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ボクセル築城ずんだもんキャッスル News

Bug Fix: Reforestation Site Bug

[h2][Bug Fixes][/h2]
  • Fixed an issue where reforestation would not occur on tiles after demolishing buildings or cutting down trees.
  • Fixed an issue where the facility information for the Campfire and Kitchen was not displayed on the Technology screen.

Increased camera rotation; resolved getting stuck when changing headquarters.

[h2]【New Content & Balance Adjustments】[/h2]
  • Improved camera zoom speed. Expanded the freedom of camera angles, allowing the camera to look directly upward and downward (camera angle can be changed by moving the mouse while using the mouse wheel or holding the left Ctrl key).


[h2]【Bug Fixes】[/h2]
  • Fixed an issue where enemies could become stuck at the former headquarters after changing headquarters.
  • Fixed an issue where enemy attack effects could remain visible for too long after the attack target had disappeared.

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

Beta Update: Water Building Fixes, Climb/Descend Tweaks, Movement Improvements


[h2][Content Additions & Balance Adjustments][/h2]
  • Added a feature where unit climbing speed decreases in proportion to the height they are climbing (the farther from the ground, the slower they climb).
  • Adjusted pathfinding so that higher elevations are more strongly avoided (height is now treated as n² instead of n).
  • Added a “descending” feature so units no longer instantly warp when moving from high to low areas.
  • Since the descending feature increases the difficulty of economy management, enemy parameters on Normal difficulty and above have been adjusted downward.
  • Added Cook Zundamon. All cooking-related tasks are now assigned to Cook Zundamon.
  • Enhanced the movement system so unit movement remains accurate even under frame drops.
  • Added an option to change this per-frame limit. (Because the number of pathfinding calculations per frame has an upper limit, workers may stop when towns grow large and they must wait for pathfinding. Setting it too high may cause frame drops, but increases the number of pathfinding calculations processed per in-game day).


[h2][Bug Fixes][/h2]
  • Fixed an issue where the height data for pathfinding on bridges and stairs was not being loaded correctly.
  • Fixed a bug where flooded buildings could still be repaired after loading a save.
  • Fixed an issue where buildings other than stairs and bridges had incorrect pathfinding height data after loading.
  • Adjusted the behavior of the Forester’s Hut.
  • Fixed an issue in the latest beta where the walkable ground height for buildings over water was incorrectly based on the height of the lakebed.
  • Fixed an issue in the latest beta where water-based production facilities stopped functioning.

Beta Update: Bug fixes in the beta version and visual adjustments to the bridge

[h2]【Bug Fixes】[/h2]
  • Fixed an issue in the beta version where the costs of technologies and the remaining number of workers for distribution were no longer visible.
  • Fixed an issue in the beta version where, if there were not enough farmers when loading a save, a “temperature too low” icon would incorrectly appear over fields and rice paddies.
  • Fixed an issue in the beta version where units in the distance were omitted from rendering and became invisible.


[h2]【Content Additions & Balance Adjustments】[/h2]
  • Slightly optimized performance when large numbers of enemies appear.
  • Adjusted the volume of sword-slash sound effects.
  • Adjusted the position of the vermilion-lacquered bridge’s girders to improve its appearance (the standard bridge will be adjusted in a future update as well).