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Offline Asid

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Re: World of Castles
« Reply #15 on: May 19, 2018, 08:20:29 PM »
Patch 0.0.03H
19 May - Hammer Games   

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
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Offline Asid

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Re: World of Castles
« Reply #16 on: July 05, 2018, 12:21:43 AM »
Patch 0.0.03I - All nations together!
4 July - Hammer Games   

Greetings fellow lords!
We finally bring the game to whom does not understand much of English. As well we wanted to improve the game in a way of performance of big castles as well finally add more skies, so the game will not always look the same.




Key Patch updates:
In this patch, we focused on support for foreign languages, so you can play the game in German, Spanish, Turkish or Czech... (French translation got delayed and will be published in hotfix). Beside that we improved the performance of lights and blocks, so you can build again bigger castles at better performance. We made more skies, so it will not always look absolutely same. Ramparts got a diet and now fit well aside bridges. And many new objects are added to the game.

Changes Made:

- Faster main menu loading & faster game loading by few seconds
- further older blocks optimization
- Furniture placeholder models simple optimizations.
- Weapons in holders replaced with newer ones.
- Lights optimization ( candle's lights blends into one light after few meters and disappear on distance)
- models and textures fixes (seams between objects, wrong materials etc)
- randomly select one of 6 skies (you can change it with T hotkey - later we plan that night & day cycle will change the sky for next day)
- water with the reflection of improvements & fixes
- Ramparts are slimmer (80cm -> 40cm) and now fits to bridges blocks.
- new blocks - Ramparts for 4m diameter rounded walls. Some missing DonJon roofs. Well.
- New objects - 8 Candles.
- reduced size of some oversized furniture to fit better in rooms.
- Small objects (candles, plates..) can be put onto flat object surfaces (tables, wardrobes...)
- Translation supported (German, Spanish, Turkish, Czech) Sorry that french is not included as it was not finished yet by our translator.
- FPS test removed in settings. Instead, you can display FPS directly on the screen.
- Fixed terrain will no longer drop 20cm under its collider on load directly from the building mode.
- Fixed crash on leaving game near the edge of the map
- Fixed crash when restarting world with destroyed trees and somehow lost their reference.
- Fixed issue when placing block not attached to block underneath, caused unable-to-remove case.
- Fixed issue when fireplace placed to an inner wall had a white wall inside.

What does this mean?

Language support:
We added a flag to main menu scene. If you click on the flag you can change it between English, US (it is same as English), German, Spanish, Turkish, Czech. French is translated just from 40% so we decided to not delay this patch anymore because of waiting for translation. Also if you are from France, or any other nation and would like to help us bring also your language to our game - feel free to contact us (it is under 1000 words and we can give you a free copy for your help ;) ) On the other hand current translation might not be perfect, so we are sorry for that and if there would be something wrong, we would appreciate any feedback.

More skies:
We added more skies with light settings to the game. With every load, it selects randomly one. If you want to change sky, press "T". Later with day/light cycle, we plan to change sky with every twilight.


Rest of ramparts got thinner:
We changed a thickness of ramparts from 80cm to 40cm now it can be seamlessly connected to bridges.

Faster main menu loading:
The combat part, which is still not accessible to casual players, is loading on the background. So it loads the main menu faster at around half of the time. Unfortunately, we are aware of long loading time of bigger castles or on slower disks... We are investigating what is causing these long times. Please if the game freeze after load, give it a time, it is not frozen, just loading way longer, than is usual and pc thinks it is not responding.

FPS display:
In settings, we removed list called "FPS test". We added an option to show fps directly on the screen when play.

New blocks & model changes:
We fixed some issues with materials on LoD models (models visible on distance). We removed some seams between some blocks. Changed size of some oversized furniture. Added some blocks: Well, some donJon roofs, house roof, more ramparts types, some platforms at 45°. And from objects, we are adding and replacing all candles & candlesticks.

Light optimization:
You might see that candlesticks using light for every candle. Which would be very performance heavy with big castles. So we are blending seamlessly these lights into one (around 5m from a candle) and later let it disappear at all (around 40-60m). For interiors, you will probably not notice it at all, but when you will see to disappear light on your exterior wall, it might be noticed.


Release status
released for all platforms
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Offline Asid

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Re: World of Castles
« Reply #17 on: July 30, 2018, 05:47:51 PM »
Near Future of WoC
World of Castles - Hammer Games

Dear friends,

For sure you’ve registered that the development is not going as scheduled especially with the promised combat. We are fully aware of the commitments we have to you, as our supporters, our customers. That is why it should be fair to inform you our faithful community about such important things.

