The end of the year is fast approaching, and our imps are hard at work on new content for you to sink your gnarled teeth into in 2018. In the meantime we have a short announcement for you: another Worker has joined the cause, and made a call for charity!
Introducing the Yogscast Worker
Indeed, this stout little fellow was recently unearthed in an old mineshaft deep in the Underworld, where he was found munching his last Jaffa Cake. He doesn’t speak much, and we don’t even know his name; but what he will do is sing about digging a hole. Oh, endlessly will he sing it! Ceaselessly!
“I am an imp and I'm digging a hole, diggy diggy hole, diggy diggy hole!”
You can acquire the Yogscast Worker and his diamond pickaxe, along with dozens of other games, in this year’s Yogscast Jingle Jam. By donating the calling price of $35, this annoyingly chipper fellow and a whole slew of incredible games and content can be yours, with every drop of the proceeds going to charitable causes!
“... I am an imp and I'm digging a hole, diggy diggy hole, digging a hole!”
Who says that a little evil can’t change the world for the better? Now please take him off our hands and use him as a Worker skin in War for the Overworld, before his warbling attracts a wandering Augre and we have a little accident.
The Cynical Imp Is Still on the Campaign Trail
Before we leave you, Underlord, the other member of our growing troupe of charitable Workers, has asked us to remind you that he is still fighting for the (no doubt deserving) cause of dungeon workers’ rights.
If you’re feeling particularly charitable, The Cynical Imp will hit the campaign trail for a small donation of £1.99, with all of Brightrock Games’ proceeds going directly to GamesAid, our partnered charity (Registered UK Charity # 1081706). They are a team of incredible individuals that work with the UK games industry, acting as an umbrella for smaller charities, to help those in need.
For Underlords willing to give a little extra, you can also get your Hand of Evil on the previously-exclusive Kickstarter and Founders Dungeon Themes - all in the good name of charity!
“... diggy diggy hole, diggy diggy hole!” Where is that incessant racket coming from, wondered The Cynical Imp.
The relentless march towards the much anticipated Patch 2.0 and Expansion 4 continue, with great strides being made each and every day. Though we are super excited about the upcoming content, we know better than to neglect our valued Underlords that have encountered issues. So we’re rolling out a hotfix to steel you against the approaching winter months.
We also have a few announcements for you, namely reminders of the upcoming end of Steam sale, as well as the rapidly approaching closure of submissions for Steam Awards nominations!
Read on Underlord.
Hotfix Patch 1.6.66f1
Our development imps have been hard at work for the past week addressing some issues you highlighted to us in the latest patch. As always we’ve looked to resolve any reports as efficiently and speedily as possible, and we’re always looking for more. Never ones to cease our constructive efforts though, there are a few minor improvements sprinkled on top of this hotfix too.
Volcanic Bridge spell can now be cast on Blood tiles
When you sell a defence or construct on a Stone Bridge it will no longer also sell the bridge
Removed push forces caused by livestock and Ghouls, meaning they can no longer push other units, but can be pushed themselves
Reduced the saturation on the instruction arrow, making it a little less obnoxious
Small visual changes to the Spirit Chamber
Some corrections to the possession view of units based off the “Lord O’theland” model
Updated Juggernaut name to make it more appropriate in Simplified and Traditional Chinese
Updated mutator tooltips to give more information about disabling Fortified Walls, and disabling the ability to dig them out (all languages)
Fixed a few typos
Updated Unity Engine to 5.4.6f3 from 5.4.5p5 yielding a few minor improvements
Please note that game engine updates are complicated affairs and can cause unexpected issues. This is only a minor leap and we believe we caught every issue, but please don’t hesitate to report anything that seems out of place.
Added secret holiday cheer!
Removed some unused audio.
Sacred Earth will now display the correct gold texture in the icy terrain theme
Fixed an issue where prisoner AI would continue to search for a bed to make in the Lair, which they could not reach, causing performance issues when a player had many prisoners
Icy terrain theme should now load more consistently
Empire Workers should now only play Empire audio
Fixed a number of issues with the Ember Rift textures
Unit animations should now slide slightly less when the animation displays them as stationary
Steam Sale Ending Soon
Before we begin the main course below, we thought we’d make a shoutout to remind you all that the Steam sale will be ending tomorrow!
