like hell, or prepare for battle!
Great Golems are high level enemies who pack a serious punch at both a distance and up close. Players who wish to challenge these behemoths are advised to stock their inventories with healing items and bring their friends along for the battle. The battle will be intense, but the rewards are worth it: Great Golems drop a significant amount of valuable building resources including Stone, Precious Stone, Gold Ore and Light Essence.
The Return of Last Week’s Fixes
In addition to the fixes added this week, we’re also reinstating the bulk of last week’s rolled back changes. Despite thorough testing, we found that one of the server optimizations we made in last week’s patch caused loading times to increase to unreasonable levels. That patch’s changes and fixes are now included in this week’s offering, though we’ve removed the server changes until we’re able to roll them out in a stable form. Click here for the original post (changes have also been included in today’s patch notes again for clarity).
Under Map/Glitched Base Removal Delay
Due to a last minute snag, we will be postponing the automatic removal of bases built in caves and under the surface of the map until next week’s patch. Those of you who still have yet to move your base to a safe area should take this opportunity to do so before the implementation of this system next week. For more information about this change, see the relevant post here.
Patch Notes
Here’s the full list of changes from today’s patch! As mentioned above, the reinstated fixes from last week’s patch are also included in this list (as indicated):
New enemy added: Giant Golem
Fixed HUD display issues on 4K displays
Can now rebind the Spellbook hotkey in the Keybinds menu
Fixed an issue causing equipped armors and weapons to not be visible to other players (returning from last week’s rolled back patch)
Fixed a bug causing Tame information to get stuck on the HUD (returning from last week’s rolled back patch)
Fixed a bug causing some Thrones to never decay (returning from last week’s rolled back patch)
Fixed a bug causing Terrene Smash and other spells to shoot at a right angle rather than forward (returning from last week’s rolled back patch)
Fixed the Safe Zone tame parking exploit (returning from last week’s rolled back patch)
Fixed a bug causing upgraded defense and offense towers to not display their updated model (returning from last week’s rolled back patch)
Fixed a bug with certain magic structure UIs to not follow the player (returning from last week’s rolled back patch)
Fixed a bug causing flight trinket VFX to not deactivate when not used (returning from last week’s rolled back patch)
Creatures can no longer be tamed while in Safe Zones (returning from last week’s rolled back patch)
Fixed an issue causing gloves to disappear when flying (returning from last week’s rolled back patch)
This hulking goliath of animated stone and wood poses a major threat to any careless Wizards and Warriors who might disturb its indefinite slumber. A resting Giant Golem is capable of lying dormant for hundreds of years if left unbothered and can be near indistinguishable from the natural resources that litter Ignus’ terrain. Adventurers who find themselves invading a Great Golem’s personal space must make a quick choice between two options: Run like hell, or prepare for battle!
Great Golems are high level enemies who pack a serious punch at both a distance and up close. Players who wish to challenge these behemoths are advised to stock their inventories with healing items and bring their friends along for the battle. The battle will be intense, but the rewards are worth it: Great Golems drop a significant amount of valuable building resources including Stone, Precious Stone, Gold Ore and Light Essence.
The Return of Last Week’s Fixes
In addition to the fixes added this week, we’re also reinstating the bulk of last week’s rolled back changes. Despite thorough testing, we found that one of the server optimizations we made in last week’s patch caused loading times to increase to unreasonable levels. That patch’s changes and fixes are now included in this week’s offering, though we’ve removed the server changes until we’re able to roll them out in a stable form. Click here for the original post (changes have also been included in today’s patch notes again for clarity).
Under Map/Glitched Base Removal Delay
Due to a last minute snag, we will be postponing the automatic removal of bases built in caves and under the surface of the map until next week’s patch. Those of you who still have yet to move your base to a safe area should take this opportunity to do so before the implementation of this system next week. For more information about this change, see the relevant post here.
