Community Announcements - Noontide

Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
Community Announcements - Noontide
Hey folks,

We're mostly back up and running again, the internet has been mostly stable with some occasional drops here and there. Thank you all for your patience!

"Too many threads" crash potential workaround
We're still investigating the "Too many threads" crash as a matter of priority and we believe we may be getting closer to the root cause. Thanks in no small part to Anialator100 on our forums who has dedicated time to help us nail it down.

As part of the investigation into the issue we found that his crash was caused by V-Sync being disabled, when V-Sync is enabled the crash no longer occurs. This would seem to indicate some code is firing incorrectly when there is a significant jump in Frame Rate.

For now we believe that enabling V-Sync may be a potential work-around while we continue to hunt the errant code. Please let us know if this does or does not work for you!

WFTO v1.0.25 Patch Notes

Performance Optimisations
  • Another major optimisation to the rendering of Fog of War, roughly a 40% speed increase for FoW rendering and should improve unity's performance overall
  • Other minor performance improvements to backend systems

Bug Fixes
  • Fixed an issue where enemy units wouldn't show level up VFX
  • Fixed an incorrect camera position in the level 8 intro
  • Fixed an issue when returning to posession after a cutsene
  • The first highlight in level 1 no longer overstays it's welcome after objective completition
  • Fixed an issue where the height of objects would be incorrect on the first map loaded
  • Enemy props will no longer show highlights (Especially the torture racks on level 6)
  • Numerous fixes to home realm
  • Fixed an issue where defences on level 13 were not being properly rebuilt whne furnaces were active
  • Fixed an issue where small gaps were appearing between certain types of Empire theme tiles
  • Fixed a bug where a large square would appear when a Witch Doctor was affected by Blood Money
  • Several backend Multiplayer fixes
  • Fixed an issue where Fog of War revealers that had a growing radius were not working correctly
  • Beasts who have recently fought in the Arena will now correctly respond to their rally groups
  • Workers will no longer continue attempting to build the warding totem for ever.
  • Fixed a bug where dropping a unit next to an AI controlled dungeon could result in the unit getting struck by lightning mid-air, preventing a correct drop
  • Fixed a bug which caused prisoners and tortured units to scream for all eternity, the gods are pleased with the silence
  • Fixed an issue where the Vampire would constantly become angry faster, meaning it wasn't possible to keep him maintained on prisoners
  • Fixed an issue where language settings were not remembered for the options menu
  • Fixed GTA being unplayed by anyone on the team

Graphical & UI Changes
  • Increased height of Gargoyle health shield so it's now always visible
  • Default textures are now set to half resolution (Can be returned to full in the options menu)

Level Changes
  • It is now possible to spawn enemy waves in your Home Realm

Gameplay Changes
  • Brimstone can now store and drop gold
  • Arena kill state is now set to incapacitate by default rather than kill

Misc Changes
  • Clients should now correctly quit the game if the host leaves
  • AI will now ignore grabbed units for the purposes of threat
  • New Settings have been added to the options menu

We'll be detailing some of the things coming in the next major patch in our weekly news tomorrow so keep your eyes peeled!

Until next time Underlords!


Community Announcements - Noontide
Hi all,

We've managed to rub our collective bandwidth together and squeeze another small patch down the series of tubes. This patch brings with it more performance improvements and fixes some of the more uncommon issues facing users.

Read on for the patch notes, it's a small patch but the improvements should fix some noticeable issues none the less.

  • More performance improvements related to fog of war
  • Several fixes to UI & main menu localisation
  • Fixed not being able to select unit abilities after the first 6
  • Fixed a rare error that caused projectiles to break outside of the map on C13
  • Fixed missing unit names for various bosses and other units

As always we're keen to hear about any issues you're experiencing, please report bugs directly to us on our official forums as this will help us keep track of reports much better.


Community Announcements - Noontide

Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
Community Announcements - Noontide

Darkest Greetings Underlords,

We've just posted our State of the game video and retrospective on the development of WFTO and our future plans to our website. Be sure to check it out!

- WFTO Team
Community Announcements - Noontide
Hi All,

We're partially back online, our internet is still being somewhat unreliable but we've had an engineer out today who appears to have improved the situation somewhat. So we've just pushed a new patch up which should help improve performance dramatically for all players!

Other than that the patch is rather small as the improvements we've made have taken quite a bit of our time, please let us know how you're getting on with the new patch!

Performance Improvements
  • Many improvements to the Fog of War system which will result in a large performance increase across the board
  • Improved loading times

Bug Fixes
  • Fixed gold sometimes disappearing
  • Fixed several bugs with unit pathfinding
  • Fixed Skirmish AI not expanding after a certain amount of time
  • Fixed episodes 1-4 leaking

Other changes/Improvements
  • Reduced frequency of narrator jokes
  • Reduced frequency of ‘room too small’ alerts
  • Improved Skirmish AI room placement

If you're experiencing any bugs in the new patch please report them to our official forums following the guidelines in this thread.

