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ボクセル築城ずんだもんキャッスル News

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

June 26 Update – Improve Automatic Interception and Add Tabs

Update Notification
We have implemented improvements based on user feedback, including enhancements to the automatic interception behavior of soldiers and the addition of tabs to the building buttons. We've also fixed bugs that occurred following the previous terrain generation update.
[h2][New Features / Specification Changes][/h2]
  1. Tabs have been added to the building button and soldier controls.
  2. Two new features have been added to soldiers’ automatic interception:
      - Automatic return when no enemies are detected for a certain period.
      - Automatic interception based on the combat point.


[h2][Bug Fixes][/h2]
  1. Fixed a bug where canceling a demolition order after saving and loading would cause abnormal building behavior.
  2. Fixed a bug where the duration of typhoon effects became unintentionally long due to the new climate feature implementation.
  3. Fixed a terrain generation issue in minus meter areas, such as around Nagoya Castle (these areas will temporarily be treated as 1m elevation).
  4. Fixed a bug with the raid alert notifications displayed in the top-right corner of the screen.
  5. Fixed a bug where the close button (X icon) in Creative Mode appeared as a white square.

Update: Temperature, enhanced terrain generation, Level 1 lock feature

Update Announcement for Zundamon Castle
We have officially rolled out features that were in beta since May 29: the temperature system and enhanced terrain generation!

[h2]Main Additions and Specification Changes[/h2]
  1. Implemented a system where temperature varies based on selected latitude and longitude, using data from the Japan Meteorological Agency (JMA). (As a result, random terrain generation has been removed.)
  2. Improved terrain generation so that rivers are properly generated even at zoom levels of 32m/16m.
  3. Added a foundation stone block.
  4. To distinguish them from Ashigaru units, Ninja Saboteurs will no longer deploy shield walls. Instead, they now completely ignore buildings when pathfinding. Additionally, all ninja units have slightly increased swimming and climbing speeds.
  5. Temporarily removed the feature where rainwater remains on rocks even after the weather clears.
  6. Slightly optimized pathfinding performance.
  7. When hovering over the auto-intercept range button, the interception range will now be displayed.
  8. Changed mechanics so that when friendly units step onto tiles with enemy structures like shield walls, those structures are instantly destroyed. Also updated cannon units to ignore shield walls and target enemies directly, destroying shield walls only at the impact site.
  9. Units that are poor at swimming or climbing will now take routes that avoid water and high terrain more than before.
  10. Added a special option to reduce processing load on large maps by combining the warehouse and housing into a single structure at the main base.


[h2]Bug Fixes[/h2]
  1. Fixed a bug where building repairs would continue even if the building became submerged.

Bug Fixes and Feature Requests Implemented in the Beta Version (June 9–12)

Beta Version Update Notice
This is a notice regarding the beta version fixes. It includes the contents of two updates on June 10 and June 12.

[h2][Content Additions & Specification Changes][/h2]
  1. Added Foundation Stone Blocks
  2. To further distinguish them from foot soldiers, ninjas no longer deploy portable shields. Instead, they now completely ignore buildings when calculating paths. Additionally, swimming and climbing speeds for all ninjas have been slightly increased.
  3. Due to the inability to simultaneously resolve the water tower issue and the issue of large water bodies forming atop mountains (resolving one causes the other to occur), the specification "rainwater remains on rocks even after it clears up" has been temporarily removed.
  4. Slight optimization of pathfinding load.
  5. When generating new maps, the positive X direction now corresponds to East, and the positive Z direction to North.
  6. Added a special option that combines the warehouse and residence into one structure at the headquarters, reducing processing load on large maps.


[h2][Bug Fixes][/h2]
  1. Fixed an issue where area markers would sometimes display incorrectly.