A small patch just to fix a couple reported issues. As usual let me know if you encounter any issues with the update. Seaside level had an extra center tile. This resulted in spawner blocks being unable to send units to the keep. Added back in the ability to switch to a more top
A small patch just to fix a couple reported issues. As usual let me know if you encounter any issues with the update.
Seaside level had an extra center tile. This resulted in spawner blocks being unable to send units to the keep.
Added back in the ability to switch to a more top down view using the 'v' key.
Another small patch. Updated Unity editor and the pathfinding package to solve a few issues. The in-game bug reporter has been depreciated. Please send further bug reports via email ([email protected] , the discord, or steam discussions. Edit: Also fixed the left arr
Another small patch.
Updated Unity editor and the pathfinding package to solve a few issues.
The in-game bug reporter has been depreciated. Please send further bug reports via email ([email protected], the discord, or steam discussions.
Edit: Also fixed the left arrow in endless level selection.
A small patch to fix the unity security issue that was recently found as well as update to the latest version of unity and the pathfinding system. If you encounter any bugs or issues please report them using the in game bug reporting tool, in the discord, or here on Steam in disc
A small patch to fix the unity security issue that was recently found as well as update to the latest version of unity and the pathfinding system.
If you encounter any bugs or issues please report them using the in game bug reporting tool, in the discord, or here on Steam in discussions.
Just a small fix for a reported issue. The number of stone walls bought in endless was not being reset on starting a new level. Due to this purchasing a stone wall or buying the sawyer tech could cause the current price to jump up to a higher amount than intended.
Just a small fix for a reported issue.
The number of stone walls bought in endless was not being reset on starting a new level. Due to this purchasing a stone wall or buying the sawyer tech could cause the current price to jump up to a higher amount than intended.
A small patch to fix issues with 1.2, the full list of changes and fixes can be seen below. Changes: Added a star indicator for levels that have been beaten twice. Second victory reward is no longer shown for levels that give 0 coins. Fixes: Fixed an issues that caused tokens fro
A small patch to fix issues with 1.2, the full list of changes and fixes can be seen below.
Changes:
Added a star indicator for levels that have been beaten twice.
Second victory reward is no longer shown for levels that give 0 coins.
Fixes:
Fixed an issues that caused tokens from levels beaten twice to be lost.
Fixed an issue where some achievements didn't account for levels being beaten twice.
Fixed an issue where if the player clicked on a card just before the side panel appeared from mouse over the side panel would not show up at all.
1.2 is a small update with a couple fixes, some campaign changes, and a couple new techs. Now when playing the campaign if you get stuck you can go back and replay earlier levels a second time for half the normal coin reward. Along with this three new techs have been added at the
1.2 is a small update with a couple fixes, some campaign changes, and a couple new techs. Now when playing the campaign if you get stuck you can go back and replay earlier levels a second time for half the normal coin reward. Along with this three new techs have been added at the top of the tech trees that you can spend all these extra coins on. See below for details and the full changelog.
Changes:
Melee defenders can now go after enemies at a bit further of a range and will follow them further as well.
Campaign levels can be replayed once for half the original gold reward.
Added new tech - Double Shot. Gives ranged defenders a 20% chance to shoot a second arrow.
Added new tech - Fire Pots. Rams take retaliatory fire damage when attacking one of your blocks.
Added new tech - Parry. Melee defenders have a 33% chance of not taking damage when attacking an enemy soldier.
Fixes:
Fixed an issue letting battlements be built at height 4.
1.1.8 is a minor update with additional fixes to reported issue and some minor adjustments to the camera. Changes: Battlements can now be built at height 4 when on a tower starting with a Vault. Added a 'quit game' button to the options menu to allow for quickly exiting without h
1.1.8 is a minor update with additional fixes to reported issue and some minor adjustments to the camera.
Changes:
Battlements can now be built at height 4 when on a tower starting with a Vault.
Added a 'quit game' button to the options menu to allow for quickly exiting without having to return all the way back to the main island of the menu.
Added right click drag as an additional way to move the camera around.
Added faster movement using 'wasd' when holding down 'Shift'.