We started the project full of enthusiasm and engagement, and this state remains. Still 2 devs are working more than full time on this project. Some time ago we realized, that this game needs to deliver gameplay as soon as possible. And our original combat concept has one big flaw. The gameplay is possible only when combat is flawless and highly detailed as you see enemies from a very close distance. Which brings a lot of unexpected issues and in the level of highest details. Also combat without destroying castles would not be as catchy and would not make sense, why should we build castles, when they cannot be besieged for a long time. So making such realistic combat with all that features, which makes World of Castles a game that would take way longer time than expected with our small team. We do not want to release combat for all at the cost of an unfinished state when we know, it is not pleasant to fight yet.

We would like to go into waters of village management strategy. At the start, you will get a few settlers and two houses for them. You will have to manage their roles, setting who will be woodcutters, who hunter, who will work on the field etc. Your villagers will harvest resources. Resources will be consumed by villagers (food, wood as fuel) or will be used to build more houses or a mighty castle. Firstly we want to implement bare mechanics, which will be quite limited, on harvesting only wood and food, and limited villagers free time activities (just to sleep). We plan to deliver this in September and later we will improve and expand this by more roles, events - which will also fluently entering the combat with thieves attacks. Which will be seen from first person and then you will see all the details but will not be the only and main feature, we believe even the current state should be at the more acceptable level, than just duels.

We do it in our good conviction in the name of this game, that this is the right way we have to go right now. We are really afraid, that this project would face existential issues if we would continue with this huge chunk of work without a safe budget and without adequate manpower. And if there is an option to deliver not-less interesting gameplay within our current strengths, we will not risk your money and trust. This does not mean, we will never make combat we promised, we for sure still see it interesting as you, but we want to deliver something, we will not be shamed for. Just noticing that also this mode could one day have an event of type siege of your village/castle 😉 So it goes hand in hand with our original ideas.

Hope you understand us and our changes. And will look forward to the new direction we would like to go. Feel free to ask on anything, or express yourself to these changes. We all want to have this game to improve, so your feedback is valuable to us.

P.S. we will keep an option to build freely without any limitation or need of caring for your villagers as you have it right now
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Offline Asid

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Re: World of Castles
« Reply #18 on: July 30, 2018, 05:49:25 PM »
Patch 0.0.03J - Warming patch for frozen issues.
World of Castles - Hammer Games

Hello our players,

In this patch we focused on critical issues as very long loading times of bigger castles, which behaved like the game is not responding. Which was few times reported as a crash. We also reworked terraforming little bit and added an option to paint stone paths. Also french & polish are new languages you can select from.



Changes Made:


- Faster castle loading after minimap appeared, lag reduced from hundreds of seconds to around 5s on the bigger sized castle and our devices.
-Terraforming is painted by the brush of custom size, also removed slope limitations.
- Blocks will no longer modify terrain when built/removed
- selected units have a circle beneath them.
- Save positions now use own folders (To make your older saves please working follow instructions below)
- Stone Path tool.
- New Mode selection screen (Peacefull mode is available only for testers at this moment)
- Distant fog color now changes with a sky.
- New donjon corner tower, with doors, to be able of making a walkable roof.
- Unity engine update (from 5.5.0 to 5.6.2), means we are now using GPU instancing, which shall reduce scene rendering complexity.
-improved stone wall shader, which removed the need for multiple materials.

What does this mean?

Faster loading:
With better performance, bigger castles were built. Unfortunately in the algorithm, which detects corners of blocks to add for example stones, or hide multiple columns worked well on a low number of blocks, but its calculation time slows with every built block more than with previous one. And so it might take several minutes to load the save as a result, when you built around 20 000 blocks... Fortunately, we drastically changed this and improved performance that these calculations will not take longer than 0.5s. But there are more things, which are calculated and later can be also optimized, but we are talking now about feasible 5s on the same castle in contrary to several minutes. Beside loading time, it also improved the performance of building multiple blocks at once. And even very little reduced the lag of building a single block.

Terraforming :
Blocks will no longer modify the terrain. So it will not destroy your changes. Terraforming can change size from 3m diameter to 13m diameter. You can change brush size by rotating mouse wheel. Slope restrictions removed, so it will no longer limit you in your design.


Stone Path:
In the terraforming section, there is a path tool. Unfortunately, due to triangulation one diagonal direction does not look smooth in all directions. But as with a lot of stuff we will improve it one day, when more important things will be done.

