News Liste Citadels

Patch 4.04 released
Citadels
31.01.14 15:05 Community Announcements
Dear Community, The next big Citadels patch is now live. The team from BIGMOON Studios finished working on patch 4.04. The following changes have been implemented: Citadels Patch 4.0.4 release notes: - Optimized Auto-Repair and Repair functionality. - Added building queue for peasants. Peasants will build multiple buildings. - Both campaigns should be working. - Fixed/Optimized quests. - Improved game physics. - Fixed leaks related to game sound which were causing game crashes. - Player bonuses should be all properly working. - Improved overall combat mechanics. - Fixed Siege units collisions while on movement, they won’t damage attacking units instantly anymore. - Fixed walls collision polys (Edge connections). - Siege towers are now working and implemented in-game. When units are deployed they don’t fall off the wall and can walk/fight on the walls. - Siege towers shouldn’t crash the game anymore. - Fighting on the walls shouldn’t crash the game anymore. - Ladder units are now working. When they climb a wall they dont fall off the wall and they become a knight and can walk/fight on the wall. - Trebuchet no longer gets stuck on build mode. - Fixed catapult and ballista fire rate. - Recalculated damage of ballistas and catapults. When ballistas and catapults are firing against non-buildings objects the damage is increased by 250% of the base damage. - Improved game UI. - Added mouse hovering info/selections when the player has a object selected already, this makes the game much more intuitive. - Changed slightly the peasant model for better in-game recognition/perception. - Changed the three main peasant action menu icons for better in-game recognition/perception. (Main buildings, resources buildings, fortifications) - Adjusted mass and force applied to dynamic boulders. - When we have a selected group of units OR when we have a selected building in which there are peasants working on it, now we can select/focus a single unit of choice by clicking on the icon of that unit on the information window. - Improved pathfinding, mainly focused on impregnable fortress's, enemy wall invasion if wall's breached and enemy wall enemies detection/targeting and fighting. - Optimized Save/Load games. - Adjusted skirmish maps maximum population cap, now 499 maximum units (Game settings). All the best, the bitComposer Team