Slightly increased the normal movement speed.
Fixes:
Fixed an issue where some enemies would not appear in a level due to an oversight in the code handling which enemies could be selected to come in next. This resulted in a chance of later game enemies never being added to the list and thus never showing up even when getting to wave 100+ in endless.
Game will no longer get stuck on the transition screen if clicking the triggering button again before the transition completes.
Fixed an issue where the game would softlock if the player lost during the transition when returning to the map.
Made sure that the reporting tool can be closed if an error occurs when submitting a report.
Visual effect for Battle Drums will now correctly reach the full height of the tower even when using vault.
A small patch to fix some reported issues. List is below. Changes: Archers: Improved accuracy when shooting at enemies that are climbing or standing still at the top of the keep. Fixes: Endless: Sawyer tech now correctly applies even if the tech is purchased after a stone wall ha
A small patch to fix some reported issues. List is below.
Changes:
Archers: Improved accuracy when shooting at enemies that are climbing or standing still at the top of the keep.
Fixes:
Endless: Sawyer tech now correctly applies even if the tech is purchased after a stone wall has already been purchased in the current wave.
Endless: Card unlock points are now properly reset when starting a new level and players will start with 1 point.
Archers: Adjusted how shooting arrows is handled to catch some cases where the arrow could collide with the unit shooting it and be removed right away.
Bug Reporting: Made sure when there is an error in submitting a report the error message can be closed by clicking on it.
1.1.5 is a minor update with improvements to the camera, water, and skybox as well as fixes to several reported bugs. Changes: Updated Camera: The camera has been improved with the player now having more control over it. You can move in and out with 'w' and 's', up and down with
1.1.5 is a minor update with improvements to the camera, water, and skybox as well as fixes to several reported bugs.
Changes:
Updated Camera: The camera has been improved with the player now having more control over it. You can move in and out with 'w' and 's', up and down with the mouse wheel, rotate as before with 'a' and 'd' and holding down the mouse button will also allow you to look around from the camera's current position. This will allow players to get better angles on what they are trying to look at, both for block placement and for aiming volleys, catapults, and ballistae.
Updated Water: The water has been improved so it no longer looks as flat.
Updated Skybox: Before the sky was a flat color since the camera would only ever see a small part of it. With the camera changes it has now been updated to match the day/night cycle and have some more detail to it.
Ballista: Slightly increased the splash range as it was struggling to catch any enemies within the small radius it had.
Fixes:
Fixed an issue where units that got knocked down were not properly clearing a movement flag which resulted in units being knocked off towers from sometimes thinking they were still where they were supposed to me. This led to some units remaining at the base of a tower instead of moving to climb back up.
Fixed an issue with the in game pause menu where it could remain up even when returning to the map.
Fixed archers within the Archer block floating a bit above the floor instead of standing on it.
Fixed several null reference errors and other minor issues.
This patch fixes some more reported issues. See the list below. Fixes: Levels - Fixed the edge tiles on the Flood Plains level not properly being set as unbuildable. Targetting - Fixed an issue with aiming volleys, catapults, etc where the end point would jump around while the mo
This patch fixes some more reported issues. See the list below.
Fixes:
Levels - Fixed the edge tiles on the Flood Plains level not properly being set as unbuildable.
Targetting - Fixed an issue with aiming volleys, catapults, etc where the end point would jump around while the mouse cursor was near enemies.
Keep - Adjusted pathfinding to keep enemies from getting stuck at the base of the keep.
This is a small update to fix a problem where the game was not properly granting achievements. All achievements should now properly trigger. If you are still encountering any issues unlocking achievements please send in a report.
This is a small update to fix a problem where the game was not properly granting achievements. All achievements should now properly trigger. If you are still encountering any issues unlocking achievements please send in a report.
Version 1.1 brings a couple more fixes and the addition of achievements to the game. Nothing too major, just 9 simple achievements that can be unlocked. If you experience any issues with them not unlocking please let me know. Changes: Achievements - Added 9 achievements to the ga
Version 1.1 brings a couple more fixes and the addition of achievements to the game. Nothing too major, just 9 simple achievements that can be unlocked. If you experience any issues with them not unlocking please let me know.
