Commonly noticed bugs/minor feedback
avatera64
Member
in Bug Reports
So, yesterday I spent a better half of the day playing Castle Story while streaming playing all 3 game modes (Sandbox, Invasion, Conquest), first I'll preface by saying I love how the game is turning out, this update was a very good one and made doing just about everything sooooo much more enjoyable. For my feedback I'll try and dodge general bugs that have been addressed, and bring up more an aspect of balance, issues I personally had, and concerns. I'll split up into multiple categories.
#Bricktons
Most of these issues tie into the bugs, but common issues I noticed with bricktons.
- Unless their wood harvesting task is set to locked they prioritize this task with sometimes 2 - 3 guys despite higher priority tasks, even if it's something like a build order with supplies available.
- They don't seem to prioritize placing items in the closest stock yard, sometimes traveling vast lengths to store stuff despite a clear path and open storage being near. I notice this is particularly an issue with quarry workers making brick generation slow.
- Leaving jobs with unused supplies, this is common with rope bridges, where a brickton will only use some or half of their supplies before returning home and restocking to continue. They also do this oddly enough if they assign themselves a return order (to get more supplies) and another brickton does a handoff, they will actually return for supplies despite having them. This also happens with miners returning to the quarry with bags filled. the further the task from the storage the more common this happens
- Partly related to above, but the bricktons do not like dropping items if put on similar tasks, so a quarry digger will hold onto 10 stone ore when now mining brimstone, and won't drop the remaining rocks for the duration of their brimstone mining.
- Smaller one is the bricktons will get stuck chopping trees down, chopping a lot of trees and blocking their own paths.
#Corruptons
- The corruptons fixate on one target, until they can no longer hit it seeking out the closest target in a priority. This causes issues because if they begin focusing on any of your expensive pylons or your base crystal in mass, it's very difficult to stop them before the y cause expensive damage or destroy your crystal.
- The big corrupton knockdown doesn't seem to be on a CD, and it can cause bricktons to stand up backwards meaning they take big hits to their HP. I had 2 brickton knights near stun locked by 2 big corruptons only to have them die since they couldn't move away from the mob that got to them.
- They occasionally get stuck attacking boulders, usually only one or two, but still makes some rounds easier (had a big guy get stuck at one point)
#Tasks
Nothing too major here
- Task priority seems to not really work (had 2 high quarry tasks, and 2 dudes chopping trees and harvesting plants on low tasks)
- Build tasks auto-delete after completely, not sure if intended, but annoying to have to setup double build tasks again.
- I was unable to get a general harvest task to work, specific harvest work, but the general all harvest only led to them chopping trees until they were gone then nothing else.
- Stump removal task pleeeease!
#Structures
- The pylons cost waaaay too much between the brimstone to make the iron then the 36 brimstone needed to make the pylon itself it is easy to use up 240 brimstone in a snap building pylons just to connect your network, and making their destruction (Which as stated above is a high priority for corruptons) super expensive.
- Capture crystals are way too easy to destroy since sometimes the corruptons just walk past your knights, capture crystals should either be reworked to just contest or removed and allow bricktons to capture again.
- Catapults, in multiplayer are waaaaay too strong due to how height plays into distance, not in this stream, but a friend and I did a multiplayer conquest and he could pop almost all of my capture crystals from within his walls just due to his elevation.
#Invasion
This next part will focus on more of the feedback of these modes.
Invasion is probably the most stable and balanced of the mods, it offers a nice bit of challenge, while also letting you have fun building. I only played on invictus since it is one of the new maps, but all and all I enjoyed myself outside of some of the corrupton issues listed above. Some feedback.
Difficult should be
- Easy: Spawn with 2 armed guys and your 4 workers, wave times are longer (current)
- Normal: Spawn with 1 knight, wave times are shorter
- Hard: no troop spawns, wave times are shorter.
Aside from that I would say more access to in ground brimstone, even if it takes time to mine the limited supply on the map coupled with the high cost of pylons and needing it for iron, means making structures difficult.
#Conquest
Conquest is a fun mode, but it still had some hard issues, as it stands it stands in a conquest game against the AI it is very difficult if not impossible to win. Reasons why below.
- Too many corruptons, bundled with capture crystals being required it's actually very hard to move out because as soon as you take a crystal you will slowly get mobbed by increasing amounts of corruptons who kill workers, destroy crystals and can even overwhelm 3 knights. Not to mention the rate at which they reinforce their controlled crystals in absurd (about 2 or 3 minutes)
- Frame rate drop, after about 2 1/2 hours the game is running at about 10 FPS with huge stutter issues, at around 3 hours you're looking at 2 fps is a lot of freezing, basically unplayable
(Specs: GeForce GTX 1070, 16 gigs of (DDR3) ram, intel i7 7500)
#Sandbox
Sometimes I just want to build, but there are a few things I would like to see changed for a true sandbox which I'll list below.
- Spawn menu, be able to spawn stuff (corruptons, bricktons, pylons) I'm fine still having to have them build for me, but once I'm done building I like to use my creations.
- Faster/Unlocked brickton spawn, currently you -have- to play on a conquest map to get timely bricktons even then due to the odd spawn energy scaling being absurdly high scaling after 2ish hours you only have about 9 bricktons (Scaling is 100, 400, 700, 1100, etc. As opposed to conquest or invasion of 100, 140, 210, etc)
At the moment these are the issues and feedback I have for the game, Check in the comments for what I enjoyed, and what I'd like to see if you're taking suggestions.
