A second patch to take care of a couple more reported issues.
Changes:
If the keep is at capacity the Royal Guards tech will now replace existing units with the new royal guards rather than just losing the effect.
Increased the update rate of the targetting indicator when aiming a volley, ballista, catapult, etc.
Made some minor adjustments to refreshing the purchase options in endless mode. It should no longer replace any of the options with the same item it was already set to.
Fixes:
The workshop and armory blocks now correctly show up in endless.
Fixed an issue that could result in a siege ladder/tower spawning without soldiers on them.
Fixed an issue where enemy ranged units would not continue moving for the keep after killing all units in range.
Fixed an issue with the keep trying to send reinforcements to blocks that were already at capacity.
Fixed the siege ladder/tower not playing the ramp drop sound effect when connecting to a block.
Adjusted the code so that endless mode always uses the main save file. Previously if the demo campaign was opened and then the player returned to the main menu going to endless would use the demo save file data instead.
Fixed an issue with the reinforce button in creative mode which prevented it from actually reinforcing any of the blocks.
Fixed an issue where the armory block was giving an incorrect health modifier to armor when it had the adjacent workshop bonus.
Fixed the armory not properly updating the highlight color when the cursor was over the block.
Fixed an issue with the reinforce card not working properly on blocks.
Fixed the reinforce card info not stating that it can be played on a barracks or archery range to make them spawn soldiers.
Fixed an issue where the level images in the endless level selection would be off center when returning from a level.
Fixed an issue where the wave horn pulse effect would remain visible when quitting out while it was up and then loading back into a level.
Made additional adjustments to code to try and make sure keep defenders always spawn with the correct armor instead of spawning without armor.
Fixed the flag in the tutorial level not being the same rotation as the flag pole.
Fixed an issue where the deck building panel was not scaling properly for different aspect ratios.
Fixed a minor issue with alerts playing the alert sound twice if an alert was added both at the start of the end of a wave and the start of the build phase.
Beta 1.2.1 Patch
A small patch to fix issues found in Beta 1.2 and a couple small balance changes.
Changes:
Adjusted the position of some techs in the tech tree.
Increased siege tower health by about 20%
Adjusted the length of night on size 12 levels to give enemies a bit more time to reach the keep.
Fixes:
Fixed an issue where some tiles wouldn't properly show the path.
Fixed techs not being purchasable in endless mode.
Fixed a problem with rams which caused them to not continue moving after destroying a block.
Fixed an issue where siege towers could still be damaged after linking to a block.
Adjusted when siege ladders/towers cant be damaged so that they can still be killed up to when the ramp drops into place.
Corrected the description for Battlements. It now no longer incorrectly states that they cant be build next to the keep.
Fixed an issue where battlements placed on their own would be reinforced up to one more soldier than they should have.
Made some adjustments to the code to fix an issue with the keep defenders not spawning with the right armor.
Fixed soldiers not being cleared from the top of blocks properly. When undoing a block placement this would result in the old units reappearing but not being initialized and just walking in place.
Fixed an issue with the demo campaign after beating the final level. It resulted in the game thinking the token set was always invalid.
Fixed a couple issues with the tech tree.
Fixed a rare issue with Ballista bolt impacts.
Fixed a minor UI issue when resetting the demo campaign issue.
Beta 1.2
Beta 1.2 is our largest update yet. Along with a major updates to the UI it has a new block, a new units, a bunch of sound effects, an almost entirely remade demo campaign, and more! For more details check out the Major Features listed below.
We have also managed to add several features and changes requested by players and fixed many of the pathfinding bugs people have encountered in the previous version of the game.
The demo campaign is almost entirely changed and is now a standalone campaign rather than a limited set of levels from the full campaign. It should also be a good representation of what the final campaign will be like. While the full campaign will have many more levels, the art style, gameplay, and design will remain about the same. The full campaign will be available when the game leaves early access which is currently planned for December of 2023.
Major Features:
Updated UI. Tons of UI changes with most things being cleaner and better looking. Some new art, adjusted layouts, entirely new UI elements, and plenty of new sound effects when interacting with the UI.
New Demo Campaign. The demo has been entirely remade with different levels, modifiers, rewards, and difficulty levels. The art has been almost entirely remade and the map is now slowly revealed as you beat each level.
New block highlights. Now blocks that affect other nearby blocks will show colored frames around the affected blocks so it is easy to tell what does and doesn't get a bonus from it. It even shows up when placing a block so you can see just what it will affect if placed at the current location.