Changes:
Achievements - Added 9 achievements to the game.
Fixes:
Campaign - Forest Hideout should now properly spawn the ambush soldiers.
Campaign Map - Final level unlock progress is now hidden when the final level has been unlocked.
Keep - Adjusted code to deal with enemies that get stuck inside the keep.
Keep - When build phase starts any keep defenders stuck at the base should now be teleported back to their proper positions.
Ranged Soldiers - Made an additional adjustment to prevent a null reference.
Siege Towers - Made an additional adjustments to prevent a null reference.
So far the game seems to be pretty stable and working well based on the limited number of reports we have received. However there were a few minor issues which this patch should take care of. If you are still encountering any problems with the game please send in a report or post
So far the game seems to be pretty stable and working well based on the limited number of reports we have received. However there were a few minor issues which this patch should take care of.
If you are still encountering any problems with the game please send in a report or post it on the discord.
Fixes:
UI - Fixed a ui issue where both the "Final Wave!" text and the current wave number would both be shown during the final wave on campaign level with more than 15 waves.
Siege Towers - Fixed a potential null reference when trying to connect to a tower.
Ranged Soldiers - Made some changes to avoid a weird unity issue.
After a lot of time and effort Castle Constructor is releasing! The game has come a long way since it first entered early access and now it's finally ready. There are likely still a few bugs remaining but the game is currently pretty stable based on reports. In the coming weeks w
After a lot of time and effort Castle Constructor is releasing! The game has come a long way since it first entered early access and now it's finally ready.
There are likely still a few bugs remaining but the game is currently pretty stable based on reports. In the coming weeks we will continue to work on fixing any remaining problems with the game so please continue to report any issues you encounter.
A big thanks to all who supported us in early access, for their contributions in both suggestions on how to improve the game and for reporting any bugs or other issues they encountered.
The release patch, fixing the last couple reported issues with the game. If you are still encountering any problems please continue to report them and we will do our best to get things fixed soon. Changes: Reporting Tool - Changed the reporting tool to have it include the save fi
The release patch, fixing the last couple reported issues with the game. If you are still encountering any problems please continue to report them and we will do our best to get things fixed soon.
Changes:
Reporting Tool - Changed the reporting tool to have it include the save file by default.
Fixes:
Repair Action - Fixed an issue introduced with the previous changes. Previously trying to use the card on an empty tile would result in an error.
Save Issues - Added some error messages for a couple potential save issues instructing those who encounter them to send a report with the save file included so we can determine what went wrong.
Patch 1.9.5 has several more changes including some victory music and some level improvements as well as several important bug fixed. Check out the full list below. Changes: Campaign - New victory music when beating a level. Balance - Lowered the point values of Buckler, Shield,
Patch 1.9.5 has several more changes including some victory music and some level improvements as well as several important bug fixed. Check out the full list below.
Changes:
Campaign - New victory music when beating a level.
Balance - Lowered the point values of Buckler, Shield, Tower Shield, and Champion units. (They now take a lower portion of the wave's 'budget').
Balance - Halved the fire rate of murder holes. Increased the armor damage of the rocks it throws.
Balance - Decreased the accuracy of the catapult so the rocks would spread out a bit more.
UI - Adjusted the positions of some UI elements and their scaling to fit within the screen when the game is played at a 3:2 aspect ratio.
Music - Slightly increased the music volume
Music - Increased the fade time between the build and battle music when starting a wave.
Levels - Added weather effects to the size 12s.
Levels - Made some improvements to the Outpost, Three Lakes, and Bay level.
Levels - New size 12 level, Hills and Lakes added to creative and endless.
Repair Card - Now properly checks if there is any damaged in its range and prevents using it if it would just be wasted.
Fixes:
Campaign - Fixed tokens with 3 actions not being rewarded or shown in the deck builder.
Campaign - The hand is now properly disabled when selecting a new token pack.
Creative - Fixed the flat level in creative leading to an unfinished level instead.
Creative - Fixed an issue with winning and losing at the same time.
Physics - Fixed an issue that could sometimes occur with collisions.
