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ボクセル築城ずんだもんキャッスル News

Bug Fixes & Balance Adjustments

Update Notice for Zundamon Castle

[h2]【Content Additions / Specification Changes / Bug Fixes】[/h2]

[h3]ver0.5302[/h3]
  • Fixed a bug where the victory effect after battles did not appear
  • Fixed a bug where an unreleased building, the Tea Plantation, could be constructed
  • Fixed a bug where moving hoes from fields would appear during battles
  • Fixed a bug where dropped items on the map were not being saved correctly (item IDs and coordinates were being swapped during saving)


[h3]ver0.504[/h3]
  • Slightly reduced the amount and frequency of rain (especially decreased the heavy rain rate in the first year)
  • Standardized the population growth cost across all difficulties (+1 cost per 10 people)
  • Changed the distribution of money to soldiers to happen instantly. May change in the future with the addition of structures like the Saltpeter Storehouse


[h3]ver0.5041[/h3]
  • Fixed a bug where if a water placement work point was submerged, "work debris" would remain at that point


[h3]ver0.505[/h3]
  • Changed behavior so that if there is no water or food supply during non-combat turns, soldiers will collapse on the spot
  • Added a function to select all soldiers deployed inside a building by pressing the F key
  • Added a function to summon nearby soldiers by pressing the G key on the map
    (As before, pointing at a building and pressing G will deploy surrounding soldiers to that building)
  • Added a button in the lower right of the screen to limit the unit types selected by the G and F keys (can also be toggled with the V key)
  • Increased the difficulty of endgame challenges on Hard and above, as they were noticeably weaker than regular raids and turned into mere formalities
  • Slightly nerfed rice fields, as food became too abundant after acquisition (partially reversed previous buff due to worker consumption being implemented)
  • Fixed a bug where porcelain could be produced in the multi-chamber climbing kiln even without unlocking the related technology


[h3]ver0.5046 (Version number rollback is due to a simple input error)[/h3]
  • Fixed a bug where the layer count of block placement instructions was not being saved
  • Added challenge event dialogues
  • Fixed a bug where enemies would get stuck and be unable to climb ledges after their ladders were destroyed


[h3]ver0.5051[/h3]
  • Adjusted terrain generation logic so that rocks appear more frequently near the surface in higher elevation areas
  • Fixed a bug where, due to the removal of a previous mechanic (where “Other” workers would pick up items placed on the floor under unclear conditions), production items in buildings would not be collected.
    As a temporary measure, unemployed workers will now pick them up


[h3]ver0.5053[/h3]
  • Fixed a bug where the number of completed challenge achievements was counted as one less than the actual number
  • Fixed a bug where export limits were not being applied to worker consumption and soldier supplies
  • Changed the logic for item pickup:
     – Items dropped from relocation/demolition are now picked up by construction workers
     – Items dropped due to changes in warehouse input settings are picked up by supply workers
     – Dirt dug using cheat mode is picked up by earthwork workers
     (This replaces the old system where unemployed workers picked up everything)

β Update : Enhanced functionality for the F and G keys. Balance adjustments

Zundamon Castle Beta Version Update Announcement

[h2][New Features & Specification Changes][/h2]
  1. Added a feature that selects all soldiers deployed inside a building by pressing the F key while the building is selected.
  2. Added a feature that gathers nearby soldiers to the current location by pressing the G key.
  3. Added buttons to the bottom-right corner of the screen to limit the unit types selected with the F and G keys (can also be toggled with the V key).
  4. The late-game challenges in hard mode was easier than regular raids, so its difficulty has been slightly increased to prevent it from becoming an anticlimactic challenge.
  5. Based on multiple gameplay screenshots, it seemed that food supply was overly abundant after acquiring rice paddies, so their efficiency has been slightly nerfed (partially reverting a previous buff where workers began consuming food).
  6. Changed the mechanics so that if water and food are not supplied during turns without combat, soldiers will now collapse on the spot.


[h2][Bug Fixes][/h2]
  1. Fixed a bug where "Porcelain" could be produced in the Multi-chamber climbing Kiln even without unlocking the required technology.

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.