Revamped Deck Building. Now called Token Sets, beating campaign levels will unlock new tokens or give you more of an existing token. The deck building layout has been improved and as several people have requested you can now hover the cursor over a token to see information about each item that it rewards. Tokens can contain from 1-3 blocks, tokens, upgrades, or a mix of the three types. In addition the required deck size has been reduced to 21 cards.
Updated Tutorial. The tutorial has been improved with more information and a cleaner design.
Updated campaign level preview. Besides the changed layout it now also shows what enemies will appear on the level, how many waves the level has, and the rewards for beating the level.
Improved climbing. Now two units can climb at a time on each side of a block, letting them stay together a bit more and improving the speed at which they can traverse your castle. In addition enemies with a shield will now place it on their back while climbing.
New block: Armory. Restores the armor of nearby soldiers when placed and after each wave. If a workshop is placed nearby it will also increase the health of the defenders' armor.
New enemy: Crossbow. Enemies carrying crossbows will now show up in endless. They are more accurate than archers and have better armor though they don't have the extra range of longbows.
More and Improved sound effects. Updated many of the existing sound effects in the game and added a bunch of new sounds to units and projectiles to make things feel more alive. Sound effects are now also affected by distance, quieter when zoomed out all the way and louder when you move in for a close up view of the action.
Changes:
Improved flag designs both for the keep flag and for the enemy spawn flags.
Added some weather effects to some levels (Rain, Wind, or Snow). The weather is only visual and has no impact on gameplay.
New Level: River Island (Size 6).
Flood Plains has been reduced in size from a size 12 to a size 10.
Oasis has been reduced in size from a size 12 to a size 10.
A new button has been added to the lower UI panel opposite the start wave button. In campaign mode clicking it will show your current deck and discard. In creative mode it will show an overview of all enemies set to come from each direction and has buttons for generating an entire wave rather than having to do it one flag at a time. In endless it shows the current progress on a new unit appearing.
Day/Night Cycle display. Around the button mentioned above is a simple display showing the progress through the day. This makes it easy to see how much longer the enemies need to be held off before the assault fails and the next day begins.
New Alerts system. Alerts will now appear on the top right of the screen to draw attention to certain events such as when enemies will start coming from a new direction, a new type of enemy appearing next wave, a trebuchet being build, etc.
Invalid Block Placement indicator. Now when trying to place a block a red 'x' icon will be displayed over the current tile if the block can not be placed at that location. Clicking on the tile anyway will then display a message with information about why the block cant be placed on that tile.
Owned campaign techs can now be clicked to refund them.
Techs in the tech tree have their details hidden until the techs required to unlock them have been purchased.
Adjusted the colors of locked, unlocked, purchasable, and owned techs to make them more distinct.
Changed the +2 Stone Wall tech to now only give +1 Stone Wall.
Adjusted wording of the unlock requirements for levels in endless mode to make it clearer.
Barracks and Archery Range blocks now include some additional info in the info panel about how they prioritize where to send units. Additionally mousing over them will highlight the blocks they currently plan to send units to when the wave starts.
Action cards now indicate in the info panel if they can be played during the building phase, during a wave, or both.
Blocks that affect other nearby blocks now indicate in the info panel which blocks it is capable of affecting.
Battlements can no longer be built directly on the ground.
Stone Masons will now immediately heal blocks in range in addition to healing at the end of a wave. This makes them more immediately useful.
Caltrops no longer deal damage to siege units, saving their damage potential for soldiers where it is more impactful.
Slightly reduced Archer block and Battlement block min range.
Minor adjustments to the main menu. Simplified the castles a bit so it doesn't look as messy and added some physical buttons in place of the old transparent white buttons.
Removed the Damage Resistance upgrade. It didn't really feel that useful or exciting so we decided to remove it for now.
Removed the Guard Post. We weren't happy with how the block looked or worked so it has been removed for now.
Reduced the default number of soldiers restored by the keep from 5 to 3.
Siege Ladders and Towers are no longer target-able once they connect to a block. All the more reason to take them out fast! They will still be destroyed at the end of the wave though.
The Machiculations block has been improved. It now throws rocks at enemies within it's short range but you can also activate it to throw a larger group of rocks a bit further out at the cost of disabling the block for the rest of the wave.
