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Becastled News

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

New update on beta branch

Hey everyone, new update is live on the beta branch. It will be live on the main branch on Monday.

Share your thoughts and feedback if you get a chance to test it this weekend. Thanks!

Patch 0.5.8

  • fixed: building construction ghost can be moved with camera movement
  • fixed: not builded towers and ladders being not walkable after game loaded
  • fixed: saves that have dots in their name not loading
  • fixed: mouse collision with top screen border
  • fixed: game loading stuck (in some cases if there is a destroyed trap workshop)
  • fixed: walls upgrade price not showing correctly for the whole line of walls
  • fixed: cell capturing price now converts stone/iron/gold into wood if you dont have any on captured cells
  • community suggestion: trading post can be built only with wood. Allowing you to buy resources if you have difficulties to gather them
  • changed: now bombs in chain explodes with delay
  • changed: traps price reduced & traps can be placed anywhere on the map now
  • fixed: resources production when workers go home before night

Devlog: Hospitals, tents, herbalists and more

Hey everyone, we are working on the new content update and we wanted to share some details about it.

New revival mechanic



Hospitals, tents and herbalists! We decided to change how revivalworks in the game. Now units fallen in combat become wounded and they can be healed in a hospital. Wounded units now take slots - hospital beds. Hospitals have some, and you will be able to place field tents to increase slots for wounded units. Also you can hire a herbalist so that he can gather some herbs, increasing the healing chance of wounded units.

Barracks



The army will now have a limit to how many units you can have. But you will be able to increase it by building more barracks. This way you will have to build some basic infrastructure to have a big army.

Training camp



Training camp is an advanced building in the military tab that will be able to train random units up to level 5.

Bakery and wheat production chain



Wheat field now generates some amount of wheat that can be used directly by the bakery to create food. Or wheat can be processed to flour in a windmill to generate even more food in the bakery.

New hunter and wild animals



Hunters will now hunt animals across the map, and animals will wander a bit. We wanted to make hunting more dynamic while still being easy to use. Allowing some animals to enter or leave the map later during Seasons update.

Tech tree changes



We decided to use wood/stone/iron/gold as prices in the tech tree. Knowledge as a resource was very uninteractive and boring to play with. Now the research cost is spread between different resources and you will have to balance your research needs with other aspects of your economy.. We also added some new unlocks for the new buildings and to balance some old stuff.

We also added a lot of smaller changes and fixes that you will be able to check out pretty soon!