Physics - Fixed an issue that would occur when the main catapult rock impacted a siege unit.
Physics - Fixed an issue with Covered Ram armor that prevented it from working correctly.
Physics - Made some adjustments to stop the wild arrows that sometimes got fired straight up.
Siege - Fixed an issue with siege units that could prevent them from being killed at the end of a wave.
Siege - Fixed an issue with targeting rams that caused shots aimed at them to be really off.
Siege - Fixed an issue where soldiers leaving a siege tower would slide across the top of a block instead of walking.
UI - Fixed the Info panel blocking clicks when the mouse was near it.
Pathfinding - Fixed an issue where soldiers were allowed to climb up through rocks.
Wave Generation - Fixed an issue where neither Javelin nor Crossbow enemies would show up.
Patch 1.9.3 adds a couple more adjustments and improvements to the game along with some important fixes to bugs in the previous versions. Check out the full list below for details. Changes: Ballista - Reduced the splash damage and knockdown radius a bit. Increased damage to siege
Patch 1.9.3 adds a couple more adjustments and improvements to the game along with some important fixes to bugs in the previous versions. Check out the full list below for details.
Changes:
Ballista - Reduced the splash damage and knockdown radius a bit. Increased damage to siege a bit and made it easier to hit some siege units with the ballista.
Catapult - Reduced the splash damage but increased the number of rocks thrown.
New level modifier Lone Trebuchet. Added to the three lakes level, enemies will get a single trebuchet to attack your blocks after a couple waves.
Block Images - Adjusted the look of the Machicolations block image to make it more distinct from that of the Crossbow block.
Campaign Token Stash - Added scroll bars to the stash so you can see when there are more tokens outside the view and have another way to change the page.
Campaign Tech Tree - updated the tree to allow returning an entire line of techs instead of just the last one. Returning a tech will return any others that require you to have that tech.
Fixes:
Fixed Stone Mason not being available in endless mode.
Fixed an issue that caused the last level in the demo to not show up.
Fixed the Under Siege modifier only giving the enemies a single trebuchet instead of several over time.
Fixed an issue where soldiers thought they were climbing. This led to soldiers walking in place when stationed on a block and could prevent ranged defenders from shooting.
Fixed a minor issue with the catapult arm animation.
Fixed the secret menu buttons which were not properly changing the color of the defenders to match the flags.
A small patch to fix a couple issues with the game. Some of the changes may have an impact on performance. Please let us know if it is significant. Changes: Machicolations - Increased the spread on the activated attack so it covers a wider area. Murder Holes Tech - Decreased the
A small patch to fix a couple issues with the game. Some of the changes may have an impact on performance. Please let us know if it is significant.
Changes:
Machicolations - Increased the spread on the activated attack so it covers a wider area.
Murder Holes Tech - Decreased the speed the keep will throw rocks at enemies as it was a little too powerful.
Desert Dunes Level - Reduced campaign difficulty for this level a bit since the level modifier on it is particularly challenging.
Campaign - Set all size 10 levels to be 10 waves. Previously 2 of the levels were set to 9 instead.
Turret Block - Minor adjustment to decrease its firing angle so arrows wouldn't go as high and would reach enemies sooner.
Music - Slightly reduced the music volume
Tech Tree - Made locked techs slightly darker to better distinguish them from techs that are unlocked by which the player doesn't have enough currency for.
Targetting - Adjusted how blocks target siege weapons to make them more likely to hit the armor instead of bypassing it so often.
Player Hand - During the build phase, cards which cant be played in that phase will be slightly lowered to make it clearer which can be used.
Fixes:
Fixed an issue with the demo campaign where an error would prevent saving progress.
Fixed an issue with camera rotation where it would slow down and get jittery when the game was slowed for aiming a block or volley.
Removed the Changing paths modifier from Mountain Lakes as it was not supposed to be on that level.
Fixed an issue that caused the chest shown on the victory screen to shake faster on higher game speeds instead of being consistent.
Fixed cards granted by the Resupply level modifier not being improved by the player's techs.
Made a couple changes to hopefully fix issues with rendering on webgl.