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Genre: Strategy, Indie

World of Castles

Patch 0.0.03H hotfix

Greetings,



We found that by fixing some issues we made few extra and worse ones, fortunately, easy to repair. So we are releasing better version of patch 0.0.03H

key changes
- stone stairs save again
- excluded non-physical collisions for corners/ faces (correct visibility)
- non-physical collisions could prevent build some blocks (e.g. railing)
- improved preview of palisade blocks (copy terrain)
- castle names will no longer truncate
- on map "mountains" there was a missing block in platforms
- reworked block preview navigation (e.g. when building on floors)
- Gate drawbridge LoD size and position correction.
- removed flickering faces from basilica's transepts
- lifted water lilies (because they were underwater)
- equipment is no longer destroyed inside donjon columns.

Thanks for understanding

Patch 0.0.03H

Greetings fellow lords!
In this patch, we focus on remaining issues caused by game loading or returning from walk mode. Also we focused on huge castles issues. And fixed visual issues of some blocks.




Key Patch updates:


Main changes of the patch are related to correctly load your game as sometimes some trees or terraforming did not load correctly. There were also a lot of issues when returning from walk mode under certain conditions. We also improved graphical issues of many blocks. And lastly, we would like to say, that we cleaned up donjon category and reordered blocks to make better sense.

Changes Made:



- donjon gate got stairs for easier reach of the opening mechanism
- fixed issues related to loading map
- reworked donjon rails - now they will fill gaps when they do not detect columns.
- improved collision detection, when removing blocks with holes e.g. roof support.
- removed dust when loading/ clearing map
- improved LoD's of gates
- Basilica frescos repainted.
- fixed issue with black water on map "mountains" with the reflection:off.
- fix church bell will no longer ring additionally at a wrong time.
- new blocks
- donjon corner replaced by a smaller corner block
- removed condition of the necessity of always having the throne.





What does this mean?



Improved collision detection:


Some objects were hard to hit on destroy and sometimes lead to the destruction of objects behind them. In this way we added extra colliders, which fill these gaps of objects, so delete will hit the first object regardless if you point on directly its mass or not. These colliders are abstract means, it will not affect any collisions and are also removed in battles as they would have no purpose there.

Load map issues solved:



Donjon rails rework:


Donjon rails fit well between two columns, but when you wanted to place them, where there were no such columns, there were empty gaps. So we added mechanics, which check if the rails are connected to any wall, or they should connect themselves.


Replaced donjon corners:


Donjon corner walls have been removed from the game, so if you had some you will see blank spaces instead of them. We added just one smaller corner block, with this one you will get more freedom in designing donjons.

New throne condition:


The game will allow you to remove throne or objects which would affect the throne. You will also be able to save the game without having any throne. Now you are only unable to take a walk mode without the throne, as it is a place where the player spawns.

Main issues fixed:


Loading map could not remove some removed trees
Loading map from the building mode did not remove terraforming, minimap and grass differences from the current state.
Fastly removing blocks could lead to some spaces, where was unable to place any block.
Leaving walk mode could break minimap position, or keep some variables, which would affect next walking mode before leaving the game to the main menu.



Release status


released for all platforms

Patch 0.0.03G

Greetings fellow lords!
At first, we would like to apologize for recent stabilization issues. We changed a lot of core code which caused some new issues or even returned old ones. We would like to special thanks to Miro, who helped us find a lot of issues. Also, we would like to thank anyone who gave us any kind of feedback.




Key Patch updates:


Patch 0.0.03G is another stabilization patch. We have focused on rest parts of the game which caused severe issues. In this way, we have reworked tree removal/return and planting algorithms. Did some little tweaks to grass or distant trees sprites. You can see hints during scene loading. Besides that, you can see changed all wall extended battlements which are now way slimmer. Also, you can find few more new blocks as usual.

Changes Made:


- Trees removal/return and plant algorithms reworked
- Grass grows less organized.
- Distant trees sprites now face correctly to a camera.
- Hints appear when loading.
- Blocks with exposed battlements reworked (way thinner wall)
- New platform blocks and passage block in strong ramparts
- Fixed crash when planting a tree.
- Fixed crash on load, when it tried to load removed trees
- Fixed crash, when building the nearby edge of a map
- Fixed crash, when building nearby flag
- Church bells now respects your sound settings.
- edge of map moved slightly to not project edge on closest blocks.

- temporarily disabled category: Defensive devices.
- temporarily disabled destruction precalculation.





What does this mean?



Stability is current priority:


Crashes made impossible to play WoC, and as even after the last patch some crashes remained. We focus on to solve them. Unfortunately, errors are visible only in dev versions or inside logs. Casual gamer see only it starts behaving weird sometimes crash absolutely.

