Alpha 5.1 - Under Siege is out now!


The focus of the Under Siege update was to fix as many bugs as possible and make some changes based on player feedback after the early access launch. We managed to pack a lot of improvements in and even managed to add the new Vault block that lets you build taller towers.
In the last update pathfinding was still having some problems but we managed to track them down and fix them. Enemies should no longer randomly get stuck and pathfinding should be more stable overall. Besides that is a new level - Crater, and a new block - Vault as well as several features requested by players. In November the focus will be on adding melee combat and the Discord voted block - the Moat!

Changes:

  • New level - Crater.
  • New block - Vault. Vaults can only be placed on the ground but they enable you to build 1 higher in that tile, letting you get a 6 block high tower.
  • Added a confirmation for returning to the map. 
  • Added a vertical camera view to make it easier to place blocks in the middle of your castle. You can switch by pressing the corresponding button or using the hotkey 'c'.
  • Adjusted the campaign difficulty. For each level the early waves are now a bit easier and the later waves are a bit harder.
  • Slightly improved the look of section damage and made the sizing consistent across all the blocks.
  • Added some new idle animations for defenders to make them less static.
  • Caltrops block now has as many displayed caltrops on the ground as the uses remaining. When damaging an enemy that walks into range one of them will be removed. This should make it slightly clearer when they deal damage and allows the player to see how many uses are left before the caltrops are gone.
  • Balanced Archer blocks - Set their fire rate back to the intended rate so they shoot faster than battlements, increased their range bonus from height slightly and added a corresponding accuracy bonus from height.
  • (Player suggestion) Added a replay button when you lose a level so you can restart without having to return to the map first.
  • (Player suggestion) Added an FPS limit setting to options, defaults at 60fps.
  • (Player suggestion) Added a button to clean up the level, removing any killed enemies from the map.
  • (Player suggestion) Added a control in options to change the scroll wheel sensitivity for those who find zooming the camera using the scroll wheel either too fast or too slow.

Fixes:

  • Major pathfinding fix. Enemies will no longer get stuck when trying to pass through a tile where a block was removed or destroyed.
  • Fixed - Several uncommon pathfinding issues have been fixed.
  • Fixed enemies sometimes spawning near the keep instead of where they were supposed to.
  • Fixed - Damage to alchemist now shows properly.
  • Fixed - The game speed controls in the options window now correctly adjusts when using the hotkeys and when starting a new level.
  • Fixed an issue where siege towers and rams could have trouble hitting ground level battlements.
  • Fixed - When purchasing an action in endless that can only be used during a wave it now properly shows the card as being currently unusable.
  • Fixed - Purchasing the longbow tech in endless now properly updates the range of archers.
  • Fixed a minor pathfinding issue on the River Delta level where some enemies would walk part way around the top of the keep before going inside.
  • Fixed - Chevals, Caltrops, and Pitch will no longer count towards raising the keep height.
  • Adjusted the look of the ocean cliffs level to improve the aesthetics.
  • Fixed an issue where the card info panel on the right of the screen could remain up when playing endless mode.

Files

Castle Constructor Demo Alpha 5.1 Linux.zip 116 MB
Nov 05, 2021
Castle Constructor Demo Alpha 5.1 Web.zip Play in browser
Nov 05, 2021
Castle Constructor Demo Alpha 5.1 Windows.zip 99 MB
Nov 05, 2021

Get Castle Constructor (Demo)

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