The positive feedback was so overwhelming, and we simply cannot thank you enough. In our bid we talked about our journey: the work, energy and lifeforce that we have poured into War for the Overworld; the trials and tribulations that we’ve faced, and with them how the strength and support of our community has helped us drive WFTO to become something truly worthwhile. Your response has driven that home more than ever.
The fact is that there’s a great deal with the WFTO project that we were not happy with. The launch stands chief among them, where we made so many mistakes. We’ve always been hard on ourselves, but also driven to make WFTO something truly special. Nevertheless, there’s been a looming spectre of our numerous failures in the project, which has hung over us for a long time.
When we made our bid last week, we did so knowing that we had done a lot for WFTO and our customers, but not knowing what that had truly meant to you. To be told by so many of you that we deserve such a nomination was deeply touching and extremely humbling. You showed us that the work we’ve put in from the very start, past release, and right up to today is praiseworthy; and that although WFTO may never be the perfect child we want it to be, that it has some right to claim a spot as a respected title. What more can a developer wish for with their first project?
So from everyone at Brightrock Games, we’d like to humbly thank everybody who took the time to nominate us, leave a comment, or even leave us a review. We cannot thank you enough for an incredible five years!
We want to give an extra special shoutout to everyone who left a review, because you’ve raised us past the 78% barrier on Steam! This 1% may not seem like much, but it means a whole lot to us!
As a small reward, here’s one more teaser of our upcoming content.
From concept to work-in-progress VFX!
If you’re not sure what all this is about, you can read our bid for the award here. If you’d like to support us (and you don’t already have a deserving nomination for the category!) then you can do so on our store page.
Thank you all once again, and remember, Underlord: Keep it evil.
We'd like to humbly request that our fans, customers and fellow Underlords consider nominating WFTO for the "Labour of Love" category. A category defined by the commitment shown by a developer towards their game and community long after the release of the game itself.
We know that this must appear somewhat self-serving and it is not usually in our nature to seek any sort of recognition beyond the appreciation we already receive from our fans for the work we do. But we felt that this category so accurately summed up our journey with WFTO thus far and where we hope to take it over the coming months.
To help illustrate our commitment we've even (very hastily) prepared a small infographic about this journey.
(Click to expand)
If you're happy with all that you can head straight to our store page if you're happy to nominate us.
For the Journey
War for the Overworld has dominated our lives for the five years since we successfully funded the project on Kickstarter, not a day has gone by where some work hasn't been poured into it on some level.
But through it all we've stayed strong, we reaffirmed our commitments to our backers, customers, fans and the game itself. We've worked hard, sometimes through nights, weekends and holidays and into the next morning to see WFTO take the shape we hoped it would.
We've released patch after patch, update after update bringing new features, fixes and releases. We've deployed platforms to help us best facilitate your needs and we've taken on board as much community feedback as we can. We have built our company, Brightrock Games around our community.
Our hope that one-day WFTO could live up to the lofty expectations both we and our fans have for it. We've done so much in the 5 years of development, not least bring a uniquely challenging and large scoped game to life.
In just over two and half years since the launch from early-access we've:
Released 56 Free Patches, 6 Major and encompassing over 2400 fixes, changes and features
Added much requested features like the Map Editor into the mix
Introduced new game modes through the Crucible and My Pet Dungeon expansions
Pushed out maps, balance adjustments and much more as fast as we can
Released three expansion
Heart of Gold - We gave away free to anyone who owned the game up to one month after launch
Crucible - Which was free for everyone!
My Pet Dungeon - Developed at huge community request, and offered on a try before you buy basis!
WFTO is so very different from when it was released and there's still so much more to come, even as we approach the final stages of this production. With Patch 2.0 and Expansion 4, which promise to be our biggest releases yet we've got some exciting things in the pipeline. Stuff like:
Underlord AI Overhaul
A New Single-Player campaign with focus on Underlords & Replayability
More than half a dozen new aspects in the Veins of Evil!
New Dungeon Themes
More Map Editor features (Yes including My Pet Dungeon support!)
And that's just what we can talk about, there's a great deal of stuff still under wraps. Just waiting until the day we can release the news and let us assure you that if everything goes according to plan you will find this to be by far the most important update that WFTO has ever received.