Trees removal/return and plant algorithms reworked:


working with trees did not work correctly and threw some errors under some circumstances. So we reworked system and now returning removed trees does not cause any lag and are returned correctly. Now it also removes bushes, which in previous versions withstood any attempts of removal. Planting new trees still cause some lag as it needs to render shadows and area on a minimap. But it also should be way faster than before.

Battlements rework:


We got some reports that some ramparts are unrealistically extended out of the wall. That was true fact and we made these blocks just 1 stone size thick. (4x thinner).

Temporarily disabled stuff:


We found some severe memory leaks with catapults. This caused an error when moving far away from the catapult or leaving catapult after operating with the catapult (e.g. shooting). Combined with placeholder quality of this cathegory we decided to disable it for some time. There is a second reason that we can skip destruction precalculation phase because there is nothing that can destroy your castle. This precalculation was designed up to 1000 blocks. Means on way more complex castles it would take a long loading time making walk mode impossible. So skipping destruction, we can skip loading time to walk mode. We plan to return destruction with siege mode. We will just have few times speed up precalculation process (this should be done when we would replace physics methods with math ones).


Release status


released for all platforms

0.0.03F hotfix



We apologize, probably during packing game, it duplicated game management scripts in map mountains. Causing that with 50% it loads broken scripts or working scripts. So it passed through quick tests as we, unfortunately, had luck. In another way, it would spawn camera beneath a terrain and your load would not load at all.


Patch will be ready within an hour for windows and up to 3 hours for other platforms

It also comes out with:
-2 new blocks of wooden battlements suitable on that 4m diameter rounded blocks in strong ramparts.
- a fixed icon in strong ramparts for the arch.
- 1 crash fix when you moved preview very fast out of borders.

Again we apologize for the inconvenience what you have experienced with this issue. Thank you for your feedback, so we could fix this very fast.

Patch 0.0.03F- Ducktape for your castles

Greetings fellow lords!

In recent patches, we have reworked some core codes, which lead to worse game stability, some visible or hidden crashes. Simple there was a lot of dark magic. So Spanish Inquisition ordered a game purification.



Key Patch updates:


We bring fixed many crashes and other errors. Or scene dynamic batching for lesser draw calls on your GPU. Merged with combat branch (accessible for those who have dev key)

Changes Made:


- Statics classes reworked, fixing known crashes and miscalculations
- Scene draw calls reduced (combined trees shadows, and distant trees)
- terrain tessellation values corrected.
- Added new inventory category - rounded towers with bastions
- added some missing blocks in multiple categories
- load crash of huge castles fixed (it did not load huge castles)
- terraforming speed 4x
- terraforming update terrain collider and LODs after 5s of stop editing terrain
- sheat/hide sword and 3 attacks & 3 defends available in walk mode
- combat main menu & duels for dev-key users
- delete key - hard block removal (removes blocks with broken statics)




What does this mean?



Statics classes reworked:


The main feature of this patch. Once an error occurs in the game it stops working properly (showing other objects, freezing, saving weird blocks, disappear, making blocks unable to remove etc.) And after last few patches, this was a place for many errors. So expect game should crash far less often.

Scene draw calls reduced:


this should send 60% less separated new scene objects to be painted on GPU. Although we see a huge jump in engine editor performance, we did not notice much improvement in the built game. Probably it is very dependant on your GPU.

terrain tessellation values corrected:


There was an inverted value by mistake. So if you set the best quality, you got potato results and vice versa.

load crash of huge castles fixed:


If you built a huge castle, you could see next time you run the game that some parts of your castle are missing... This was caused by wrong data type index, which could hold up to like 6 000 blocks. With this patch, you should be able to load your broken castles correctly, if you did not overwrite save.

hard delete:


As there were plenty ways how to break statics leading to unremovable blocks, we have added a new kay available during EA. If you point the cursor on the broken block and press delete button it will delete block regardless of statics.This is not recommended to use as a default way to remove blocks with correct statics as it might break statics of surrounding blocks or make them fly.

combat main menu & duels:


In this patch, it remains locked for most of the players. The reason is simple, we are still not satisfied with the result and we need more to work around fight system. Focus more on animations and make it more enjoyable. Also, we want to make it more accessible for our close advisers, testers etc. This could affect the loading time of the main menu. As a side effect, you can use a sword in walk mode. You can sheat sword by click mouse button and hide it with "H". Left mouse button is related to attacks, right to defends. If you move the mouse when holding a mouse button you point a sword into 3 directions.

Patch 0.0.03E - Introducing shovel manual for your peasants!

Dearest friends and royalty.

With this update, we would like to finally get rid of our old arrears. In shortcut sometimes happened that block could not be removed after load, default house had broken statics, building multiple objects in line could cause huge lag or removing soil from your castle was somehow impossible. So most of the things you have reported us in bug section or in reviews. We are glad, that you give us your feedback and we are happy to see even more ideas, reports and suggestions from you in the future! Thanks.

