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  3. ver.0.637 – Implementation of “High Bridges” “Descending” and “Terraced Paddies

ver.0.637 – Implementation of “High Bridges” “Descending” and “Terraced Paddies

Due to the trade-off with keeping processing lightweight, implementing a “descending” feature from high places had been difficult, but it has now been officially implemented. In addition, movement processing has become more accurate than before, so even in situations where a large number of enemies appear and frames drop slightly, enemies now move along their paths instead of warping.

[h2]【New Content / Specification Changes】[/h2]
  1. Added high bridges, including vermilion-lacquered bridges
  2. Implemented a descending feature (previously, when moving from a high place to a lower place, units would warp; they now properly climb down walls)
  3. Added the “Terraced Paddies” technology to technologies
  4. Added a button to dismiss multiple soldiers at once
  5. Unit movement is now processed more accurately, preventing enemy warping even when FPS drops
  6. Changed specifications so that voice language can be switched independently from the UI language
  7. Reduced the number of raids featuring Samurai Cannons (they were cumbersome when appearing too frequently in Infinite Battle). Decreased Samurai Cannon HP, and slightly increased attack power and attack speed
  8. Fixed an issue where item quantity text could overlap adjacent icons. Changed the display so that quantities over 100,000 use “M” notation
  9. Fixed an issue where the item count icons at the top of the screen could be squashed at game start
  10. Fixed an issue where, when loading a save made in the evening or later on a turn that would become a battle the next morning, units would move to a waiting position instead of the battle position.
  11. Changed specifications so that when enemies exceed level 200 (e.g., in Infinite Battle), their HP increases significantly every 50 levels
  12. Changed the default maximum number of enemies that can appear to 5,000
  13. Slightly optimized processing when a large number of enemies appear
  14. Adjusted the volume of sword-slashing sound effects
  15. Adjusted high-difficulty enemy appearance dialogue so that if samurai appear before ashigaru, the event dialogue uses the samurai version


[h2]【Bug Fixes】[/h2]
  1. Fixed an issue where entering numbers directly into the production limit field would change the game speed
  2. Fixed an issue where saving during water placement work could result in water not being placed when the work completed
  3. Fixed a bug where horse porter (packhorse) jobs were not reissued after a horse porter task was completed