You don't have to take our word for it though, here are a few teaser concepts to get you salivating for more!
For us all here at Brightrock Games, War for the Overworld has truly been a labour of love and we hope that you will consider us for your nomination in "The Labour of Love" category!
If you believe that we are worthy then you can vote for us on our store page (or just grab the game at a huge discount!)
Hi guys, after a long night at the office getting ready to reach out to you we came back this morning to the incredible sight of your support. We didn't know how this would go down and we cannot thank you enough for every kind word you've written for us.
It means a lot to see that the five years of our lives that we've dedicated to WFTO have meant as much to you as it has to us, what we've seen today has been incredibly humbling and we hope that our upcoming content will be enough to reward you for your incredible incredible support!
You may recall in the not-too-distant past that we announced the return to War for the Overworld of the four languages we were unable to support post-launch; namely Spanish, Italian, Polish, and Russian. Well, our translators have been beavering away like a colony of Workers who’ve just had a Work-A-Lot potion smashed over their heads!
So lo and behold, with today’s release of Patch 1.6.66, the new localisations are now live in the game! It is our hope that they will be as well-received as our recent Chinese release.
What Has Been Localised?
All game content released after the initial April 2015 launch has been localised into Spanish, Italian, Polish, and Russian, by our professional localisation partner. This brings these languages up to speed with the English, French, German, and Chinese, and means that their translations are now 100% complete!
Naturally, this covers quite a sizeable amount of content, not least the three expansions that have come since launch: Heart of Gold, Crucible, and My Pet Dungeon!
But that’s not all. It also covers:
Subtitles for the voiced Dynamic Tutorial System
Closed captions for the pre-rendered cinematics
Names and descriptions for the full range of Skirmish and Sandbox maps
All the title-screen and miscellaneous narrator lines
Map Editor user-interfaces
We’ve also updated all our major storefronts with new localisations for these languages, to appropriately reflect the up to date nature of the translations.
Moving forward towards WFTO’s final major update, we will continue to keep these languages updated. So you can rest assured that Patch 2.0 and Expansion 4 will be perfectly playable in all the languages that we support!
Why Did We Leave These Languages Languishing?
We talked about this in our previous post on the subject, and what it boils down to is that the initial translations were graciously handled and paid for by our physical-publishing partner; after launch, no additional funds were apportioned to support the ongoing localisation of content. We assessed the possibility of continued support for all languages, but unfortunately could not justify maintaining all of them at that time with the limited resources at our disposal.
We’ve never been happy that these languages fell by the wayside. But today they return to front-line service!
We must also once again take a moment to thank the stalwart bastion of community translators, who stepped up to fill the void left when support for Spanish, Italian, Polish, and Russian was withdrawn. Thanks to these people, there has still been an option for players of some of these languages - not to mention that they have also brought the game to languages we have never been able to support officially! So from the whole Brightrock Games team: thank you!
We cannot ever demonstrate enough our appreciation for all the hard work you’ve put in as community translators; but if you head on over to your personal developer forums on your Steam Workshop items, you will find codes for each listed member of your team. These will grant you access to the exclusive Golden Worker skin, awarded only to the most dedicated members of our community!
All community translations still exist, both on the Steam Workshop and in our own Foundry content repository; so if you as a player have a preferred fan translation, you can still happily load it in. We’re also more than happy to take feedback from our fans on the new official translations, so please feel free to share your thoughts!
The new official localisations were released today as part of the fiendishly named, Patch 1.6.66, which also contains a number of bug fixes. We have prepared full release notes for your perusal (English only).
Now we must leave you, and return to the depths of the Underworld; Patch 2.0 and Expansion 4 won’t unearth themselves, after all. So until next time, Underlord: Keep it evil.
The patch number of the beast marks an auspicious occasion for our fans in a number of countries over on the continent! At long last we’re in a position to update our unsupported but not forgotten European languages, and bring them in line with the English, French, German, and Chinese localisations.
As announced in our previous post, and in today’s announcement, we’re proud to reveal that the discontinued European languages are now updated and back in the game, and we’ll be continuing their support into the future! We welcome your feedback!
Updated previously deprecated European Languages to include all the game’s text updates since Patch 1.0.1:
Added subtitles in various pre-rendered cinematics throughout the game for the above languages
Can no longer pass through Possession Doors
Can no longer pass through Possession Doors
Constructs may no longer be placed inside shrines or Dungeon Cores
Now has an effect if used twice on the same defence.
