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Becastled News

New update: Seasons

Hello everyone, check out our new update: Seasons!



Now each day of the game will progress yearly seasons. Each season has a set of possible weather events and visual effects. For example, heavy rain could start in summer and lightning might hit one of your buildings!



Or you could see aurora in the winter if you get lucky.



You should also prepare to survive a winter. Gather some stocks of food and wood as plants don't grow in winter.



In general new changes make the game world more intractable while creating a challenge in surviving winter.

We also fixed wall gap bug. When enemies were able to squeze between wall/tower and a cliff. Now we are filling these spaces with stones that blocks the path.



Patch notes:
  • added: Seasons! You can select winter duration in game settings
  • added: new resource: coal. Coal is now used to heat houses in winter
  • added: new building: Charcoal kiln
  • added: weather events: rain, thunder storm, hail, blizzard, aurora, strong wind
  • added: map decoration: flowers
  • added: map decoration: mushrooms spawn during summer under trees
  • added: map decoration: butterflies during spring
  • added: map decoration: fireflies in forests at night
  • added: new building: greenhouse. It can generate food during the winter
  • changed: max day time is now 8 minutes


Also a lot of small and big bugs were fixed for this release. Let us know in the comments what do you think about this update!

Patch 0.7011

  • fixed: ghost of a tower being placed override already placed towers causing bugs later on
  • fixed: tower loading it's map point incorrectly causing bugs later on
  • fixed: game crash when destroying towers and walls really fast

Patch 0.7005

  • added: 3 tiers of garder decoration
  • added: enemies attack progress is displayed in the cell UI and next to the attack timer
  • changed: new people will spawn up to -10 mood, as it was before the update
  • changed: castle gives happiness even when there is no people there, as it can be ignored by workers in some cases in favor of houses
  • changed: observatory gives mood bonus as library but in smaller radius
  • changed: storage and mood information moved from building UI to popup
  • changed: library is back in tech tree
  • community suggestion: decorations hitboxes reduced
  • community suggestion: negative buildings mood radius decreased, to allow some zoning while not taking too much space
  • fixed: tower conecting to wall 2 layers below it's own, causing incorrect behaviour and broken pathfinding
  • fixed: wall ladder not connecting to a wall during game load in some cases
  • fixed: on Flat Lands map fishermen hut and walls not building
  • fixed: fixed happiness visual overlays

New update: Mood mechanic

Hello everyone, the new update is live! This time we update how mood mechanics works. So no more tavern spam, but we hope you will like this change.

Buildings like tavern increase the mood of houses around them




A sawmill or stone query will decrease the mood of houses around it.




So place your buildings carefully now! Positive mood counts toward golden age score, and when progress is full you get Golden Age for a short time. It increases production of all resources.




If your mood gets too low production of all resources is decreased and some workers may even leave your town!




In addition, you can get mood bonuses from nature features on cells, like lakes and forests.




We also added female characters, they can do work in the city or be in the army.



Other changes:

  • added: added traps menu
  • added: tower siege machine on/off switcher
  • fixed: enemies not spawning sometimes
  • fixed: being able to upgrade / destroy buildings in main menu using hotkey modes


Also a lot of small issues was fixed.

Let us know what you think about the new mood mechanic in the comments!

New update is Live! Hospital, tents and more

Hey everyone, the new update is live! With this update we reworked a lot of the existing systems and added new ones to make the game more balanced and interesting to play.
Check it out and let us know what do you think about it.

Some details on new changes: Devlog: Hospitals, tents, herbalists and more

Full list of changes:
  • added: new building - Barracks
  • added: new building - Hospital
  • added: new building - Tent for injured units
  • added: new building - Herbalist
  • added: new building - Training arena
  • added: new building - Orchard
  • added: new wheat food production chain
  • added: new researches in the tech tree
  • added: combat difficulty can be changed during the game in settings
  • added: enemy attack force can be seen when selecting cell with an enemy spawn
  • added: detailed in-game tips on how some complex buildings work
  • added: animations for amount of resource produced in a sawmill / siege workshop / hunters / traps workshop
  • added: Manual unit teleportation back home from unit UI

  • changed: hunters now hunt across the map
  • changed: woodcutters also cut trees across the map
  • changed: research tree prices in wood/stone/iron/gold
  • changed: new market mechanics (resources have amount)
  • changed: church, library and observatory produce only mood for now
  • changed: vegetable fields now require seeds for construction. Seeds can be only obtained from trade
  • changed: upgraded trading UI
  • changed: farm size reduced
  • changed: non-combat notifications (like buildings that have no workers) are visible only during the day now. To not distract from combat at night
  • changed: storage lvl 1 now can store 1500 wood, and lvl 2 - 2250 wood
  • changed: siege machines now require 15 sun coins as maintenance, but siege ammo costs 20/30 suncoins. This way you can still have significant amount of siege machines on towers while actually using them is pretty expensive
  • changed: building production amount in ui is shown without
  • /min* text
  • changed: new names for melee and ranged barracks

  • fixed: experience, level and upgrades saves correctly after warrior treatment
  • fixed: negative mood at night
  • fixed: stuck workers not teleporting home at night
  • fixed: building placing collisions during pause
  • fixed: gate placing while pause
  • fixed: tower collisions with another buildings while pause
  • fixed: castle banner now follows direction of all other banners correctly
  • fixed: windmill and market cloth now is lighted more correctly
  • fixed: tower door appearing above a fence wall
  • fixed: units upgrades price description