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ボクセル築城ずんだもんキャッスル News

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.

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.