Save Folders:
There was a little bit messy in save folders, so we decided to make a folder for each save position separately. Now it is easier to sent us save, in case of any issue (just pack that folder). In order to load your old saves. Start a new game and save the empty world on any position. It will create folders. Then take a look to game folder/World_of_Castles_Data/Resources/Saves/Map/
Then all files with indexes move to the corresponding folder to that index (e.g. blocks1 -> SaveGame1) Then remove indexes (blocks1 -> blocks). Sorry, we would have to do it one day and it is better sooner than later.

Optimization:
We moved project onto new engine versions allow us to reduce the number of drawing request for your graphics card. To support this feature to work at best we also reworked stone walls, which was before done with many materials, which randomly tiled together to keep it seamless and not showing a pattern. This was merged into one material, so it should be also easier. Unfortunately, we did not see great improvements as we got in our other game runaway train (there was scene complexity for GPU reduced almost 200x). In WoC we see it works, but we did not notice any such improvement as probably rendering is not a bottleneck anymore on our testing scene and our device. But for sure your GPU will thank us, that it is melting little bit less. As a side-effect updating engine caused that lot of data has to be downloaded again and so this patch will be around 2.3GB. In this patch, we did just minor model optimization.


Release status
release sheduled around 30.th July 15:00 UTC
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Offline Asid

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Re: World of Castles
« Reply #19 on: August 03, 2018, 01:28:59 PM »
Patch 0.0.03J Mac Issues
World of Castles - Hammer Games

Hello our players, we were forced to revert the last patch for macs from 0.0.03j to 0.0.0.3i due to rendering issues on some critical materials (terrain, block preview etc.). Issues are probably caused by engine patch, which changed some keywords for macs and now it is ignoring its exceptions and tries to render as on windows... Unfortunately, the solution might take many days and that's why we decided to revert the patch before we are able to solve it.


Thank you for understanding.
Jakub
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Offline Asid

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Re: World of Castles
« Reply #20 on: August 10, 2018, 12:07:06 AM »
0.0.03J windows hotfix
World of Castles - Hammer Games

Hello fellow lords, we have released a hotfix for windows.

Main changes
-fixed missing (pink) material on corner ramparts block
-fixed issue of dark skin, when the character was near light (skin ignored other lights than sunlight)
- fixed issue when taking a walk might not work.
- fixed issue that "back to build" button displayed as "continue" in walk mode
- fixed issue when removing the bigger block with selected small block might break removal and made block indestructible.
- fixed issue where interaction with objects was not localized (showed in English)
- fixed issue in French, that there was forgotten note from translation.
- added food storage block
- fixed issue that top of the donjon roof disappeared on inner corners

We are not releasing this hotfix for other platforms, that we still have rendering issues on macs with 0.0.03J patch & and it says that just very few people play the game on Linux so we will release these changes with a regular patch for other platforms.

Thank you guys for all the reports which lead to solving some of these issues.
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Offline Asid

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Re: World of Castles
« Reply #21 on: August 14, 2018, 10:49:13 PM »
WoC 0.0.03J Win Hotfix2

- fixed  issue with donjon passage block caused errors on load
- fixed issue when fps displayed in main menu, althought it was set as off.
- added block wood stoerage
- fixed issue that distant trees had doubled transluscency
- fixed several issues connected to loading game directly from build mode
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Offline Asid

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Re: World of Castles
« Reply #22 on: September 18, 2018, 12:22:48 PM »
another hotfix
World of Castles - Hammer Games



Hello, our players,
we got some reports from you about some new issues. And as we have fixed them, there is no reason to not release cleaner version. Also, we are adding some extra fixes found by our testers and some new models or GUI changes as a side product of the upcoming fief simulation.

Key changes are:
-fixed crash caused by trees, which appeared under water, because of terraformation.
- fixed statics issue, that did not add basements to small blocks, resulted in flying structures
- collider performance improvements of some platform blocks.
- floors algorithm upgrade, now it is easier to place floors
- house floors added
- platform entry blocks added
- fixed seams on rampart corner block
- added triangle floors
- harvester's hut added
- new slider and checkbox visual (in settings and friendly mode)
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Offline General Sandman

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Re: World of Castles
« Reply #23 on: December 28, 2018, 11:52:46 AM »
Watching this trailer from 0,41 to 0,47 always makes me laugh.   :coffeescreen

I cant help myself, but I just cannot avoid thinking:

The lord´s reaction is just like a dude´s little brother runs to big brother and informs him right after finishing the day´s 5th waterpipe, that their parents just arrived at home much sooner than expected.   :sifone    :pray :dunno :punishment
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Who we were

“We were the ones who knew but did not understand, well informed but without insight, overloaded with factual data but poor in experience and wisdom. So we went, not stopped by ourselves."