**EDIT:** Also worth noting for bugs I only put in consistent issues I saw not one or 2 time occurrences, but like every game
#Bricktons
Most of these issues tie into the bugs, but common issues I noticed with bricktons.
- Unless their wood harvesting task is set to locked they prioritize this task with sometimes 2 - 3 guys despite higher priority tasks, even if it's something like a build order with supplies available.
- They don't seem to prioritize placing items in the closest stock yard, sometimes traveling vast lengths to store stuff despite a clear path and open storage being near. I notice this is particularly an issue with quarry workers making brick generation slow.
- Leaving jobs with unused supplies, this is common with rope bridges, where a brickton will only use some or half of their supplies before returning home and restocking to continue. They also do this oddly enough if they assign themselves a return order (to get more supplies) and another brickton does a handoff, they will actually return for supplies despite having them. This also happens with miners returning to the quarry with bags filled. the further the task from the storage the more common this happens
- Partly related to above, but the bricktons do not like dropping items if put on similar tasks, so a quarry digger will hold onto 10 stone ore when now mining brimstone, and won't drop the remaining rocks for the duration of their brimstone mining.
- Smaller one is the bricktons will get stuck chopping trees down, chopping a lot of trees and blocking their own paths.
#Corruptons
- The corruptons fixate on one target, until they can no longer hit it seeking out the closest target in a priority. This causes issues because if they begin focusing on any of your expensive pylons or your base crystal in mass, it's very difficult to stop them before the y cause expensive damage or destroy your crystal.
- The big corrupton knockdown doesn't seem to be on a CD, and it can cause bricktons to stand up backwards meaning they take big hits to their HP. I had 2 brickton knights near stun locked by 2 big corruptons only to have them die since they couldn't move away from the mob that got to them.
- They occasionally get stuck attacking boulders, usually only one or two, but still makes some rounds easier (had a big guy get stuck at one point)
#Tasks
Nothing too major here
- Task priority seems to not really work (had 2 high quarry tasks, and 2 dudes chopping trees and harvesting plants on low tasks)
- Build tasks auto-delete after completely, not sure if intended, but annoying to have to setup double build tasks again.
- I was unable to get a general harvest task to work, specific harvest work, but the general all harvest only led to them chopping trees until they were gone then nothing else.
- Stump removal task pleeeease!
#Structures
- The pylons cost waaaay too much between the brimstone to make the iron then the 36 brimstone needed to make the pylon itself it is easy to use up 240 brimstone in a snap building pylons just to connect your network, and making their destruction (Which as stated above is a high priority for corruptons) super expensive.
- Capture crystals are way too easy to destroy since sometimes the corruptons just walk past your knights, capture crystals should either be reworked to just contest or removed and allow bricktons to capture again.
- Catapults, in multiplayer are waaaaay too strong due to how height plays into distance, not in this stream, but a friend and I did a multiplayer conquest and he could pop almost all of my capture crystals from within his walls just due to his elevation.
#Invasion
This next part will focus on more of the feedback of these modes.
Invasion is probably the most stable and balanced of the mods, it offers a nice bit of challenge, while also letting you have fun building. I only played on invictus since it is one of the new maps, but all and all I enjoyed myself outside of some of the corrupton issues listed above. Some feedback.
Difficult should be
- Easy: Spawn with 2 armed guys and your 4 workers, wave times are longer (current)
- Normal: Spawn with 1 knight, wave times are shorter
- Hard: no troop spawns, wave times are shorter.
Aside from that I would say more access to in ground brimstone, even if it takes time to mine the limited supply on the map coupled with the high cost of pylons and needing it for iron, means making structures difficult.
#Conquest
Conquest is a fun mode, but it still had some hard issues, as it stands it stands in a conquest game against the AI it is very difficult if not impossible to win. Reasons why below.
- Too many corruptons, bundled with capture crystals being required it's actually very hard to move out because as soon as you take a crystal you will slowly get mobbed by increasing amounts of corruptons who kill workers, destroy crystals and can even overwhelm 3 knights. Not to mention the rate at which they reinforce their controlled crystals in absurd (about 2 or 3 minutes)
- Frame rate drop, after about 2 1/2 hours the game is running at about 10 FPS with huge stutter issues, at around 3 hours you're looking at 2 fps is a lot of freezing, basically unplayable
(Specs: GeForce GTX 1070, 16 gigs of (DDR3) ram, intel i7 7500)
#Sandbox
Sometimes I just want to build, but there are a few things I would like to see changed for a true sandbox which I'll list below.
- Spawn menu, be able to spawn stuff (corruptons, bricktons, pylons) I'm fine still having to have them build for me, but once I'm done building I like to use my creations.
- Faster/Unlocked brickton spawn, currently you -have- to play on a conquest map to get timely bricktons even then due to the odd spawn energy scaling being absurdly high scaling after 2ish hours you only have about 9 bricktons (Scaling is 100, 400, 700, 1100, etc. As opposed to conquest or invasion of 100, 140, 210, etc)
At the moment these are the issues and feedback I have for the game, Check in the comments for what I enjoyed, and what I'd like to see if you're taking suggestions.
**EDIT:** Also worth noting for bugs I only put in consistent issues I saw not one or 2 time occurrences, but like every game