1. ボクセル築城ずんだもんキャッスル
  2. News

ボクセル築城ずんだもんキャッスル News

Minor Feature Additions & Bug Fixes

[h2]【Feature Additions & Specification Adjustments】[/h2]
  • Idle Zundamon will now communicate with nearby labor Zundamon.
  • Added a feature that displays the name of the block under the cursor in the bottom-right of the screen.
  • Changed the specification so that blocks can be placed on roads and roads can be dug directly.
  • Changed the specification so that the building panel is not closed when combat starts, even if it is open.
  • Added level indicators to the unit details panel.


[h2]【Bug Fixes】[/h2]
  • Fixed a bug where roads could disappear when loading.
  • Fixed a bug where roads could disappear due to snow.
  • Fixed a bug where tutorial messages were not displayed.
  • In cheat mode, it is now possible to dig foundation stones even without acquiring the foundation stone technology.
  • Fixed an issue where, when blocks were burned by fire, only the surface is now turned into a burned block so that the original block does not turn into plain soil.
  • Fixed a bug where stone wall reinforcement technology was not applied to newly added stone walls.
  • Fixed a bug where stairs could not be built on red-yellow soil.
  • Fixed a bug where the building production efficiency text could disappear when selecting a single building after selecting multiple buildings.
  • Fixed a bug where autosaves were made in a state prior to seasonal block changes.
  • Fixed a bug where loading MOD archer-type units could fail.
  • Fixed a bug where the game could freeze when selecting a new game starting location from the map if key configuration had never been performed.
  • Fixed a bug where, when selecting a new game starting location from the map, the confirm button could appear off-screen depending on the screen size.

ver0.701 Major Update: Implementation of Real-World–Based Soils!

[h2]【Content Additions & Specification Changes】[/h2]
  1. Added around 50 types of soil and rock blocks. Fertility has been assigned to each soil type.
  2. Set fertility impact values for each crop. For example, soybeans are less affected by fertility, while rice is more strongly affected, creating differences between crops.
  3. Added millet, barnyard millet, buckwheat, and sweet potatoes as crops (can be cultivated via domestic technologies).
  4. Previously, in-game temperatures were adjusted to about −5°C compared to modern temperatures to match the Sengoku period, but they have now been revised to be slightly warmer.
  5. With the introduction of fertility, initial food amounts have been increased on Normal and lower difficulties so that players do not struggle to get started even on poor land.
  6. Reduced the damage dealt to buildings by enemy ranged units other than cannon units to one quarter. In addition, ranged units now deal at most 1/20 of a building’s maximum HP as damage. In exchange, enemy melee units’ HP has been increased by 1.8× (to address the issue of watchtowers being easily destroyed by arrows).
  7. Significantly strengthened walls. Walls now take only fixed damage by unit type, regardless of the enemy’s attack power.
  8. Enlarged the attack effects of cannon units to make them clearly distinguishable from gun units.
  9. Increased zoom speed when the camera is close to the ground.
  10. Adjusted so that climbing actions are not triggered by small steps such as those around fields.
  11. Changed the specification so that no changes are applied in the item selection panel if nothing has been modified.
  12. Hints are now displayed on the game over screen.
  13. Added an event where Zundamon suggests changing the main base when it takes a certain amount of damage.
  14. Reviewed the materials used by buildings that consume soil and rock blocks as materials, such as iron sand washing facilities.
  15. Improved the behavior of the block placement panel.
  16. Various stair types are now displayed once the corresponding block material has been obtained at least once.
  17. Adjusted so that normal rain no longer causes floods (originally, rainwater was meant to accumulate in moats, but since that role was removed, flooding from normal rain has also been disabled).


[h2]【Bug Fixes】[/h2]
  1. Fixed a bug where the maximum number of enemy falls was excessively high (40 instead of 4).
  2. Fixed a bug where treasure chests that existed before combat disappeared when retrying a battle.
  3. Fixed a bug where MOD buildings had their HP set to 0.
  4. Fixed a bug where items could be delivered to buildings that had already been destroyed.
  5. Fixed a bug where flags appeared blurred.
  6. Fixed a bug where a new game could not be started at certain coordinates, such as Kawagoe Castle.
  7. Fixed incorrect coordinates for Komoro Castle among the Top 100 Castles.
  8. Fixed a bug where Nagoya Castle did not generate at 32m and 16m sizes among the Top 100 Castles.
  9. Fixed a bug in ver0.7 where the game could freeze when changing seasons.
  10. Fixed a bug in ver0.7 where blocks were not generated at z = 0 due to an error in map generation. (We apologize, but in data created in ver0.7, stone bands at z = 0 will remain even after this fix.)
  11. Fixed a bug where increases to attack speed were not reflected until the next load.
  12. β: Fixed a bug where various surface blocks turned into soil blocks when changing seasons.
  13. β: Fixed a bug where road blocks placed on non-soil surfaces disappeared when seasons changed.
  14. β: Fixed a bug where crops such as millet were not properly reflected in the food list above.
  15. β: Fixed a bug where trees disappeared when starting a new game.
  16. β: Fixed a bug where grass would grow on exposed rock if the ground was dug up and saved in that state.

