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ボクセル築城ずんだもんキャッスル News

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.

June 3–8: Beta Bug Fixes and Feature Requests Implemented

Notice of Beta Version Fixes
This is a notice regarding updates made on 6/3, 6/4, and 6/8. The details of the updates are listed below.

[h2]【Content Additions & Specification Changes】[/h2]
  1. When hovering the cursor over the auto-intercept range button, the interception range is now displayed
  2. Changed the specification so that enemy structures like shield walls are destroyed the moment a friendly unit enters the same tile
  3. Changed the behavior so that cannon units now ignore shield walls when attacking enemies and destroy any shield wall at the impact location
  4. Changed the pathfinding for enemy units that are poor at swimming or climbing to avoid water and high ground more than before
  5. Adjusted the appearance of sandy areas near rivers


[h2]【Bug Fixes】[/h2]
  1. Fixed a bug where extremely tall rock pillars appeared due to elevation data failing to load for certain latitudes and longitudes
  2. Fixed a bug where trees would disappear
  3. Fixed an issue where endless battles were being interrupted on wave 49 instead of wave 50
  4. Fixed a bug where units would occasionally get stuck and be unable to climb
  5. Fixed a bug where the game could crash when selecting items in the courier system
  6. Fixed an issue where building repairs would continue even after being submerged in water

June 2 – Beta Version: Bug Fixes & Feedback Implementation

[h2][Content Additions & Specification Changes][/h2]
  1. Modified the system to allow players to remove food restriction from units
  2. Added a feature that allows players to switch the effect of "Double Cropping" to its previous version (crops can be grown regardless of temperature) via an option


[h2][Bug Fixes][/h2]
  1. Fixed a bug where digging a block would yield the block one level below instead
  2. Fixed a bug where temperature increased with altitude when it should have decreased
  3. Fixed a bug where laboring Zundamon characters were still visible during battles when the camera was zoomed out

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.