Hey everyone!

We’ve gathered up some of the best questions from the last Ask The Devs event!

(And some from the one before, too, we totally had the answers for that one prepared last week, but the QA guy’s dog, Skype, ate them. I swear.)

Without further ado, here are the questions and their answers!

What are your plans regarding the presettings, especially for sandbox? Forgetaboutme Technically, all this stuff already exists! All we’re missing at the moment is an interface for the user to easily select these settings. For tech-savvy users, you can tinker around in the files and change a lot of settings (number of Bricktrons you start with, for example!) As for specific requests, like being able to change the time of day, or the ability to spawn corruptrons, please send them to us. We can always fit a bunch of them in each release ;) Jokie (Developer)



Will there be more uses for iron in the future? Nekoyama Definitely! Iron is meant to become one of the primary resources, on the same level as stone or wood. Pretty much any construction with mechanical parts (catapults? drawbridges? etc.) will require iron. Germain (Designer & Artistic Director)



Will you translate the game in other languages? Do you need help from the community? Kuzynn Yes! English and French are already (almost) fully implemented and we’re using a system to allow volunteers to translate the game in different languages. We’ll roll out the ability to submit new languages in a future release. Germain (Designer & Artistic Director)



Will there be a matchmaking system? Kuzynn There are currently no plans for a matchmaking system. We’ll focus on shipping a competitive gameplay mode before considering that. Devtron (Programmer)



Are changes or improvements planned for pathfinding or AI? HateMe Several improvements are being worked on when it comes to Bricktrons’ pathfinding and AI. First of all, the ability to tell a task group which stockpiles to focus on; this greatly enhances speed since we no longer need to scan the entire map for stockpiles, only the ones this group is meant to use. This prevents Bricktrons from travelling great distances uselessly. Secondly, the ability for Bricktrons to climb while carrying something. While this is a significant step backwards in our core design, we made the change since listening to the community made us realise this wasn’t a fun mechanic. In the past, Bricktrons couldn’t climb a voxel while carrying logs or bricks; this restriction will no longer exist in future updates, which means that if a Bricktron places a brick that would have blocked access to other blueprints, they can still finish their work. Also, there are considerable speed upgrades thanks to pre-computation. Task groups now passively compute paths to the most relevant stockpile in the vicinity, so that as soon as a Bricktron needs a path, it doesn’t need to stop and think for a few moments: the path has already been computed. Have you seen this clip?

Benoit (Lead Programmer)

Create, Discover and Share GIF s on Gfycat





Are there plans for new types of ores for crafting armor, tools and weapons? Mikxl23 We’re working on adding more types of resources that will allow crafting props and items. What we’re avoiding for now, though, is adding purely aesthetic resource types. For example, a generic sword made of iron, steel and copper with different stats. We’d rather create items that each have their own useful and unique functionality, and later focus on the small variations. Germain (Designer & Artistic Director)



Will there be a way to give your knights a formation so they stay in the same group or order while attacking? DoeyIX In the short term, we’re currently focusing on making the fighter-Bricktrons smarter about defensive strategy. Castle Story is essentially based on defense so things like patrol patterns, area defense and manning different contraptions are our focus. Germain (Designer & Artistic Director)



When will we be able to have random events? Tommai78101 This is definitely something we’re considering, especially for competitive gamemodes. Jokie (Developer)



Are there plans for more siege weapons? Ballistas for example? What about drawbridges and trapdoors? Emreakyel Right now, we’re focused on perfecting the catapult. The catapult has a lot of the complex systems that other contraptions have, so we’re using it as a test to build upon. Getting the catapult right means that other siege weapons will be very easy to implement. Same goes for drawbridges and trapdoors. We have working prototypes right now. Germain (Designer & Artistic Director)



Will there be tournaments organized by the devs? Robert8034 That’s a GREAT idea! It’s actually something we’ve discussed briefly in the studio and are definitely considering something of the sorts, especially once the multiplayer is perfected and complete. We’ve got lots of ideas for regular community events and a tournament is definitely one of them. Shatojon (Community Manager)



Are there plans for achievements and Steam trading cards? JakeBraningen Yup! Absolutely. There will at the very least be achievements and more than likely trading cards too. Not before the 1.0 release, though. They’re not a priority. :) Germain (Designer & Artistic Director)



When will we be able to play survival mode online? ennaeJGS Survival mode is now called Invasion mode and it’s already possible to play it online (although it’s not officially supported). You just need to edit some files; 1. Go into your Castle Story folder. 2. Navigate to Castle Story/Info/Maps/[Map you wished to play on]/meta 3. Edit the info.txt, and set “AllowMultiplayer” to “true” from “false”. That’ll enable the multiplayer option for invasion. The official version will be coming soon!

Devtron (Programmer)





That’s it for this round of Ask The Devs! We’ll be opening for questions again soon! Until then, if you’ve got questions, suggestions or criticism, feel free to join our forums! It’s a great way to reach us. :)

- Team Sauropod