Workers will no longer attack anything except rival Workers, regardless of how high their chances are to win. This is to keep them on task when working near low-threat objects such as doors.
Extra Workers granted by increasing the default minimum Worker amount no longer grant mana when sacrificed in the Dungeon Core
Undiggable walls can no longer be tagged
Wall tooltips will now update to correctly reflect if undiggable walls is enabled
Improved the performance of Worker scouting behaviour
Optimised unit behaviour to significantly reduce “garbage” created on unit spawn
Game Text Updates
Clarified the mutator behaviour on tooltips for disabling Fortified Walls, and disabling the ability to dig them out, in relation to certain Aspects (prompted by a user forum issue)
Small improvements to Slaughterpen lights
Increased brightness of Slaughterpen slightly
Gold Piles will now be placed up to 17 tiles from where they are dropped in the Vault, rather than 5
Achievements for My Pet Dungeon unlockable themes are now listed in level order on the unlocks screen
Fixed an issue that allowed units to teleport into walls/map border
When a Dungeon Core is claimed, the gold it held now correctly enters the new owner’s Vaults
The Garrison buff will no longer incorrectly stack for multiple activated props
Aureate Monoliths now correctly update the minimap after use
Removed Last Stand from Templar abilities list as the ability had been disabled for some time
Fixed an incorrectly rotated “corridor” on My Pet Dungeon level Ponygrasp
Highlight effect on the Dwarven Dungeon Core should no longer present with visual artifacting
Garrison prop range corrected, now more representative of actual range
Corrected a minor clipping VFX in the Spirit Chamber
Removed duplicate line from War for the Overworld Level 3
Fixed some errors caused by missing audio on War for the Overworld Level 3
Arcane Chunder now correctly uses the Chunder voice
The Arcanist boss should now correctly play her post sleep voice-over Necromancer, Gnarling, and Chunder all now issue battle cries when in the Arena
Gave Duke and Duchess missing voice-over from their base unit
Vampire now correctly plays his eating voice-over when in the Tavern
Fixed missing VFX and SFX for Lightning and Shockwave spells for clients
Fixed missing animation and effects on Bombards for clients
Made "fortified wall" a proper noun on tooltips for Siege Shrine, Underminer, and Augrum Wall (consistency issue)
Fixed a tooltip typo for the Ember Demon Rally Flag
Fixed the time limit on the War for the Overworld Level 5 timed achievement, so that it now correctly reads 23 minutes, not 18 (in Simplified and Traditional Chinese)
With the Chinese language release successfully completed, we’ve not stopped for a moment immediately moving to address any issues that have been reported to us. The release itself has been fantastic and we have to thank our community for the incredible reception and support we’ve seen.
We hope our continued support and the features, improvements and fixes below help to demonstrate our commitment to delivering the best experience possible and that we can repay all the dedication shown by our community over the many years of WFTOs life!
We also have great news for anyone affected by the startup loading issue where the loading bar would freeze, by working with our partners at GOG.com we have identified the cause and have moved to fix the third-party DLL that was causing the issue. Hopefully this should now be resolved and you should be able to play the game. We’d love to receive feedback on this to confirm!
Read on for the full patch notes!
