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ボクセル築城ずんだもんキャッスル News

May 29 Beta Update – Temperature Data Implemented!

Zundamon Castle Beta Version Update Notice
This includes the updates from April 25 as well.

May 29 – Beta Version Notice

[h2][Additions & Specification Changes][/h2]
  1. Implemented a system that applies climate based on coordinates using data from the Japan Meteorological Agency (using the nearest AMeDAS data, with slight adjustments to reflect the colder climate of the Sengoku period).
  2. Changed the non-operational condition of fields and rice paddies to "stop production when the temperature falls below 10°C". The double cropping effect is changed to "can produce until 0°C".
  3. Modified processing to make the shapes of 32m and 16m block sizes more accurate. Rivers are now displayed correctly even at these scales.
  4. Changed the occurrence of rain and snow to be based on actual regional precipitation probabilities. (Typhoons are not yet adjusted.)
  5. Added a special option to fix both enemy and ally levels at 1 (for those who want to test castle performance based purely on layout).
  6. Increased movement speed of cavalry units.
  7. Reduced the number of deployable shields per enemy unit from 4 to 3.
  8. Slightly changed how labor Zundamons are displayed to reduce processing load.


April 25 – Standard Version Notice

[h2][Additions & Specification Changes][/h2]
Fixed the progress bar for Zundamon to always face the camera as before.
Fixed default soldier settings so they are applied in other play sessions as well.
Reduced minor processing loads.
Improved block seams to connect more naturally.
Modified the UI so when selecting multiple buildings, you can change whether to include assigned soldiers all at once.

[h2][Bug Fixes][/h2]
  1. Fixed a bug where the “Penetration Power” icon in the dojo was displayed incorrectly.
  2. Fixed a bug where spring blocks were not displaying as fresh green.
  3. Fixed a bug where the camera would not move when displaying the map for latitude/longitude selection in a new game.
  4. Fixed a bug where using the kitchen turret would incur excessive maintenance costs for elite soldiers.
  5. Fixed a bug where the lumberjack hut would be dismantled immediately after construction.
  6. Fixed a bug where debris from defeated enemies remained and caused lag during consecutive battles in a single day.
  7. Fixed a bug where game performance dropped or BGM stopped when bullets were generated (caused by sound effect processing).
  8. Fixed a bug where the game would freeze when cooking rice in the kitchen turret if the rice was consumed and ran out.
  9. Fixed a bug where rapidly right-clicking while saving would make the UI disappear and the game unresponsive.

April 10: Added feature to set the maximum number of enemies, bug fixes.

[h3][Content Additions / Specification Changes][/h3]
  1. Added a feature to set the maximum number of enemy spawns via the options menu. If the number of enemies exceeds this maximum, the other enemies will be made stronger.


[h3][Bug Fixes][h3]
  1. Fixed an issue where soldiers would become invisible if the destroyed building was dismantled while they were still inside.
  2. Fixed a bug where allied units would get stuck in MOD buildings. This was caused by a feature that altered movement speed on buildings to implement "Abatis", which inadvertently set movement speed to zero on MOD buildings.
  3. Fixed an issue where the selected Skybox option in the settings dropdown would always display "Japanese-style room" when reopening the settings menu, regardless of the actual saved setting.

4/7 Update: Convenient Operations & Major Reduction in Firing Effects Weight

Zundamon Castle Update NoticeThis is a summary of the updates made between March 30 and April 7.

[h2][Content Addition & Specification Changes][/h2]
  1. Official addition of "Abatis" and "Random Stakes."
  2. Implemented a command to select all soldiers with Ctrl+A.
  3. Implemented the following commands:
    Shift+A: Auto Defense ON
    Shift+D: Auto Defense OFF
    Shift+S: Stop Movement
    Shift + 1~6: Command to filter soldiers by type (A for Attack, D for Defense, S for Stop)
  4. Added a feature to gather nearby soldiers while selecting a building by pressing the G key (Gathering with G).
  5. Major reduction in the weight of firing effects.
  6. Streamlined the display of the save/load panel.
  7. Slightly increased the movement speed reduction effect of Reverse Spikes and Random Stakes.
  8. Added health bars to the soldier icons placed in buildings.
  9. Added an option in settings to toggle the display of tooltips ON/OFF.


