Citadels

Citadels

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bitGlight Oct 22, 2013 @ 7:32am
Third major update released (3.7)
Dear Community,
The next big Citadels patch is now live. The team from BIGMOON Studios, which received the source code from the former Studio Games Distillery, will fix the remaining issues. The following changes have already been implemented and more will follow soon:

- The peasants can no longer enter a tower when it’s demolished or in the process of being demolished
- Save game is working correctly now
- Quest "Upgrade Town Hall" on mission "End of an Era" is now working correctly. So if either Level 2 or Level 3 of town hall is already upgraded the quest is checked as successful and the next quests are loaded
- Quest name of "Gutruhm's fall" map from "Round Table" campaign is now correctly displayed
- Adjusted the victory screen so the messages fit to the allocated space
- Quest name of "Excalibur" map from "Round Table" campaign and tooltip of quest "Destroy enemy Village Hall" are now correctly displayed
- Quest name of "Holding coast" map from "Round Table" campaign is now correctly displayed
- Quest name of “The Landing” map from “Invaders” campaign is now correctly displayed
- The building information will be correctly displayed as a cursor tooltip, even when another building or unit is selected
o The tooltip is removed. Now only a popup box is shown on the beginning with the info
- The tooltip for Light Archer unit is now correctly displayed
- The tooltip for Light Axeman unit is now correctly displayed
- Button names no longer overlap icons
- The tooltip of Stables building is now correctly displayed
- The tooltip for Ballista unit is now correctly displayed
- The tooltip for Siege building is now correctly displayed
- The texture for the icon indicating that a unit is working at the Lumberman lodge in Dark Missions is now displayed correctly
- The texture for the icon indicating that a unit is working at the Stone quarry in Dark Missions is now displayed correctly
- The texture for the icon indicating that a unit is working at the Stonecutter plant in Dark Missions is now displayed correctly
- The texture for the icon indicating that a unit is working at the Siege workshop in Dark Missions is now displayed correctly
- The "Defensive" state icon now changes when it is active
- The castle health bar is now displayed closer to the building, between its towers
- The texture for the icon indicating that a unit is repairing a reinforced tower in Light Missions is displayed correctly
- The texture for the icon indicating that a unit is repairing or rebuilding a reinforced wall in Light Missions is displayed correctly
- The texture for the icon indicating that a unit is working at the Ore quarry in Light Missions is displayed correctly
- The texture for the icon indicating that a unit is working at the Blacksmith plant in Light Missions is displayed correctly
- The pictures on the Credits menu are now displayed correctly
- “Sir Galahad” is no longer being used as a bonus character
- The wall attachments are now correctly removed after a wall is destroyed
- The texture for the icon indicating that a unit is working at the Bakery plant in Light Missions is displayed correctly
- Message displayed when the player has a resource building for which there isn't any available resource to gather is now displayed correctly
- The tooltip for the “Cancel building” button was corrected
- WASD is now also assigned to the camera movement
- Corrected the profile information for the “Stop unit” button
- After the upgrade of a building is finished, the UI elements of that building are now correctly updated
- The descriptions of the main goals for the “Gold Rush” and “Duel” skirmish maps are now correctly displayed during the game
- The health bar of buildings is now correctly displayed
- Highlights of moats and spikes are now correctly adjusted to the building area
- The current selected gate option will now be correctly highlighted
- The avatar icons for bonus characters are now displayed correctly
- The portrait texture is now correctly displayed for the Barnyard building in Dark Missions
- The portrait for dropped packages is now displayed correctly
- The portrait texture for the Blacksmith building is now correctly displayed
- The terrain texture for Excalibur Light Mission is now correctly displayed
- The portrait texture for the Small storage in Dark Missions is now correctly displayed
- The collision walls for the towers have been improved
- The portrait texture is now correctly displayed for the peasants working on the Barnyard
- The portrait texture for the farm in Dark Missions is now correctly displayed
- The tooltips displaying are now displayed according to mouse hovering
- When gates and towers are destroyed the pieces on the ground disappear after a certain period
- The collision walls for the towers have been improved
- The health bar of buildings is now displayed correctly while the building is under construction
- Added tooltips to information icons on unit production buildings and gathering buildings
- Corrected an issue regarding the game shadows
- When the player wants to place a gate the tower's frame is not displayed anymore
- The model of the tower is not displayed before it was fully constructed
- The total health of buildings is changed to the new value when upgrading starts
- When upgrading a damaged tower fully recovers its HP and dosent look damaged
- Units will now correctly use the closest gates to leave a citadel
- Attachments will no longer be able to be added to towers being deconstructed.