It is now vastly easier to grab gold piles from vaults
Toned down the Cultist debuff stacking effect which previously allowed a stack of three cultists to one shot a level 10 unit
Gold Statues can now be claimed
On Neutral ground will remain with their previous owner
When the tile below them is claimed the statue will become owned by the new tile’s owner
Gold Statues can be dropped on allied tiles to transfer ownership
New Audio setting “Unit Voice Volume” added, separating it from the primary SFX slider
Units dropped into Tavern Spitroast now fall in and play and SFX while being mulched
The Dungeon Core in the menu scene plays now a pulsating VFX as intended
Made some improvements to the Foundry textures
Map Editor Changes
The “Paint Gold” tool in map editor now places gold piles on ground tiles, in addition to vaults or wall blocks
Vaults in map editor which have had gold added (via “Paint Gold”) no longer spawn loose gold piles when removed
“Paint Gold” can remove gold from vaults and tiles
My Pet Dungeon
The MPD Tutorial video now has Spanish, Italian, Russian and Polish subtitles
Several improvements to game text
Removed some walls in the Main menu to reduce clipping on camera transitions
Removed unnecessary logs which could eventually cause the game to slow down
Fixed an issue with a GOG Library causing an loading error which prevented some users from starting the game, becoming stuck on the loading screen
Fixed an issue where the Oculus slimy SFX continued playing even if it has been killed (until fully rotten) or transformed into a golden statue
Fixed an issue that made a loaded skirmish map incompletable when it was saved a split second before the win condition was met
Fixed an issue that made Garrison duplicate its buff on blocks in range each time it was reactivated
Fixed an issue where the Beast Den would never be upgraded if a non-upgraded Beast Den was removed before upgrading
Fixed an issue where the Garrisons active state ring would not show after saving and loading
Fixed an issue which would made prisons with a certain non rectangular diagonal layout (stair like) spawn rats into the map origin (location 0,0,0) rather than into the prison, after many months of listening to walls and yelling “They’re in the frakin ship!”
Fixed an issue where units would not be removed from minimap when not killed by a normal attack (eg. tortured)
Fixed an issue where dropped units never have shields again if "Always show" is selected for shields in the options menu
Fixed an issue which caused log spam when a flying unit was fleeing too low over chasm, probably causing the game to lag for a moment
Fixed map editor placed doors were logically closed but visually open when they were set to open and “Disable AI Control” was selected
Fixed an issue which made artefacts not disappear from the artefact panel after being used when they were already present in a save game
Fixed an issue where the menu scene would not transition to the correct part of the menu dungeon after the Load button was clicked
Following our update last month we’ve been hard at work returning to the world of War for the Overworld, and beginning to pile in on the upcoming Patch 2.0 and Expansion 4. While we work on these we have a few more items of news to announce, not least that there are currently big discounts across WFTO content, to coincide with our new patch!.
But first of all we have a big announcement for a growing portion of our community!
China Release, Dragon Worker Skin, and New Sale!
We’re happy to announce that for the past few months we’ve been working on a Chinese localisation of the game. This work is now complete, and as of today we have officially launched WFTO in China, with both simplified and traditional localisations!
People of China, meet the people of Kairos!
As such, we’d like to issue a very warm welcome to all our Chinese fans, who have been extremely patient as we worked towards localising the game. We hope that it was worth the wait! We’d also like to thank the community translation teams, who handled the Chinese translations until now (these of course are still available as well).
When loading into the game you’ll now find the new language selections in the Options menu. If your computer has either simplified or traditional Chinese selected as its default language, the game should load into that language automatically. The whole game has been completely translated from start to finish, but please let us know if there’s anything missing!
To celebrate the Chinese launch, our perky mascot, Stumpy the Blood Imp, has donned a delightful new costume, to show his appreciation to all our Chinese fans!
Enter the Dragon
Any player who launches the game between now and the end of the Chinese New Year celebrations (February 2018) will unlock the Dragon Worker skin for use in game. Once the celebration has passed, the skin will then only become available to unlock during future Chinese New Year festivals. So don’t miss your chance to grab this awesome new skin!
But that’s not all we’re doing to celebrate the new release! From 5th to 18th of October there will be big discounts across all WFTO content on Steam, GOG.com as well as a number of other partners, not least a 70% discount on the base game!
Patch 1.6.4 Now Live!
And still there’s more! We’ve spent the last few weeks working on a few new features, improvements and fixes to help further enhance your experience in WFTO. As such, Patch 1.6.4 is now seeing the light of day, and it’s certainly not insignificant!
Significant performance improvements which should yield positive results especially on lower specced GPUs, up to 25% gains in FPS and reduced Stutter.
Dozens of changes and bug fixes
European Languages Return
With all this talk about the Chinese localisation, we’re sure there are many of our fans wondering about the existing and deprecated European languages - namely Italian, Spanish, Russian, and Polish, which we’ve unfortunately been unable to maintain since the original launch.
We’ve talked at length about this decision in the past, but the long and short of it is that the initial localisations were handled by our physical publishing partner, who graciously arranged and paid for the localisations. After release, no additional funds were apportioned for the maintenance of these languages, and upon making our cost assessment, we could not justify continued support for all languages at the time.
