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