The next major update is already in progress, we will keep you informed.

Kind regards,

Your bitComposer Team
Last edited by bitGlight; Oct 22, 2013 @ 7:33am
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Showing 1-12 of 12 comments
KingBobCat Oct 22, 2013 @ 8:01pm 
Thanks for your efforts, guys ...
jaaay85 Oct 22, 2013 @ 11:43pm 
Looking good and thanks for the effort, I'm still very much interested in this game, what's going to be included in the next patch?
Navarra Oct 25, 2013 @ 3:17pm 
I see you got the basics fixed, thanks guys, looking ahead to the next more complete Update, should be intresting.

keep up the good work, thanks
Groundpound Oct 26, 2013 @ 1:22am 
Bundy_77,

Time to buy yet or hold out a bit longer? You have an upper end machine and haven't had the issues of others, I do too. However I am asking for my less computer fortunate friends.
Navarra Oct 26, 2013 @ 7:34pm 
Havent played the new version as yet, but this patch seem's more "cosmetic", perhaps just for the new Dev team to get their heads around the code I would wait till the nexted promised patch.

That said... I will have more to say once I have tried it
Fel Oct 26, 2013 @ 9:12pm 
Well, tooltips are quite important as an UI feature, and the most important line might be:
"- Save game is working correctly now"
Groundpound Oct 26, 2013 @ 10:01pm 
Originally posted by Bundy_77:
Havent played the new version as yet, but this patch seem's more "cosmetic", perhaps just for the new Dev team to get their heads around the code I would wait till the nexted promised patch.

That said... I will have more to say once I have tried it

Ok great, thanks for your thoughts. Let me know what you think about it being ready now or later. I don't mind waiting if needed. I have some high hopes and see a ton of potential, and you seem to have the same line of thinking as I do in regards to Citadels. Thanks for your time and input.
Navarra Oct 26, 2013 @ 11:39pm 
Originally posted by Fel:
Well, tooltips are quite important as an UI feature, and the most important line might be:
"- Save game is working correctly now"

Tool tips where always there.. they just put them up to be displayed easyer and in a more obvious way. But inportant, Yes, nun the less.

EDIT:

Just replayed "The End Of An Era"(Knights first mission) with the new version (3.7).

They seem to have pollished a few things (U.I.) wise, The game U.I feals good, comforatble even. It's all so intresting to note that the tool tips are obvious and intentional, the mouse hovering is a nicer touch. The game seem's to take a little longer to load but.

A.I. issues, such as path finding (They realy need to learn to walk around things) and 'Ghost' minning (where a peasant continues to mine after the resource has been depleated and vanished from the world) are still abound, but I expect the next patch to cover most of the A.I. issue's and most of the crash 's as well.

All in all after logging in the hours of game play I have the difference is noteable and welcome, I belive this game (Mine at least) has finnaly archived a point at which it should have been on launch,.... They could have fixrd the A.I. and other stuff latter and we would be in a different place right now.

Is it worth the $40 yet ???
If this was the version I had brought at the very start, I would be a happier man, but would I still feal bitten... I dont know... this, at the very least, is where it should have been.


Last edited by Navarra; Oct 27, 2013 @ 1:15am
grimwold Oct 31, 2013 @ 10:21am 
In all honesty i was going to pick up this game, But i think its still no where near ready. Maybe the the new team will fix it by the end of the year. What happens if they dont?
Synapt Oct 31, 2013 @ 10:57am 
Well it seems they're at least making a strong attempt at it, though I'm curious about what this most recent 20~ meg patch was today (since the patches are usually huge due to the fact they have to patch the entire .zip archives all at once).
grimwold Oct 31, 2013 @ 11:06am 
It is actually the type of game i really like. Stronghold ,dawn of war. Iam just not brave enough to take the plunge.
Spoonoop Nov 1, 2013 @ 8:48pm 
It is the "type" of game I am into as well, but this one is very poorly executed
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