We’ve never been happy with this state of affairs, and we know that this feeling is reflected across our fan base. We’ve always wanted to return to the deprecated languages, and now we’re finally in a position to do so.
So we’re proud to announce that at long last we’re once again working with our localisation partners, to return official and complete support to Italian, Spanish, Russian, and Polish languages. This process will be commencing hot on the heels of the Chinese release, though it is a substantial undertaking (WFTO is a surprisingly text-heavy game) - we will update you on progress over the coming months.
We’d like to thank all our fans for their patience in waiting for these localisations. We know it has been a difficult road, and we’re sorry for the delay in returning these to active status. We’d also like to thank those that have stepped in with community translations - these will of course be going nowhere, and will still be available from the Steam Workshop, should you prefer to use them.
So, that just about wraps up our update. Don’t forget the big discounts that are now available on WFTO content for the next two weeks. Until next time, Underlord: Keep it evil.
As part of the unleashing the huge undertaking of supporting an entirely new language we’ve developed a large number of fixes and improvements to your game! Want to know more about the aforementioned language? Read here! Otherwise, read on for all the awesome changes that have come in Patch 1.6.4!
Chinese Language Support
As of today War for the Overworld is now available in Traditional and Simplified Chinese, you can read our full announcement here.
Special Worker Skin - Dragon Worker
To celebrate the Chinese release we’ve unleashed a special worker skin upon the world.
The Dragon Worker has a very special unlock condition, upon logging into the game between now and Chinese New Year (In February) you will be treated to a special achievement and find the new worker already available in game.
Should you miss this window it will be available again every Chinese New Year!
Once again we’re introducing a number of new maps all loving crafted by our excellent team of volunteer QA members. As always a huge thank you to them for their time and efforts, be sure to give them a pat on the back if you see them.
Localisation & Community Translations
Cutscenes now showing subtitles on all cinematics
Improved reliability of game loading into the correct language
We’ve implemented a number of significant performance optimisations which should greatly enhance game experience, especially on lower end GPUs. We’re really pleased with these improvements and of course we’ll continue to keep seeking opportunities to further improve the performance of the game.
Numerous Performance Optimisations with up to 25% increased FPS and reduced stutter:
Implemented a new deferred renderer
Optimised Unit Shields
Improved Minimap Performance
Refactored a number of older scripts for to improve performance in newer Unity versions
Improved Animations to reduce memory & rendering load
Improved Floating Emoticon performance
Optimised dynamic battle music performance
General pathfinding performance improvements
Huge vaults now build and destroy much faster
Vastly improved battle music system to improve reactivity in combat
Sound Effects volume slider now affects more sounds
Spirits now play an appropriate death sound
Added an attack sound to the Archon
Improved Audio Levels during cutscenes
Piggy Projectiles in the tavern are now appropriately flambeed
Improved image quality of Floating Emoticons and Unit Shields
Improved Animations when units eat piglets in the Slaughterpen
Added a new Kasita Hand and Pickaxe
Improved Cutscene Quality
Added Warden Work Animation
Added VFX on Juggernaut Work
Traing dummys in the Barracks are now more reactive to hits
Improved menu transitions
Improved visuals on the Wormhole potion
Brightened the Walls, Floor and Tiles of the Mira theme to bring them in line with the rest of the theme
Improved Alchemy Lab lights
Updated the main menu
Chunders now play work animation
Skarg plays sleep animation
Fixed brightness of the campaign map
Realigned torture chamber vfx
The minimum character limit for creating a lobby in Multiplayer has been reduced to 1
Lockshackle (My Pet Dungeon)
Beasts will no longer become angry on this level
Replaced Artefacts of Greater Sin with Artefacts of Sin
Added extra outer defenses for the Empire
Changed inner water areas to use Empire Water tileset
Changed Wooden Bridges to Empire Granite Bridges
Changed Artefacts of Greater Sin back to Artefacts of Sin (unintended change)
Set Destroyable setting of Empire Gateways to True so they can no longer be captured.
Moved the Core of all players closer to the middle of the continent, distance between players is now equal
Fortified path between players with Augrum Walls
Tweaked central area, now with more building space and gold!