The ballista block has been slightly improved. Bolts shot by it will pass through enemies, armor, and trees, killing any unit it passes through. Deals high damage and sticks in siege if it hits them. When hitting the ground it will knock down and deal a small amount of damage to all soldiers in the area.
Enemies can now walk over the alchemist block.
Catapult block adjustments. Now fires three rocks at an area which deal damage to enemies hit or deal a small amount of damage in an area and knock down soldiers if they hit the ground.
Rams now have a limited number of attacks. When used up the ram will fall apart as if it had been killed.
Rams now sit a bit further back from the block they are targetting, making it easier for them to be shot by nearby blocks.
Soldiers now have their health restored at the end of a wave but not their armor.
Adjusted the description for the Rally action to make it clearer that it isn't creating new soldiers.
Adjusted the description for the Reinforce action to mention that it can also be played on the keep to restore a single keep defender.
Wave generation has been adjusted to send more units to the directions that came in earlier so that new directions will be easier to defend when they first come in.
Slightly increased the health of plate armor and slightly reduced the unit cost of units with plate armor.
Rocks thrown by the Catapult, Machiculations, and enemy Trebuchets now have a couple different shapes instead of all being perfect spheres.
UI sounds now have their own volume control slider in options.
Fixes:
Fixed an issue with the Barracks and Archery Range sometimes trying to send units to already full blocks.
Fixed soldiers sometimes getting stuck in barracks and Archery Range Blocks.
Fixed the volley action not always showing the arrow trajectory preview.
Fixed a potential soft lock that could occur with block placement.
When placing a block onto a tile the drop speed is no longer effected by game speed.
Fixed an issue during level load where some items trees/rocks would 'drop in' sideways rather then dropping down into place.
Fixed an issue where some cards could be clicked while being moved to the hand, resulting in the card highlight being messed up.
Adjusted movement code so that when enemies are bunched up on the keep they don't register as being 'stuck' since they are as close as they can get.
Fixed a couple issues with siege units. They should no longer accidentally link to a block to the side of their path or walk into a block or the keep rather than linking to it.
Fixed the volley action not being able to be used on bridges.
Fixed some equipment and enemies being visibly removed from a level before the transition covered the view when replaying or returning to the level selection screen.
Fixed an issue with enemies continuing to move and towers shooting at them after losing a level and then selecting to replay or return to the level selection screen.
Fixed an issue with formation units spawning incorrectly which could sometimes result in a few units in the formation instantly falling out of the map.
Fixed rocks disappearing right away instead of sinking a short way into the ground and persisting for a while.
Fixed some issues with units crossing the ramps of Siege Ladders/Towers. They should have an easier time crossing over to the connected block.
Fixed an issue where the Siege More Health level modifier was only giving the siege units more health when the level modifier 'wasn't' active.
Fixed an issue with soldiers holding shields where their arms would 'freak out' when they were standing back up after being knocked down.
Fixed an issue with enemy archers. They now correctly fire as a group and any melee soldiers will split off and continue on instead of waiting for the archers to catch up.
Fixed an issue where pressing or holding the arrow keys while the pause menu was up would buffer the inputs and result in the camera suddenly jumping to a new position when the game was resumed.
Fixed an issue where music or sound effects could continue playing even when the volume was set to 0.
Beta 1.0.2 Patch
A second patch to fix a few additional issues with the beta release along with a couple small changes. The full list is below.
Changes:
Adjusted how defender groups are handled so that losing a defender will not cause the remaining defenders to head right to their new spots if they are currently trying to attack an enemy.
Adjusted knockback from melee combat to reduce the chance of units falling through a block or the ground.
Fixes:
Fixed an issue that could cause enemy archers to get stuck after shooting at defenders but running out of nearby targets before running out of ammo. Archers will now continue on in this case until another defender comes into range.
Fixed an issue that sometimes caused units to jolt right back to climbing after being thrown off a block.
Changed how the starting hard is handled to fix a couple issues people were having with older saves.
Adjusted the code to cut down on some error propagation.
Beta 1.0.1 Patch
This patch should fix most of the issues reported for Beta 1.0 including the issue with units sometimes being stuck. Thanks to everyone that submitted bug reports and helped us find these problems.
Some of the reported issues were hard to reproduce and while we think we got most of them fixed, some may still be occurring. If you encounter a bug you previously reported feel free to send in another report and we will make sure to take another look at getting the issue fixed!
The full list of fixes is included below.