Patch Notes
Here’s the full list of changes from today’s patch! As mentioned above, the reinstated fixes from last week’s patch are also included in this list (as indicated):
New enemy added: Giant Golem
Fixed HUD display issues on 4K displays
Can now rebind the Spellbook hotkey in the Keybinds menu
Fixed an issue causing equipped armors and weapons to not be visible to other players (returning from last week’s rolled back patch)
Fixed a bug causing Tame information to get stuck on the HUD (returning from last week’s rolled back patch)
Fixed a bug causing some Thrones to never decay (returning from last week’s rolled back patch)
Fixed a bug causing Terrene Smash and other spells to shoot at a right angle rather than forward (returning from last week’s rolled back patch)
Fixed the Safe Zone tame parking exploit (returning from last week’s rolled back patch)
Fixed a bug causing upgraded defense and offense towers to not display their updated model (returning from last week’s rolled back patch)
Fixed a bug with certain magic structure UIs to not follow the player (returning from last week’s rolled back patch)
Fixed a bug causing flight trinket VFX to not deactivate when not used (returning from last week’s rolled back patch)
Creatures can no longer be tamed while in Safe Zones (returning from last week’s rolled back patch)
Fixed an issue causing gloves to disappear when flying (returning from last week’s rolled back patch)
First of all, the launch sale is almost over so if you like puzzle games try it while the promotion lasts! This week was really short :).
Level creation from idea to working level
Let me show you in few quick steps how to create a mirror game level. Golden rule applies: LMB - place tile/goal, RMB - delete tile/goal
Basically it all starts with an idea for level scribbled on paper
Open the Level Editor and you can draw the basic level outline with Helper line mode
Continue with putting down Road tiles
In case we want to have required points to be passed, set that in Game settings section
For each path choose color and place Start point. Switch to Required goals, place those. Uncheck required goals and place Finish point
Place filler universal goals
Setup Mirror rules: Choose rule type (in this case Mirror XZ -> mirroring in both axes), end select points of two paths that you want connected with this rule
Choose a name for the level and save it! Now it is time to test it. You can find your created levels in User Levels tab. Open new level and finish it to validate.
When the level is finished and thus validated you can share its QR code to others! That's it, want to give it a try and overwhelm others with your creative genius :)?
First of all, the launch sale is almost over so if you like puzzle games try it while the promotion lasts! This week was really short :).
Level creation from idea to working level
Let me show you in few quick steps how to create a mirror game level. Golden rule applies: LMB - place tile/goal, RMB - delete tile/goal
Basically it all starts with an idea for level scribbled on paper
Open the Level Editor and you can draw the basic level outline with Helper line mode
Continue with putting down Road tiles
In case we want to have required points to be passed, set that in Game settings section
For each path choose color and place Start point. Switch to Required goals, place those. Uncheck required goals and place Finish point
Place filler universal goals
Setup Mirror rules: Choose rule type (in this case Mirror XZ -> mirroring in both axes), end select points of two paths that you want connected with this rule
Choose a name for the level and save it! Now it is time to test it. You can find your created levels in User Levels tab. Open new level and finish it to validate.
When the level is finished and thus validated you can share its QR code to others! That's it, want to give it a try and overwhelm others with your creative genius :)?
Barring no last minute issues, the final minor patch for InDev 29, 29c is complete! Unlike most minor patches this patch will break your save data! If you'd like to finish out your saves before moving to 29c, you can opt into the "Previous Stable" branch in steam. :)
This patch is a huge mishmash of new content, introducing 10 new spells, quadrupling the monster level caps, extended end game difficulty, and improving a bunch of the GUI as well as a bazillion other small things. Be sure to read over the change log! This isn't a normal sized minor patch, so there's a ton of new content to check out.
Many of the hot keys have changed! Be sure to check the settings page and re-familiarize yourself!
InDev 29d *HOTFIX* Change Log
Bug Fixes
Game no longer crashes when trying to upgrade the outpost to established.
Fixed a few GUI overlap errors on the new upgrade panels.
Influence cost for the lightning bolt spell is now consumed as soon as the spell is cast, not when the lightning bolt hits.
Miscellaneous Changes
Blood Moon has been nerfed somewhat, as the new spawning changes have made them nearly impossible in certain situations.
InDev 29c Change Log
New Spells, Influence and Spell Bar Changes
The spell bar has been completely redesigned, you now have 5 slots on the bar, and can change out the default spells.
All spell icons have been redesigned.
The maximum influence you can have is now based on your total population. For every villager you have, the bar gets slightly larger.