Upgraded to Unity 5.4.5p5
Updated game credits
Tutorial videos are now played from a local file rather than streamed
Port Forwarding Advice link now takes players to the updated Userecho Article
Clicking on the Port Forwarding Advice link will no longer revert the player to the main menu upon return
Gold Statues can now be dropped on allied ground and thus transferred into an Ally’s control
Possessing a Piglet that gets placed into an Oven will no longer soft lock the game
Fixed an issue that could cause the game to seize on startup, this only affects the GOG version
Double clicking buttons on the main menu will no longer cause them to disappear
Fixed an issue which prevented dynamic battle music from playing
An Empire owned tile will no longer appear next to the player’s Dungeon Core on Lagoon (Sandbox)
Ghouls now correctly follow necromancers on Snowhope (MPD)
Rhaskos’ Dungoen on Hell’s Deep (MPD) is now correctly revealed by Revelation
Optional Objective on Hell’s Deep (MPD) now correctly required Rhaskos to be defeated to complete
Home Realm can no longer be restarted as intended
Incorrect number of Democorns will no longer be present after reloading Ponygrasp (MPD)
Volcanic Bridges on Lavafall and Caldera now correctly have lava beneath them instead of Water
Reported Map Size should be consistent in all menus now
Fixed an exploit which allowed access to locked MPD levels without owning the DLC
Fixed map editor placed beast den for a single faction showing black incorrect tooltips
Fixed an issue wherre Garrisons in range of a Posession door never activated
Fixed an issue that resulted in defences being buffed multiple times by a garrison
Prevented tavern getting stuck when a table was deleted.
Tavern table now has correct amount of need satisfiers
Fixed an issue where Inhibitor’s would no longer be owned by the Empire if the Empire player had a Dungeon Core that was destroyed
You can no longer cast a number of Warband associated abilities (Such as Add to Warband or Peaceband) on the Warband icons. Preventing such things as accidentally adding all units to the Peaceband
Added handling of units in walls on map load that got there from saving under extreme lag conditions
Fixed workers refusing to mine golden rats and piggies
Fixed up the frostweaver animsation and prevented the passive ability triggering the hit animation
When you mine Walls as a possessed worker, your workers will now correctly claim the tiles
Fixed an issue that prevented workers from collecting gold/defence parts
Neutral Vampires should no longer die in Prisons
Titan Sin Summoning cost increase now also increases the excess Sin Cap to allow late-game summoning after all aspects are researched
Prevented Siege shrine effect persisting after level change
Alchemy Artefact now correctly works for clients
Improved Forge spell reliability in MP for clients
Fixed an issue that caused some defences and constructs to never build in MP
Fixed Unit mood constantly showing as “Content” for clients
Fixed the orientation on the Temple Guard’s shield
Corrected an issue that caused some parts of the Archons neck to be split
Evil Arcane Portcullis is no longer incorrectly rotated
Fixed a number of broken team colour instances on Theme ceilings
Possession door projector added
Fixed rotated tile in mira theme water
Fixed founders theme core floating
Fixed projector wall not being the right size when building aureate monolith
Removed red tiles in Empire Sanctuary
Ally & Enemy Titan canceled icon improvements
Fixed golden statues returning to their original after save & load
Fixed Canceling selection of a min. 3x3 room leaves a blue mark in prop place
Prevented an issue which could cause the menu to animate off of the screen
We have a short and sudden announcement today regarding the pricing of War for the Overworld for several regions around the world, as well as our pricing strategy moving forward. This is all part of our continuing efforts to be as transparent as possible in our business practises, and should in no way reflect on any company other than ourselves.
We’re making this announcement today to make it clear why certain actions are being taken and because we didn’t want you, our customers, to be caught off guard.
What’s This All About?
As you may be aware, regional prices on Steam are advised by Valve, and yesterday we received an email informing us that they had updated their pricing matrix.
The changes have introduced several new currencies into Steam’s systems to offer a better customer experience for these regions. They have also adjusted existing prices to better reflect the strength of those currencies against the US dollar, and the local purchasing power of those regions. As such, with the exception of the USD, which prices are based off, and the Euro, which remains unchanged, all other currencies in the matrix now have new advised values. Items have either increased or decreased in price from their current standings, in most cases by relatively minor amounts.
As this is the first major change to advised regional pricings for many years, we have considered the advised changes carefully, weighing up the repercussions for both ourselves and our customers. We’ve considered how this works into our continued support of WFTO and our future as a company, as well as how it may affect your lives.
