Citadels

Citadels

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bitGlight Dec 18, 2013 @ 7:26am
Fifth Major Update released
Dear Community,

The next big Citadels patch is now live. The team from BIGMOON Studios finished working on the second patch. The following changes have been implemented:

- Updated localization files. Adjusted slightly the Ok panel.
- Victory message for map "The withdrawal" within limits.
- The subtitles for RUSSIAN language only will be a bit slower now, the other languages its still the same. For the other languages they remain with the same speed.
- Added new line breaks for some russian quest tooltip texts.
- Text's within window size.
- Main goals count now display the right values on overall statistics.
- There should be dashs on every goal description.
- Updated localization files with new main quest for the D9 map.
-Updated localization files with right Ids
- The message that the player is under attack should be displayed now for russian language.
- Earlragnall has the right unit description.
- Added russian translated game credits.
- Game difficulty properly working now for new games and save/load games menu.
- Updated game/scripts, for map D10. Quest is finished after the player destroys 8 gathering buildings.
- Added tooltips for townhall tax increase and decrease buttons.
- Fixed map "The withdrawal" serialization and lua scripts/quests.
- Shortcuts(keyboard) for action menu(peasant action menu) now work depending on townhall level.
- Tooltips to all minimap related buttons and main menu button.
- When pressing Z camera will focus current battle ground.
- The action panel now is toggleable. If an object is selected then it is visible.
- Fixed ingame action menu when calling ingame menu and an object was already selected.
- When the player engages in combat, a warning message is displayed on right bottom corner. This message is clickable now, and will focus the camera on the event.
- Tutorial is working properly.
- Resource deposits are now shown as white dots on the minimap. Once they are found they will be visible in FoW and the white dots will be removed from minimap, this because the player can finish mining all stone/iron and the dots would be useless/confusing.
- For now added a option to increase and decrease max population of Skirmish maps only, which can be found on Settings->Game Settings.
- Camera zoom increased. More zoom-in and zoom-out. Double clicking the mouse wheel will reposition the camera.
- Fixed Save/Load/GameMenu ingame windows navigation when pressing ESC.
- This is how the peasant cycle works. Clicking E will target the nearest idle peasant to the camera view/cursor. If that one is already selected then it will select the next one on a 'x' radius.
- Now its possible to set custom controls on Settings->Controls.
- Improved game physics.

More to follow in the future,
your bitComposer Team
Last edited by bitGlight; Dec 20, 2013 @ 1:20am
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Showing 1-15 of 30 comments
Soundcreepy Dec 18, 2013 @ 7:36am 
Thanks for your work, I know talk about the game has been....less than stellar, but every little bit you are able to do makes the game better, and its appreciated.
The Haney Dec 18, 2013 @ 3:58pm 
Still waiting to see some decent reviews. I downloaded it first day, played about an hour before giving up, and got it the hell off my computer. This is exactly the kind of game I love but until I see more people giving it a thumbs-up after five major patches, I'm not sure why I would waste the hard drive space.

Have you guys considered re-releasing this with a new wave of publicity? Right now the few people that know about it generally laugh at it.
Soundcreepy Dec 18, 2013 @ 4:39pm 
True, that, and many of the reviews that are out there are far before the major updates....
Superdead Dec 19, 2013 @ 1:59pm 
i am/was looking to buy this game, but from what i have seen and read i do not think i will. however, if i do see serious progress and better "reviews"(seeing improvement in the tone of people who play it) i will buy it. also i do think your guys best option is to use what you have now as a alpha kind of testing for the game then once its a playable, good game, re-release it and get new reviews. atleast thats the best option imo if you want it to live, bring cash more flow, and recover your reputation as a game company.
DigitalLuvin Dec 20, 2013 @ 2:12am 
Wouldn't it have been smarter to just hold the release for two months and avoid the loss of reputation?
Silver Dragon Dec 20, 2013 @ 6:20am 
Still worth it with 66% after this update?
Wipfmetz Dec 20, 2013 @ 9:26am 
I guess I'll give it a second try, seeing how there's actually some serious patching going on.
Wipfmetz Dec 20, 2013 @ 9:59am 
And a peasant got stuck between a tower and a nearby cliff, and there's still no "remove unit from game"-button.
Last edited by Wipfmetz; Dec 20, 2013 @ 10:06am
Wipfmetz Dec 20, 2013 @ 10:06am 
And a second peasant got stuck by somebody finishing a wooden gate on him. Okay.
Last edited by Wipfmetz; Dec 20, 2013 @ 10:06am
LateNightRetro Dec 20, 2013 @ 12:33pm 
^^^^^ LOL ^^^^^^
SlashBlack Dec 23, 2013 @ 7:06am 
rofl
Soundcreepy Dec 23, 2013 @ 5:21pm 
@ Wipfmetz, you must be unlucky (or I am lucky?) because I have yet to get a peasant stuck.

(strange, my time only shows 2 hours....ah well, skirmish is actually pretty fun, just need a map randomiser...)

Edit: And I just noticed, thanks for the population increase option!
Last edited by Soundcreepy; Dec 23, 2013 @ 7:01pm
Soundcreepy Dec 24, 2013 @ 7:35pm 
I have noticed however that it seems the population increase option and control change doesn't seem to stick. At least in the main menu. Still need to test a live game to see if they "stick but don't show."

UPDATE: Changing the controls does stick in-game, the pop cap does not, skirmishes are still capped at 99

UPDATE 2: I was able to get the cap above 99 by editing the config file, worked perfectly in skirmish, did not test in campaign (yet). Only set to 149 (since that is what the GUI allows for) just in-case there may have been engine issues or something but will test more later.

My advice if you change said config file, either set to read only, or don't access the game settings menu. This may change the value back to 99.

One suspicion to why the setting doesn't stick when set in the GUI is because of the config file being kept in a .zip. idk.

Anyway, here is proof of working pop cap increase, my current cap is 120 (got tired of waiting for more houses/upgrades) seen at the top right.

http://cloud-4.steampowered.com/ugc/468671372912489412/324D294B90EC32BA73C05184EB4E2EDF06F72B73/
Last edited by Soundcreepy; Dec 24, 2013 @ 9:07pm
Originally posted by RUFSoundcreepy:
I have noticed however that it seems the population increase option and control change doesn't seem to stick. At least in the main menu. Still need to test a live game to see if they "stick but don't show."

UPDATE: Changing the controls does stick in-game, the pop cap does not, skirmishes are still capped at 99

UPDATE 2: I was able to get the cap above 99 by editing the config file, worked perfectly in skirmish, did not test in campaign (yet). Only set to 149 (since that is what the GUI allows for) just in-case there may have been engine issues or something but will test more later.

My advice if you change said config file, either set to read only, or don't access the game settings menu. This may change the value back to 99.

One suspicion to why the setting doesn't stick when set in the GUI is because of the config file being kept in a .zip. idk.

Anyway, here is proof of working pop cap increase, my current cap is 120 (got tired of waiting for more houses/upgrades) seen at the top right.

http://cloud-4.steampowered.com/ugc/468671372912489412/324D294B90EC32BA73C05184EB4E2EDF06F72B73/
Can you tell me where is that configuration file? I can't find it... ;(
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