Based on Roger Willemsen R.I.P.

Offline Asid

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Re: World of Castles
« Reply #24 on: December 28, 2018, 02:20:30 PM »
Merry Christmas patch
World of Castles - Hammer Games



Greetings our players! :)


We wish you to enjoy your Christmas time, a lot of presents, delicious food and a lot of time to spend with your closest persons.


At first, we should apologize for very slow development. We are very sorry that this project had hopes to be developed in at least a small team (around 5-7 people) to bring a decent amount of new stuff per taken time. Which this project would deserve. Unfortunately you might see that the budget did not allow us to work more than in core team of one artist and one programmer which is crazy state as these high detailed things takes quite a good amount of time... On the other hand, we absolutely understand, that it is very fair to wait with purchase up to the time, when game brings at least some more playability. Two months ago we realized, that even though we will be able to bring village simulation at around promised time, it would still need some extra more features, to not look weird and have a positive effect on sales. For example time of day, when AI respects the time of day to determine their actions. And with that, there is more stuff connected to it as for example tree optimization, which will not work with the change of lighting... and so on...

So we had to do one quite unpleasant decision for you and to raise the budget for WoC from other game than WoC, which we will be able to finish very soon and will not need much time after release, so we will be able to fully focus on only WoC again. That game was already finished and should be released 8.th of January 2019.

What is important to you, is that we will give this game for free to all our WoC players for Christmas!!! :) Unfortunately before Christmas steam had too much work around, so we do not have verified steam page for that game yet and also steam does not support any way how to give you the free steam keys. So we will add the game to the World of Castles folder with the upcoming patch. Later we will try to find a way how to distribute keys to you directly so you will have a nice extra game in your steam library ;) You deserve it as an apology for all the problems we were and still are struggling in WoC.

That given game is Called Transport services and it is a dynamic transport tycoon game, where you try to solve passenger and good transportation among expanding cities. There are cars, trains or planes for your solutions. The game will cost for non-WoC owners 9.99$

There is a trailer:



I hope you will enjoy it. Just take in mind that you have even pre-release access, so it might have some bugs.

That's enough about transport services. Now go back to WoC. In the upcoming patch, there will be some new objects like this windmill. Do not expect any gameplay changes. The current state of dev version village simulation remains the same as two months ago. We made core mechanics for villagers, they are able to cut trees, gather apples from trees, take resources to storages. They do not have any free time activities after work yet. Just go sleep at night... Also, the AI does not know how to behave if something abnormal happens. So it will need some time to get solved and be somehow more playable... The patch is expected to be out 26.12.2018. I hope that the decision with transport services will show as correct and help us to give more to WoC again :)

Enjoy Christmas! And our new game :)
Jakub
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Offline Asid

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Re: World of Castles
« Reply #25 on: January 04, 2019, 02:09:26 PM »
Patch reverted
4 January - Hammer Games


Hello, community, for the recent time we received much feedback of low game stability, and many bugs, which appeared a long time ago, or are brand new... to provide you stable version meanwhile we will try to solve all the reported issues we are reverting the patch. Those who have dev version please report us any error you spot. Thanks for understanding and sorry for all the issues...
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Offline Asid

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Re: World of Castles
« Reply #26 on: April 28, 2019, 04:39:19 PM »
0.0.04 Patch
27 APR @ 3:54PM   - HAMMER GAMES


Hello our players,
After a very long time, we are coming with another patch. Where we are improving terraformation tools, changing controls, adding dynamic weather, more optimized and populated nature. Also some new models.



Changes Made:


- Dynamic sky and weather, Time of the day. You can let time flow, or pause at anytime as well as you can change hour or day on sliders.
- reworked controls. Camera look is changed when you hold the right mouse button or with an assigned key for camera look. Block removal moved into separated category accessed via the button next to the inventory button.
-Smaller objects like bushes, stones, deadwood etc. Spawns in the forests nearby camera similar way as a grass. Also, are affected by grass density in settings.
- added option to turn of statics for your game.
-fixed terraforming. Now it should allow you to remove soil under blocks and still keep an eye to not make your blocks flying.
- improved preview of some hard-to-place blocks, now it predicts if it will or will not allow you to build.
- Added some blocks into house, production & rustic categories as well a bonfire in exterior equipment.
-You will find the newest build of Transport services again in your folder.



Release status
released
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