From this careful deliberation we have decided not to follow the advised changes to the letter. Rather, we will only be adopting the advised prices where the relative cost of the game in local currencies has decreased compared to previous values. We will not be increasing the price of the game for any region.
Why No Increase?
As a business we recognise the need to maintain appropriate levels of pricing, as the strengths of various currencies and buying powers across the world fluctuate; the advice offered by Valve in this regard is both appropriate and fair.
It is a fact that many economies are in very different positions to where they were years ago, when these prices last changed, and that in most cases the price of video games has not risen in line with inflation, despite increasing development costs. Simply put, Valve’s advice is something that we expect many publishers to follow, and we believe that for the good of the industry this is a sensible action.
With that said, Valve also advised developers to “always do what’s best for your players”, and this is something that resonates strongly with us. As a team of not just dedicated developers but also gamers and consumers, we want to ensure that the game can continue to reach a wide audience who will enjoy it for years to come.
As a British-based developer, we know firsthand what it’s like to live in a country where the economy is in flux due to recent political changes; we know what it’s like to feel the squeeze of a currency weakening, and we don’t want that to be a barrier to the enjoyment of our games.
Furthermore, we do not wish latecomers to feel as though they are punished, especially as WFTO is now an ageing game - one which is still supported and developed, but ageing nonetheless. We do not believe it would be as fair on those affected by price increases as it might be for a new title.
We also believe in pricing our products based on our perception of what is fair for the work we’ve dedicated to them, and for now we do not feel that there is a need to increase any prices to achieve this.
With all this said and done, we plan to review our pricing at least once a year, and we can’t say what will happen when we do so. We cannot rightly say that price increases will be off the table if we feel they are appropriate, though they will always be carefully considered; and regardless of any changes, we’ll be sure to inform you appropriately. Rest assured that we would never ever increase the price of any of our products without giving you a window of warning.
It should also go without saying that we will of course follow Valve’s guidelines for any future titles, and as such you can expect the next expansion to use the advised pricing structure. But as always we will aim to ensure that our prices are not only fair for our team but also our fans.
And of course we’re always happy to receive feedback from you on any of these matters. It’s important to us that you feel your voice is heard, so please don’t hesitate to get in touch through any of our channels. Now, after that incredible wall of text, here’s the nitty-gritty of the changes:
Reduced Regional Prices
The pricing of all WFTO products in the following currencies has been reduced to reflect the new pricing matrix. We have submitted the pricing changes and expect them to be approved by Valve within the next few days, so if you're amongst the following currencies keep your eyes peeled for reduced prices in the near future.
Edit: These changes have been approved by valve now and should be live.
Peruvian Nuevo Sol
South African Rand
Hong Kong Dollar
Saudi Arabian Riyal
CIS Territories USD Regional Price
The following local currencies are now supported by Steam, and as such these regions have new prices in line with the pricing matrix. As above we have submitted the changes to allow these currencies and expect them to be approved in the coming days and weeks. The actual time will depend on Steam of course.
Edit: These changes have been approved by valve now and should be live. However we can not confirm this and if you do not see your currency it is likely that Valve has not officially launched them yet and may be waiting for more developers. If that's the case there's no timescale for the launch but we'd certainly expect them this year, probably in the coming weeks.
It is somewhat unusual for us to announce a hotfix patch with the full hurrah, but today we’re unleashing a fix to an issue that has plagued a specific subset of users for quite some time. At long last players on OS X based systems should no longer have issues with the pre-rendered cinematics, and may breathe a sigh of relief. It may be a small change, but we know it makes a big difference for some.
For those affected we know this has been a long time coming, so we have to thank our fans on Apple machines for their enduring patience. We apologise that it has taken so long for this issue to be resolved, and we hope that you continue to enjoy WFTO.
Patch 1.6.3F2 Release Notes
Fixed a major issue that resulted in the game crashing on all macOS computers when attempting to play any in-game pre-rendered cutscene
For the rest of you we have another minor patch on the way sometime in early October, and of course look forward to more news as we head towards Patch 2.0 and Expansion 4!
Until then here's a little sneak peek of something yet to come.
It wails from the nether Aether, sending a tingle down even a Behemoth's spine.