β Update: Realistic Soil and Rock, Bug Fixes, and Specification Changes

A test implementation has been added where ground blocks change when creating a new map, based on real-world japan rock and soil data. Originally, this feature was planned to be implemented after further adjustments, but since major bugs (load errors, units getting stuck at ports, and freezes after combat) occurred in the previous version, the soil update has been included alongside the fixes for those issues. Balance and production-related specifications will be adjusted as needed over time.

[h2]【Feature Additions & Specification Adjustments】[/h2]
  • Added more than a dozen new block types. Based to some extent on real-world rocks and soils, Japanese-style terrain can now be generated (test feature)
  • Removed the feature that skipped rendering distant units (due to poor reception and frequent recognition as a bug)
  • Changed the specification for generating objects on top of blocks, such as roads and snow. Roads can now be placed directly without changing the underlying block
  • Along with the specification changes, optimized the snow processing that had become heavy
  • Changed the specification so that fields always produce at least 1 output, as they previously produced zero on low-fertility ground


[h2]【Bug Fixes】[/h2]
  • Fixed a bug where units could get stuck on small steps when climbing a port if its height was almost the same as the adjacent ground
  • Fixed a bug where saving while a repair task was in progress caused the repair to complete immediately upon loading
  • Fixed a bug where roads could not be removed after being placed
  • Fixed a bug where labor numbers were too small to read on the recipe selection screen
  • Fixed a bug where the game could freeze after combat due to an issue with soldiers’ automatic movement processing
  • Fixed a bug where load errors could sometimes occur

ver0.647: Implemented the "Automatic Escape Feature" and added the "Width-1 Gate

[h2]【Content Additions & Specification Changes】[/h2]
  1. Added an automatic escape feature from buildings (can be configured in the building panel)
  2. Added narrow-width Kabukimon and Koraimon gates
  3. Re-implemented the feature that allows changing a building’s appearance with the F key during construction
  4. Added a feature that allows changing a building’s appearance using the button on the building panel image when a MOD with appearance-change elements is installed
  5. Added a feature that allows unit settings to be executed from the soldier control button
  6. Added a specification where pressing Ctrl+A while the watchtower building panel is open selects all soldiers inside the building
  7. Changed the specification so that roads are also constructed instantly in cheat mode
  8. When digging the ground, blocks are now rendered transparent so the outline frame is visible
  9. Adjusted processing so that shading on models introduced via MODs does not become too dark
  10. Changed the specification so that when moving soldiers out of a building, all soldiers start walking from the center of the building
  11. Optimized (lightened) the outline processing when selecting soldiers
  12. Changed the specification so that during automatic escape, units continue moving to the escape point even if enemies enter attack range, instead of stopping in place
  13. Fixed a bug where buildings with a MOD baseName had their HP set to zero
    (If already saved, the HP is 0, so the building will be destroyed once when loading)
  14. Increased zoom speed when the camera is close to the ground surface
  15. Changed the specification so that when fire spreads, the probability of spreading to tiles two squares away is lower than to adjacent tiles


[h2]【Bug Fixes】[/h2]
  1. Fixed a bug where enemies could get stuck on ladders or stairs
  2. Fixed a bug where ally placement became incorrect on retry
  3. Fixed a rare bug where enemies could clip into buildings
  4. Fixed a bug in the beta version where automatic escape settings were not being saved
  5. Fixed a bug where a job to transport “Equipment 0” was generated when armor was removed
  6. Fixed a bug in the beta version where outlines appeared on text in some UI elements
  7. Fixed a bug where the game could freeze if ninjas were never detected by any soldiers all the way to the main base when enemies spawned

Beta Update: Auto Building Evacuation, Digging Visibility Improved

[h2]【New Features / Specification Changes】[/h2]
  • Added an automatic evacuation feature from buildings.
  • Added the ability to configure troops from the soldier control button.
  • Added a feature that allows selecting all soldiers inside a building with Ctrl+A while the building panel is open.
  • Added a feature that displays the selection outline through blocks when digging the ground.
  • Adjusted processing so that shadows of models introduced via mods do not become overly dark.
  • Changed the specification so that when fire spreads, the probability of spreading to tiles two squares away is lower than to adjacent tiles.


[h2]【Bug Fixes】[/h2]
  • Fixed a bug where roads were not being constructed instantly in cheat mode.
  • Fixed a bug where enemies could get stuck on long ladders.
  • Fixed a bug where ally placement became incorrect when retrying.
  • Fixed a rare bug where enemies could clip into buildings.
  • Fixed a bug in the beta version where evacuation settings were displayed for buildings that should not show them when multiple buildings were selected.