Fixes:
Fixed an issue that resulted in units being stuck in various spots including behind the spawn flags.
Fixed a separate issue that sometimes caused enemies to get stuck in the sides of the keep or some other blocks.
Fixed an issue that caused enemies to take damage and die while capturing the keep.
Fixed an issue with loading some save data when starting a campaign level.
Fixed an issue where the techs in creative mode would persist between levels.
Fixed an issue with some ranges not being properly updated when choosing where to place a block and thus showing the wrong size until the block was placed.
Made an adjustment to help catch any units that had not been properly cleared at the end of a level and which would then be visible in the next level.
Fixed an issue that prevented the ballista card from appearing in endless mode.
Fixed an issue where battlements that were more than space above or below were still counted as adjacent and thus got more defenders than they should have.
Fixed pre-placed stone walls disappearing or showing incorrectly after gaining the stone wall +5 hp tech.
Fixed pre-placed blocks being visible as the ground tiles rise instead of appearing and dropping in after the tiles were in place.
Fixed an error when entering an invalid value for the target framerate.
Beta 1.0
Castle Constructor is now entering Beta release! With this update alpha has been wrapped up, the major systems have been implemented and there has been some additional performance improvements to make the game run better. The full list of changes is below.
While this is a big step forward there is still plenty more to do before the game is complete. To reflect this the in game roadmap has been updated with some more detail of what is left to do before we consider the game to be complete. The next update will be focused on improvements to the UI and adding in the first part of the campaign.
As usual please let us know if you encounter any issues or have any suggestions on improving the game.
Major Features:
New Workshop block - Gives small improvements to certain blocks when adjacent to it as well as produces Chevals each wave.
Improved the pathfinding, reducing chances of units getting stuck and improving performance by keeping units from moving when they don't need to.
Transition screens - The game now has transition screens to smooth out loading
Level animation - Rather than appear fully formed a level will now spawn in tile by tile.
Improved Animation performance - Adjusted the soldier models to greatly improve the animation performance. Has a larger effect late game when there are a lot of defenders.
Better siege targeting - Units will now better handle shooting at siege units. They will target individual pieces of armor, soldiers riding in the siege unit, or parts of the frame instead of just shooting towards the center of the siege unit.
Changes:
Creative Mode - It is now possible to change the units in a wave at any time instead of not being able to during the wave.
Cards in the players hand which are only usable during the build phase will now slide down right after calling the next wave instead of waiting until the wave actually spawns.
Siege Ladders now have 3 units on them instead of two, 1 on top and 2 on the bottom.
The ramps on Siege Ladders and Siege Towers now have a better animation.
Adjusted the keep pathfinding to improve crossing from an adjacent block to the keep.
Adjusted how ranged units determine if they can hit a target to reduce how often they will cancel shooting.
Catapult block updated to have crenellations matching the Battlements block.
Updated the main menu
The side panel showing card information now also shows which blocks alchemists and workshops will effect when looking at either of those cards.
Fixes:
Fixed a couple issues that caused the game to crash in previous versions.
Fixed an issue that sometimes caused arrows to be shot near vertically.
Adjusted the hex ranges of the stone mason, barracks, and archery range so they don't flicker when rotating the view.
Creative Mode - card slots now have the correct frame color for the type of card the slot contains.
The list of resolutions in the options menu no longer has duplicate resolutions.
Adjusted pathfinding on Siege Ladders and Siege Towers to make it easier for units to cross the ramp.
Creative Mode - Fixed an issue that caused the Volley card to spawn fire arrows as if it were a Fire Volley.
Fixed enemies sometimes walking through the barracks.
Fixed ranges not showing up while placing a block.
Fixed archer range not showing the range bonus from height while placing it.
Fixed Stone Masons not effecting the tower they were in.
Fixed an issue where climbing defenders would not teleport to their positions when starting the wave.
Multiple minor fixes and code improvements to reduce error propagation.
Fixed Battlements not adjusting properly when adjacent to a Guard Post.
Alpha 6.4.1 Patch
This patch fixes a number of issues reported by the community as well as some slight adjustments based on player feedback. The full list is below.
Changes/Fixes
Slightly increased the bonus fire rate granted by the Fire Rate+ upgrade.
Slightly increased the chance of soldiers tripping when passing through moats.
Adjusted the Fire Arrow visual effect as well as the dust cloud visual effect when a block is destroyed to make them less resource intensive. This potentially fixes a few crashes relating to them and in a slight increase to performance when these effects would be active.