The absolute maximum influence you can have (A full bar) per village has been increased from 2,000 to 5,000.
New Spell: Charm - Charms a monster into attacking their friends instead, but they may not always cooperate, and could even work against you or not be very helpful. Has a high chance of failure!
New Spell: Cold Aura - Makes the area extremely cold, cooling, slowing down and sometimes freezing nearby creatures.
New Spell: Conjure Essence - Conjure essence out of thin air! Careful it doesn't get sucked back into your hand.
New Spell: Conjure Material - Brings forth a raw building material, sometimes similar to the topography surrounding it.
New Spell: Illuminate - Creates a long lasting, large light source on the map.
New Spell: Lightning Bolt - Zap them from the heavens! Doesn't work well around lightning rods.
New Spell: Magic Bolts - Zap monsters with some energy balls.
New Spell: Mend - Steadily repairs golems and buildings in a small area for a short period of time.
New Spell: Regenerate - Heals a single living creature over a short period of time. Does not work on golems, but does work on monsters! Be careful what you cast this on.
New Spell: Summon Labor Golem - Summons a mindless golem that will do manual labor in your village until it dies.
Healing aura now has a larger area of effect and damages zombies, headless and skeletons.
Hot Key, Control and Interface Changes
New axis lock mode added, when holding down left shift, you can drag-and-draw all kinds of things in a locked straight line along one axis. This new axis lock makes drawing walls and roads much easier. (For those familiar, it mimics Photoshop's axis lock tool when using the pencil or brush).
You can now click-and-hold to "paint" building placements.
New and improved upgrade panels have been added. When upgrading a building it will now list all of the upgrades/improvements you will receive.
Almost all building descriptions updated.
Speed up controls default keys moved to F5 and F6.
Harvest default keys moved from 1 through 4 to 6 through 9.
Spell bar hotkeys have been assigned to 1 through 5.
All new hot keys added over the last few patches can now be changed in the settings menu.
Big Fixes and Optimizations
Fixed some possible crashes when finding resource drop locations out of bounds of the map.
Spells can no longer be cast outside the bounds of the map.
Catjeet children are now counted in the children totals.
Fixed a bug where food was not being correctly calculated into final nomad spawn rates.
Catjeet now properly spawn catjeet zombies when resurrected by blight.
Catjeet spawn the correct ghosts when they die.
Catjeet children now properly grow into catjeet adults instead of human adults.
Slightly optimized the spawning code for monsters.
Fixed mob overlays when selecting buildings, it's using the currently selected mob's color rather than the building's mob's color.
Recombobulators no longer try to fire over curtain walls and topography.
Temporary fixed for the monster building attack code that was crashing the game has been implemented.
Holy Golems no longer visit recomoboulators to heal, but still use them as patrol routes.
Nomad Changes
Overpopulation now has a much larger negative impact on nomad rates.
Total population in general now has a negative effect on nomad rates.
Available water now impacts nomad rates.
Nomads now can never spawn in groups less than 3, but late game spawn counts have been reduced.
Nomads are slightly less aggressive in combat, causing them to flee more often.
Nomad catjeet and children, as well as nomad human children can now spawn.
Monster Changes
Boosted monsters have been added, that can spawn at 4 times their regular level, and 4 times faster than usual. They also glow! The frequency a boosted monster can spawn goes up gradually as the days pass.
Increased the level cap of all monsters by roughly 4 times their previous caps, and completely reworked the level spawning formula for mobs.
Global spawnrates for monsters have been slightly reduced, to compensate for the significantly higher level monsters that will appear mid-late game.
Barring no last minute issues, the final minor patch for InDev 29, 29c is complete! Unlike most minor patches this patch will break your save data! If you'd like to finish out your saves before moving to 29c, you can opt into the "Previous Stable" branch in steam. :)
This patch is a huge mishmash of new content, introducing 10 new spells, quadrupling the monster level caps, extended end game difficulty, and improving a bunch of the GUI as well as a bazillion other small things. Be sure to read over the change log! This isn't a normal sized minor patch, so there's a ton of new content to check out.
Many of the hot keys have changed! Be sure to check the settings page and re-familiarize yourself!
InDev 29d *HOTFIX* Change Log
Bug Fixes
Game no longer crashes when trying to upgrade the outpost to established.
