Update log
Full Cube Kingdoms update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Workshop
- Gameplay
- Balance
🛠️ Improvements:
Several players requested a way to quickly and easily replace units and walls after an attack.
There are now blueprints, allowing you to save a castle layout and load it later.
The buttons for this are visible on the right side of the castle view.
This also includes the units.
The castle is constructed from the inside out.
If there are not enough resources available, the building/unit will not be placed, but all remaining buildings/units will still be checked.
There will soon be an option to upload and download castle designs in the Steam Workshop.
This feature is the first step toward creating custom AI opponents for the community, which can also be shared via the Steam Workshop. This will still take some time.
Various texts have been adjusted to better explain game mechanics.
🐞 Bug Fixes:
The AI built buildings in a straight line instead of from the inside out.
Sometimes units disappeared during attacks. I couldn’t reproduce this myself, but hopefully it should no longer happen. If it does please message me about it.
Tabs in various menus were not initially highlighted in yellow.
Units could only focus on a single gatehouse during attacks, which caused strange behavior when multiple gatehouses existed.
If you minimized the view after a gate was destroyed, an exception occurred.
Pyromancers were unable to target gatehouses.
Pyromancers did not attack buildings if there was a path to the keep, making them useless if players simply built a long tunnel.
Gatehouses could not be properly attacked by melee units because the attack points were inside the wall.
Because not all wall attack points were checked—only the center—melee units that deal damage to walls ignored them.
Source