Cheers all, we hope to see you soon with another patch, and sorry for the downtime the past few days!
Community Announcements - Noontide
Hi all,

We''re just pushing a new patch up to Steam, the biggest improvement you'll see is that we've identified and fixed the memory leak that has been causing crashes and performance issues for a large portion of players. Hopefully a good number of you should see some significant improvements due to this.

Our next priority is the "Too many threads" crash and we're looking to add friendly tooltips into the game soon.

We're still hunting other issues as well and rolling out improvements in other areas of the game, if you have a bug please report it on our official forums following the guidelines in this thread, it will help us get to the bottom of your issue quicker!

As for the number of this patch being a few steps further along, .16 and .17 both had critical issues and did not pass our internal QA process.

Read on for the Full patch notes!

Bug Fixes
  • Fixed a memory leak related to the fog of war system
  • Fixed an issue where tiles were incorrectly highlighted from the start of the level
  • Deleting objects is no longer instant, avoiding a caching issue
  • Border tiles in all maps are now correctly visible and will not be inappropriately hidden by fog of war
  • Fixed an issue where the tables and props in the tavern was not saved
  • Applied a fix to the Revelation ritual, it should now work correctly
  • Saves now correctly account for tile discovery
  • Fixed Gamma resetting when starting a level
  • Fixed an issue that occured when fog of war is disabled
  • Fixed an issue where units would not gain stats when progressing to level 2
  • Units no longer show their torture progress constantly when rescued from enemy props
  • Fixed an issue where units were not properly released from torture props, so they could still be converted by an inquisitor or succubs after rescue
  • Pathing over Sacred ground no longer constitutes as difficult for the pathfinder
  • Removed unused data from the FoW system
  • Fixed a bug where the material cache was causing materials to leak
  • Fixed an issue where units were not updating fog of war
  • Fixed C10 block positions
  • Objects are now prevented from being created above walls
  • Fixed an issue that allowd units to move above walls
  • Fixed an issue where clients in multiplayer would not see their gold updating correctly
  • Fixed an issue where C10 could not be completed due to Kenos Deaths
  • Fixed AI Players not spawning workers
  • Several fixes to the arena
  • Fixed a bug where units would appear rotated incorrectly

Balance Changes
  • Units are now less likely to search for extremely long paths over land rather than water
  • Vampires will try to avoid water wherever possible
  • C8: reduced the number of enemies by about 40%
  • C8: Enemies are now level 5
  • C8: Ghouls and Necromancers are now more powerful
  • C8: Adjusted layout of final room
  • C11: Swapped water areas out for claimable bridges
  • C11: It now takes 30 minutes for Mira to charge the Kenos (Up from 20)

AI Improvements
  • Workers will no longer flee when they have important tasks to do (Building Defences, Recovering unconscious units)
  • Units will now correctly sleep when damaged
  • Worker behaviour improved when delivering objects or rescuing minions while Under attack
  • Workers now account for nearby threats when assigning tasks, the higher the threat the lower the priority.
  • Multiple misc improvements to worker behaviour and pathing
  • Other small AI Tweaks

Visuals, Audio, Etc.
  • Campaign map highlight is now green and fire texture brightness reduced
  • Empire Crypts now use the Empire Crypt tileset
  • Fixed Dwarf Granite being the wrong texture
  • Dwarf and Empire Granite are now a bit darker
  • New unit portrait for Arcanist
  • C8: Cleand up some textures
  • C11: Updated all of Mira's textures, it's very shiny now
  • C11: Fixed Granite being the wrong texture
  • C13: Carpet tileset now uses hero connectors instead of evil archive connectors
  • C13: "Dalaran" shield on now purple, matching the inhibitors
  • C13: All Empire defences and tiles are now correctly team coloured as white
  • The grass is greener on the other side of the fence
  • Added multiple highlight colours
  • Combat alert now shows a stack for the amount of units currently in combat, and flashes for each unit attacked

Other Changes
  • Made Rally target prioritisation more reliable
  • More fixes to the Game Text (Spell tooltips
  • Various minor fixes to underlying systems
  • Zooming to a location will now keep your camera orientation

We'll see you soon with more improvements, you can read the rest of our improvements over the past week in this thread.
Community Announcements - Noontide

Hey folks,

The latest edition of WFTO Wednesday has just been posted on our website, be sure to check it out!

- WFTO Team
Product Release - Valve
War for the Overworld is Now Available on Steam after a successful Early Access campaign. To celebrate release, the game is 10% off.*

Tired of invading dungeons? It's time you build your own!

War for the Overworld is a Dungeon Management Game that employs your favourite aspects of the RTS and God Game genres. Carve out your Dungeon and conquer the Overworld!
*Offer ends April 9th at 10am Pacific.

Community Announcements - Simburgur
WFTO will be officially launching at 5PM UTC today. That's 10am West Coast, 1pm East Coast, 6pm in the UK, and 7pm in central Europe.

v1.0 was pushed to live last night, so you can already access the release build if you buy now.


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