Key Patch updates:


The save mechanics have been updated and your old saves will no longer work properly. Please read below!

Changes Made:


- Save game mechanics.
- Game optimization and build/deconstruct lag reduction.
- further block optimization.
- Donjon floors reworked.
- Big-Block multi-build option.
- Terraforming issues fixed.
- New blocks have been added.
- Throne models have been replaced.
- Donjon columns added.
- Fixed smaller issues.


What does this mean?



Save game mechanics:


The save game mechanics have been restructured and coded to allow for improved performance and the alteration of those pesky blocks that didn't want to be removed! Unfortunately, all old saves will no longer work correctly.

Game optimization and lag reduction:



we all know how frustrating those pesky blocks can be. well, no longer will they hold us back in our triumphs!
With adjustments and tweaks to the interface, you will now find that placing and removing blocks speed has doubled! Building blocks in the line will benefit even more.

Big-Block multi-build option:


The ability to add multiple large blocks in a line has now been added to the system. now you can build your towers or palisades at a greater speed.

New blocks


Donjon columns and thrones have been added and the existing Donjon floors have been reworked to now allow wooden beams to carry tiled floors on top of them. Bridges now have ramps. Some models were updated like Transept and its wrong foundations. Arches and other blocks with columns have updated foundations also with columns.

Optimisation:


As mentioned above the building and removing block speed and efficiency has been doubled! Scene LoD improvement should bring 1-3 extra fps increase in the overall game performance. Grass density settings got more flexibility allowing you to set low or none grass correctly (No change for high densities).

Terraforming


Where that stubborn soil didn't want to be removed from on top of your blocks has now been fixed.
Terraforming speed has been also increased and optimized by 20%

We would like to thank you for your continued support and comments regarding bugs and issues we like to try and address all of them with speed and efficiency and hope that you are enjoying the fixes and improvements.

Release time 8.3.2018 11:00-13:00 UTC related to your OS

Don't forget we have a discussions board:
http://steamcommunity.com/app/619430/discussions/

Discord group:

https://discordapp.com/invite/rBudrde

Patch 0.0.03D - The grass is always greener when the church bells ring!

Kings Queens and nobleman! Today is the day for a journey. A journey that
will take you back to a medieval Europe a time when great cathedrals
triumphed all across the land.

With this latest update, you can build your very own cathedral walk across cleaner more detailed grass and let those bells ring out across the lands!

Changes Made:

- GPU grass.
- reworked options connected to grass settings.
- further block optimization.
- Increased castle size limits.
- new map selection GUI
- Basilica blocks.
- added a new interior tiled floor.
- Unit avoidance.
- saves of unit patrol paths
- Fixed many issues


What does this mean?


GPU Grass: (system impact reduction + Graphical improvement)
The grass has received a makeover! Flying grass should now be a thing of
the past. The grass has become lighter and denser for a better feeling on the
toes!

Increased Capacity and optimization: (system impact reduction)
We have increased the building block capacity to an unlimited amount along
with optimizing the blocks to better perform in the game allowing you to
create more magnificent fortresses.

New Map Selection GUI: (Graphical Improvements)
The Graphical user interface for map selection has greatly improved.

New Basilica Blocks and tiled floor - (Romanesque architecture)
relating to a style of architecture you can now build your very own
Romanesque cathedral! Just be careful that the bells don't wake your
enemies.

You can now style your floor with our new interior tiled floor.
New unit avoidance - (Graphical Improvements)

Player units will now avoid each other instead of having a visual human
biology lesson.
Now you can die safely in walking mode! Do not afraid of not respawning, or get scared of shaking your dead bodies.

got annoyed as you set your soldier to walk over your castle and when reloading the game. He stayed and stared on you? These times are over.

You will no longer kill entire garrison walking on ramparts when trying to check structural integrity

Prepare for a new patch! (0.0.03D)

New patch of WoC about is right behind the doors. Right now we are finishing internal testing. After fixing newly created critical issues we are about to release it out. Take a look on some quick sneak through, what you can expect.

WoC Roadmap

Ladies and gentlemen,

we would like to proudly reveal our work plan. How we would like to spend a year 2018 in our studio. Feel free to ask any questions about future of WoC ;)




click to show at full screen

0.0.3C hotfix




Today we have released hotfix solving these issues:

- fixed performance drop after game load
- fixed error when building any bergfried part (side effect was a visible corner stones)
- fixed issue when pressing the icon of invert block did not immediate select correct inverted block
- 2 trees on the second map had broken shadows
- changed block of Don-Jon new gate.
- fixed bug, when removing some blocks prevented build preview to place block on the same place.