Fixed issue with being unable to quit out of creative due to an issue with clearing siege towers.
Fixed some techs in endless not applying retroactively such as the tech adding extra defenders on turrets based on the distance from the keep.
Adjusted how the keep changing height is handled so that the keep defenders are much less likely to climb down or move around after a height change.
Fixed an issue where Barracks and Archery Ranges were not properly recognized by the pathfinding.
Fixed an issue where velocity of arrows could be preserved from their previous use and thus throw off the aim entirely. This resulted in some arrows shooting right into the ground or way up into the air.
Fixed an issue that allowed rams to continue to move even after reaching the block they were attacking, letting them pass into the block as well as damaging more than one block at a time.
Fixed an issue where battlements did not correctly update when a adjacent battlement placement was undone, picked up by the crane action, or destroyed.
Alpha 6.4 - Technology
A new version of the game has been released. The main focus for this update was the new system for technologies in endless as well as adding the techs to creative as well. Alongside this we went ahead and changed the card system for creative to make it easier to get the cards you wanted to use instead of having to search through the whole list.
Besides those changes this update also brings in the new Archery Range block and the Rally action. The Archery Range matches the Barracks as far as spawning units but spawns ranged units instead. They aren't particularly accurate ones but they can still be quite useful for bolstering your defenses. The Rally action meanwhile will let you rally some of your soldiers to its location. Placing the flag down on a tile will draw several soldiers from the surrounding tiles to gather around it, prioritizing melee units but also drawing in ranged ones if needed.
With this update complete we are another step closer to Beta which will be the next update. There is plenty we want to add and will be focusing on some big performance and visual improvements to the game. Besides that we also want to deal with as many bugs and issues as we can before beta so I want to give a big thanks to everyone who has sent in bug reports or told us about issues on the discord! Please keep them coming and we will do are best to get them fixed.
The full list of changes is below.
Changes:
New tech system for endless - Instead of purchasing technologies with the same currency as blocks, now each wave will grant a tech point that can be spent on a couple tech trees found in another tab of the purchase panel. Some blocks/actions/upgrades are locked until researched in the tree and wont show up in the card purchases until you have researched them.
Creative Mode Update - Rather than having all cards in hand at the start now you can freely add whatever cards you want by selecting them in a panel just like the endless mode card purchase panel. In addition tech is now also available in creative with techs being able to be activated for free.
New block - Archery Range. Works similarly to the barracks but produces archers instead of melee soldiers.
New Action - Rally. Place on tile or block to draw in some of the defenders on adjacent blocks, having them gather at the rally point instead.
Minor performance improvement when placing blocks and when blocks are destroyed.
Slightly reduced Battlement min range.
Changed the upgrade slot display on blocks to show even if an upgrade can not be applied to a block. Instead it now displays the slot in a different color and with an x through it so that the player can tell there are slots but that its not valid for the current upgrade.
Fixes:
Fixed an issue that caused enemy soldiers to sometimes spawn in the middle of the player's castle.
Fixed an issue with Siege Ladders and Battering Rams not correctly being cleared when leaving or restarting a level which would then cause them to pile up on the map.
Fixed an issue related to soldiers sometimes having trouble climbing blocks.
Fixed an issue with soldiers sometimes not being able to climb siege towers/ladders
Fixed battlements getting a larger increase to range from the range+ upgrade than intended.
Fixed soldiers not wanting to exit barracks blocks through the doors. Soldiers can now correctly leave through the sides of the block.
Minor fix to the 3 Lakes level where the edge of the water plane was visible due to being not large enough to cover the entire view.
Other minor fixes to some of the reported issues.
Alpha 6.3.3 Patch
Another small patch to fix a reported issue.
Some people have encountered a problem where their defenders were taking damage right at the start of the wave. I have been unable to reproduce this issue but this patch should give defenders a short period of invulnerability at the start of each wave and hopefully take care of the issue.
If you continue to encounter the problem after this patch please send in a report so I can take another look at it.
Alpha 6.3.2 Patch
Patch 2 for alpha 6.3 fixes a couple more issues that were reported.
Fixes:
One of the flags was not disabled properly and could still cause the crash related to the unity cloth component.
Fixed a minor issue related to projectiles.
Fixed an issue with the stone mason not healing blocks.
Fixed an issue with the repair card not healing blocks.