Fixed a few GUI overlap errors on the new upgrade panels.
Influence cost for the lightning bolt spell is now consumed as soon as the spell is cast, not when the lightning bolt hits.
Miscellaneous Changes
Blood Moon has been nerfed somewhat, as the new spawning changes have made them nearly impossible in certain situations.
InDev 29c Change Log
New Spells, Influence and Spell Bar Changes
The spell bar has been completely redesigned, you now have 5 slots on the bar, and can change out the default spells.
All spell icons have been redesigned.
The maximum influence you can have is now based on your total population. For every villager you have, the bar gets slightly larger.
The absolute maximum influence you can have (A full bar) per village has been increased from 2,000 to 5,000.
New Spell: Charm - Charms a monster into attacking their friends instead, but they may not always cooperate, and could even work against you or not be very helpful. Has a high chance of failure!
New Spell: Cold Aura - Makes the area extremely cold, cooling, slowing down and sometimes freezing nearby creatures.
New Spell: Conjure Essence - Conjure essence out of thin air! Careful it doesn't get sucked back into your hand.
New Spell: Conjure Material - Brings forth a raw building material, sometimes similar to the topography surrounding it.
New Spell: Illuminate - Creates a long lasting, large light source on the map.
New Spell: Lightning Bolt - Zap them from the heavens! Doesn't work well around lightning rods.
New Spell: Magic Bolts - Zap monsters with some energy balls.
New Spell: Mend - Steadily repairs golems and buildings in a small area for a short period of time.
New Spell: Regenerate - Heals a single living creature over a short period of time. Does not work on golems, but does work on monsters! Be careful what you cast this on.
New Spell: Summon Labor Golem - Summons a mindless golem that will do manual labor in your village until it dies.
Healing aura now has a larger area of effect and damages zombies, headless and skeletons.
Hot Key, Control and Interface Changes
New axis lock mode added, when holding down left shift, you can drag-and-draw all kinds of things in a locked straight line along one axis. This new axis lock makes drawing walls and roads much easier. (For those familiar, it mimics Photoshop's axis lock tool when using the pencil or brush).
You can now click-and-hold to "paint" building placements.
New and improved upgrade panels have been added. When upgrading a building it will now list all of the upgrades/improvements you will receive.
Almost all building descriptions updated.
Speed up controls default keys moved to F5 and F6.
Harvest default keys moved from 1 through 4 to 6 through 9.
Spell bar hotkeys have been assigned to 1 through 5.
All new hot keys added over the last few patches can now be changed in the settings menu.
Big Fixes and Optimizations
Fixed some possible crashes when finding resource drop locations out of bounds of the map.
Spells can no longer be cast outside the bounds of the map.
Catjeet children are now counted in the children totals.
Fixed a bug where food was not being correctly calculated into final nomad spawn rates.
Catjeet now properly spawn catjeet zombies when resurrected by blight.
Catjeet spawn the correct ghosts when they die.
Catjeet children now properly grow into catjeet adults instead of human adults.
Slightly optimized the spawning code for monsters.
Fixed mob overlays when selecting buildings, it's using the currently selected mob's color rather than the building's mob's color.
Recombobulators no longer try to fire over curtain walls and topography.
Temporary fixed for the monster building attack code that was crashing the game has been implemented.
Holy Golems no longer visit recomoboulators to heal, but still use them as patrol routes.
Nomad Changes
Overpopulation now has a much larger negative impact on nomad rates.
Total population in general now has a negative effect on nomad rates.
Available water now impacts nomad rates.
Nomads now can never spawn in groups less than 3, but late game spawn counts have been reduced.
Nomads are slightly less aggressive in combat, causing them to flee more often.
Nomad catjeet and children, as well as nomad human children can now spawn.
Monster Changes
Boosted monsters have been added, that can spawn at 4 times their regular level, and 4 times faster than usual. They also glow! The frequency a boosted monster can spawn goes up gradually as the days pass.
Increased the level cap of all monsters by roughly 4 times their previous caps, and completely reworked the level spawning formula for mobs.
Global spawnrates for monsters have been slightly reduced, to compensate for the significantly higher level monsters that will appear mid-late game.