Don't own Castle Story or know a friend who doesn't? Now's the perfect time. :D
Enjoy & have a warm, fuzzy summer (or winter for our friends from down under!)
P.S: We're also live on Twitch! http://twitch.tv/SauropodStudio
Update 1.1.6 - The Desert Biome!
OH HEY! First things first, we're streaming live from the studio, today at 3PM EST (3 hours after this announcement is posted) on Twitch.tv/SauropodStudio and Youtube.com/SauropodStudio - we'll be playing this update and chatting about what's next for Castle Story!
Welcome to today’s changelogs! :D We’re pretty excited about this one because it brings something new to Castle Story that’s been requested quite often; a new biome!
Islands built in the desert biome look completely different from ones in the forest biome you’re used to. Instead of lush greenery, thick grass and comfy looking nooks and crannies, expect sandy dunes, dry shrubbery, cacti and sandstone!
The new Desert Biome is shipping with a new, official map made in the desert, allowing you to dip your Bricktrons’ feet into the sand right away! The map is named Pioneer Pass and it’s an Invasion, Sandbox and Conquest map that supports up to 2 players in multiplayer. It’s symmetrical, which makes it great for 1v1s!
In addition to Pioneer Pass, you can now select the Desert Biome when creating a new map in the world editor, allowing you to map using all the textures, plants and details we used in Pioneer Pass. Can’t wait to see your desert-y maps on the workshop! :D
Anyhoodles, here’s the nitty-gritty changelogs;
New desert biome.
New map using desert biome: Pioneer Pass.
New plants for desert biome.
New textures for desert biome.
New boulders for desert biome.
New trees textures for desert biome.
When starting a new map in the world editor, players are given a small chunk of terrain to start off of.
Bug fix: The host no longer sees the HP and cooldown bars of wards in the fog of war.
Bug fix: Fixed texture on one of the plants’ buttons in the World Editor.
And that’s that! Enjoy and be sure to share your desert maps on the Steam Workshop so we can check them out. :)
Team Corruptrons wins the first challenge of the Trons VS Trons event!
Hey folks!
Check out the two winning entries from Team Corruptrons and Team Bricktrons.
Team Corruptrons - DeltaHasAIDS
and
Team Bricktrons - EagleWatch40140
Both the winners won a CA$25 Steam Gift card, but in the end, DeltaHasAIDS won it for Team Corruptrons!
Check out all the comics submitted here:
Team Corruptrons : https://imgur.com/a/84S3K4Z
Team Bricktrons : https://imgur.com/a/sDHUunV
Curious about the Trons VS Trons event? Join the official Castle Story Discord server and check out the 'TRONS VS 'TRONS category on the left!
http://discord.gg/CastleStory
Announcing Sauropod Studio's new game: Mirador!
Hey everyone!
The time has come! We're excited to finally announce our new upcoming indie game :D! Watch the announcement video on Youtube.
https://www.youtube.com/watch?v=Sr2Ns-Bg2HQ
Thank you for all your support across the years, this is only possible thanks to you and we love you for it.
Support for Castle Story will continue. :)
http://miradorgame.com
Update 1.1.5 - Tunnel & Quarry Toggles!
Show of hands, how many of you usually end up with a 85% more stockpiles filled with bricks than you need? This update’s for you!
<*> Added resource toggles on the quarry and the tunnel, allowing you to instruct Bricktrons not to gather stone, brimstone or iron. Instead, Bricktrons working on that task will destroy the resources that are toggled off instead of bringing them back to c clutter your stockpiles! In longer games, a reduced number of stockpiles in your game will improve performance.
<*> Quarries now capped at 8 instead of 4 automated Bricktrons.
<*> There are changes on the horizon.. literally.
<*> Fixed the hotkey for Blueprint Management not working.
<*> Added a label to the menu/home button for its hotkey: F10.
<*> Minor changes & fixes in the localization.
You have fun and don’t stare at the sky too long, there are Corruptrons on your doorstep!
