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ボクセル築城ずんだもんキャッスル News

Official Update: "Multi-Chamber Climbing Kiln" and "Porcelain" Added

In this version, the technologies "Multi-Chamber Climbing Kiln" and "Porcelain" have been added. Additionally, a UI hide feature has been implemented.
If you wish to hide the UI, please press the button located at the bottom right of the screen, next to the Help button.

[h2][Content Additions / Specification Changes][/h2]
  1. Added UI hide feature (toggle with the button at the bottom right of the screen)
  2. Implemented Multi-Chamber Climbing Kiln and Porcelain
  3. Implemented dietary restrictions for workers
  4. Changed the number of items that the Labor Zundamon can carry in Trial 6 from 5 to 3
  5. Optimized the sight processing at the start of combat
  6. Added a feature to display the currently active trial next to the year at the top right of the screen


[h2][Bug Fixes][/h2]
  1. Fixed a bug where the HP of the Korean-style gate was set to 0
  2. Fixed a bug in the beta version where the tooltip for the Multi-Chamber Climbing Kiln technology incorrectly showed the description for the Flat Turret
  3. Fixed a bug in the beta version where the item icon for Porcelain was too large

Major Update: Worker Zundamon Now Eats! Take on the New Trials Challenge!

Update Notice

Starting from this version, Worker Zundamons now eat meals and drink waters. Additionally, a new high-difficulty post-clear content called "Trials" has been added.

[h2]【New Features & System Changes】[/h2]
  1. Official implementation of the "Trials" feature (You can select trials from the New Game settings screen after clearing the game. Selecting a higher-level trial will automatically apply all lower-level trials as well. Trial 10 is the highest difficulty).
  2. Added "No regular raids" option to raid frequency settings in New Game options.
  3. Added "Peaceful" option to difficulty settings in New Game options.
  4. Implemented a feature where workers consume food and water (to maintain gameplay even in peaceful mode).
  5. Implemented the ability to freely change workers’ jobs.
  6. Changed all worker spawns to occur only from the main base.
  7. Increased the performance of food and water production facilities to compensate for the fact that workers now consume food. Also increased the initial supplies of water and food.
  8. Modified food production facilities to produce food every cycle, instead of only when the growth rate reaches 100%.
  9. Adjusted regular raid difficulty scaling across all difficulty levels in response to the new worker consumption system.
  10. Added new dialogue lines for the appearance of battering rams.
  11. Slightly reduced the movement speed of battering rams, slightly increased their HP, and decreased their attack speed.
  12. In Endless Battle mode, from wave 50 onward, the number of enemies spawning per second will gradually increase (to reduce processing load, enemies appear gradually, but their spawn rate has now been increased. This increases enemy density and raises the difficulty).
  13. The job settings screen now always displays the number of tasks under each job title.
  14. Reduced processing load for pathfinding and unit rendering.
  15. Adjusted projectile lines from gap walls to start slightly in front of the wall for better line-of-sight.
  16. Added an option to keep regular raids active even after game completion.


[h2]【Bug Fixes】[/h2]
  1. Fixed a bug where buildings sometimes received more items than necessary when transporting them.
  2. Fixed an issue in ver0.501 where time progressed abnormally fast.
  3. Fixed an issue in ver0.5022 where changing a worker’s job could cause an excessive increase in worker numbers.
  4. Fixed an issue in ver0.5023 where no challenges occurred when “No regular raids” was selected.
  5. Fixed an issue where certain mountains or lakes had missing survey data from the Geospatial Information Authority of Japan, resulting in unnatural terrain generation. The missing data is now supplemented with alternative data to generate more natural terrain.

Update: "Ascension" feature added to the beta version

Update Notice for 7/8–7/19

The major update during this period is the implementation of the "Ascensions" feature on the 19th. This is a new element that unlocks after clearing the game and progressively increases the game's difficulty with each new playthrough. As balancing is tricky, it is being released as a beta version for now and will be applied to the regular version after some time.

[Content Additions & Specification Changes] (Beta Only)
  1. Added "Ascensions" as post-clear content. There are up to 10 trials, with one unlocking each time you clear the previous one. They can be selected from the New Game screen.
  2. Significantly increased the HP of gate-type buildings.
  3. Adjusted damage from battering rams and hammer units to buildings from 5x to 2x.


[Bug Fixes] (Applied to Regular Version)
  1. Fixed a bug where ports sometimes wouldn't function.
  2. Fixed a bug where the technology meant to reduce the cost of Musketeers and Cannoneers wasn't working.
  3. Fixed a bug where the last digit of the final item in the cost display would disappear.
  4. Fixed a bug where, when moving a warehouse, dropped item quantities were counted twice, causing incorrect display of item counts at the top.


[Bug Fixes] (Beta Only)
  1. Fixed a bug where character bodies for LOD would remain when adding units via mods.
  2. Fixed an issue where the construction cost for the Staff Technique Dojo was incorrect.


Update: Official Implementation of Challenge MOD and Other Bug Fixes

Update Notice for 7/4–7/8

We’ve released an update from July 4th to July 8th. The Challenge MOD feature that was previously available in the beta version has now been officially implemented in the standard version!

Check out the Zundamon Castle Workshop here:
https://steamcommunity.com/app/2455610/workshop/

[h2][New Features & Specification Changes][/h2]
  1. Added functionality to allow users to add Challenges via MODs
  2. Implemented functionality to allow MOD-added units to use alternate pathfinding AI (currently only effective when they appear as enemies)
  3. Slightly improved pathfinding for enemies when they move in groups
  4. Changed specifications so that the "Exporting Settings" are no longer displayed for standard production buildings (now shown only when there’s an associated storage, such as with the Kitchen Tower)
  5. Changed the category tabs for some buildings (e.g., moved the Well from "Other" to "Food")


[h2][Bug Fixes][/h2]
  1. Fixed a bug where units passing through ladders wouldn’t reflect the correct ladder height
  2. Fixed a bug where befriending a battering ram in a MOD challenge caused the game to behave abnormally
  3. Fixed a bug in the beta version where the number and level of characters in story challenges were reversed
  4. Fixed a bug where influence gain per turn no longer increased after clearing challenges
  5. Fixed a bug where the toggle buttons for "Fullscreen" and "Invert Free Camera Movement" in the settings panel would not switch properly
  6. Likely fixed a bug where, after relocating a production facility, in-progress items remained on the ground without being handled properly, causing workers to repeatedly try and collect them

June 30 – Unit Formation Control Changes and Bug Fixes

Zundamon Castle Update Notice

A serious issue present in the version released until around noon today, which prevented the "Challenge" button from being pressed and caused in-game time to stop progressing, has been fixed. Below are additional content updates and bug fixes.

[h2][New Features / Specification Changes][/h2]
  1. Added buttons to delete supply and battle points under the "Automation" tab
  2. Changed the unit formation command to CTRL + F1-F9 (unit selection remains F1-F9). Added a note about CTRL + F1 to the operation guide


[h2][Bug Fixes][/h2]
  1. Fixed a bug where buildings saved while submerged would be restored after loading without retaining the submerged state, resulting in them being repaired while still underwater
  2. Fixed a mismatch between Zundamon’s voice line and the text during the appearance of Ashigaru units
  3. Fixed a bug where units could ignore elevation differences when the game experienced high processing load (e.g., due to a large number of enemies), causing frame skips. However, this fix caused a new bug where enemies could get stuck in holes during linear counterattacks, so linear counterattacks have been temporarily disabled