[h2][Bug Fixes][/h2]
  1. Fixed a bug where the fishing hut was not recognized as a bridge when loading.
  2. Fixed an issue where placed shields on bridges and ports were not being attacked.
  3. Fixed a bug where soldiers removed from units with F10 were not saved properly.
  4. Fixed an issue in the beta version where the level of soldiers placed in buildings was hard to see.
  5. Fixed a bug in the beta version where the HP bar of soldiers placed in buildings would sometimes display 0 even if their HP was not 0.

3/30 Update: Added Random Spikes and Abatis

Update Announcement for Zundamon Castle
This will be implemented as a beta version for now. If you want to play the beta version, please change the version to the beta version by clicking the gear button on the Zundamon Castle launch screen in the Steam app.

[h2][Content Additions & Changes][/h2]
  1. Added new buildings "Random Spikes" and "Abatis" (the technology can be found under the Construction tab).
  2. Added "All OK" and "All NG" buttons to the warehouse settings.
  3. Changed the level-up calculation formula to Lv
  4. Lv/2 + 10.
  5. Modified the system so that supply is automatically done when already in the kitchen turret at the start of supply.
  6. Added a feature to set outgoing goods (mainly for storing food in the kitchen turret).
  7. Added a function to display the number of soldiers of the selected type in the panel.
  8. Implemented a feature where, when pressing Shift and directing soldiers to a turret, only the number of soldiers that can be placed will move, and they will automatically be deselected.
  9. Fixed the building's influence range to be even in all directions based on the entire floor of the building, not just the corner tiles.
  10. To reduce player operational burden, adjusted the system to include placed shields and ladders in the auto-intercept category.
  11. Increased the zoom speed when pressing the + and - keys.
  12. Slightly increased the movement speed of cavalry units.


[h2][Bug Fixes][/h2]
  1. Fixed a bug where the priority settings for block tasks were not being saved.
  2. Fixed a bug where the maintenance cost of soldiers was not being applied.
  3. Changed the maximum level of horse borrowers from 1 to 10.
  4. Fixed a bug where the effect of moving by blocks was being applied twice (e.g., snowy blocks were doubly slow, and cobblestone blocks were doubly fast).
  5. Fixed a bug where soldiers who couldn't move to the kitchen turret, such as those who were stunned, wouldn't be resupplied.
  6. Fixed a bug where, with language settings in regions like Italy, the game couldn't start when castles like the "Hundred Famous Castles" are selected.
  7. Fixed a bug where the image of cobblestone roads turned white.
  8. Fixed a bug where, when setting outgoing goods, non-warehouse buildings were selected as destinations for item transport.

3/20 Update - Implementation of Kitchen Tower and MOD Production Support

Update Announcement for Zundamon Castle
We have officially implemented the features that were previously in the beta version. (Thank you to everyone who helped with the beta testing. Your assistance has been greatly appreciated.)

[h2][Additions and Changes][/h2]
  1. Added the kitchen tower building and technology.
  2. Added the ability to specify items to store in warehouses.
  3. Added the ability to set recipes for production facilities in mods (please refer to the guide for instructions).
  4. Food has been piling up excessively in the middle stages of the game, so the rice field production rate has been slightly reduced (there should still be plenty, so we plan to implement some adjustments, such as the corruption system).
  5. Adjusted the leveling of allied soldiers so that it becomes harder to level up when their level is high. On the other hand, it will be easier to level up in the early stages (the required experience has been changed from n
  6. 10 to n
  7. n).
  8. Changed the charcoal kiln recipe to make it more realistic, producing in bulk in one go. Improved production efficiency.
  9. Slightly increased the effectiveness of the battering ram. However, the number of battering rams that appear during regular raids has been reduced.
  10. Slightly optimized the game for better performance.


[h2][Bug Fixes][/h2]
  1. Fixed an issue where mods didn’t work with the F and G drives.
  2. Fixed an issue where enemies would sometimes get buried in the ground.
  3. Fixed a bug where the UI for adjusting visual size and coordinates was not displaying.
  4. Fixed a bug where the Japanese map was not showing (this bug occurred due to changes made to the terrain for the implementation of diplomatic features).
  5. Fixed a bug where placing a shield on a staircase would cause the staircase to be unrecognized.
  6. Fixed a bug where soldiers would continue to attack a shield after it was destroyed.
  7. Fixed a bug where repair tasks for facilities destroyed in battle wouldn’t reset during retries.
  8. Fixed a bug where you could accidentally demolish a building planned for construction from the menu at the bottom of the screen.
  9. Fixed a bug where canceling excavation or block placement instructions in a time-stop state and saving the game would result in the instructions not being canceled when the game was loaded.