P.S: Tomorrow's the deadline to join one of the teams for our Trons VS Trons event! Don't miss out. :D
https://steamcommunity.com/games/227860/announcements/detail/1660017545851168479
The TRONS vs TRONS event has begun! Win some awesome prizes :D
Hey everyone! Welcome to the TRONS vs TRONS event! We have a ton of prizes to give out, ranging from Steam gift cards, to Castle Story Steam keys & IRL goodies (t-shirts, stickers and whatnot)
The event has some friendly competition between Team Bricktrons and Team Corruptrons.
The event happens entirely on the Castle Story Discord server
To sign up, visit http://discord.gg/CastleStory and check out the #the-teams channel!
So join us on the official Castle Story Discord & enjoy the event! :D
http://discord.gg/CastleStory
1.1.4 - THE HOTKEYS UPDATE!
Hi!
This update is something we’ve wanted into the game for quite a while now, but finding a logical hotkey for every thing in a game like Castle Story has proven to be quite the headache. But we’ve done it!
Today’s update will add hotkeys to almost everything in the game and changes some of the keyboard’s usability to a more user friendly approach.
Also, we’ve slipped in some changes to the balance of military units. Here’s the full changelog;
Hope you folks enjoy and, as usual, let us know what you think. :)
HOTFIX - WARD LINES IN MULTIPLAYER (& A TOURNAMENT!)
Howdy!
A little bird told us there was an illicit, fight-club like underground hidden tournament being organized by blood-thirsty members of the community in which Castle Story players face each other off at PvP battles in the game.
In light of this competition and considering, from what we’ve heard, that if you die in this tournament you die IRL, we’ve decided to divert some effort to fix an old bug that made multiplayer games a little unfairly biased towards the person hosting the game;
- Fixed an issue where the host would see the energy lines of other players’ wards in the fog of war.
Enjoy and good luck to everyone taking part in this tournament. :)
Hey hey hey! We’re back at it again with the updates and this one will seriously improve the fluidity of the Bricktrons.
We’ll jump right into the big change; we’ve adjusted the Bricktrons’ pathfinding AI to allow them to calculate paths through each other! No more traffic jams, bumping and switching resources, which tended to slow things down.
Besides the obvious increase in speed and fluidity when they’re building, this change will affect other things; Bricktrons will now actively try to path through each other when there is no other path, or if the detour is slower. Also, they won’t switch their load anymore when bumping into another Bricktron. They’ll just keep walking towards their goal without pausing.
Any unit can pass through any unit now, making it much easier to manage your archers on one-brick-thick walls. Haha, one-brick-thick, sounds like a rap album. ˢᵒʳʳʸ⋅
You may be worried that stacking units will allow players to stack a quadrillion Knights on the same voxel and make Stacks of Doom à la CIV 4? No worries – Bricktrons will smoothly swoop outside of each other if they’re stacked on the same voxel. They may communicate in oofs and aahs, but Bricktrons have a pretty solid notion of personal space. Oh and combat units can’t stack while fighting and your Bricktrons can’t pass through enemies. B A L A N C E.
But wait, there’s more! Download now and enjoy these extra great updates, for the low low cost of whatever you’ve already paid for the game:
Bricktrons will now better spread out in harvest tasks, meaning they won’t bundle up on the same tree or the same boulder and work more efficiently.
Tree stumps now require less hammerin’ to get rid of.
Sentinel wards now occupy the voxel above them, stopping players from covering it by accident and making the Sentinel’s projectiles collide with it and never actually fire at enemies, then we get 43 support tickets asking us why their sentinels won’t shoot anymore.
Bricktrons can now reach and build wards that are on a third voxel of height, without stairs or whatnot, just like they can with Bricks since update 1.1.1
We did some work on the tooltips panels to make them cheaper performance-wise.
Fixed an issue that was making Bricktrons think twice as long as they normally should to find a blueprint to use their resource on.
Fixed an issue where, if you dug or placed something under the Idle group marker, it would freeze Bricktrons until you manually moved them.
We hope you’ll enjoy this update as much as we do and as always, thank you for your suggestions, bug reports and feedback! Keep ‘em coming.
Hotfix 1.1.2a
Hey folks,
Here's are the changelogs for a hotfix we shipped last Friday. Sorry for the delay in posting these. :)
- Fixed CTRL + D hotkey not duplicating selected blueprints.
- Fixed missing names when hovering tasks, bricks and structures in the left side panel.