War for the Overworld - Noontide


Darkest greetings Underlord,

Today is an auspicious occasion for the denizens of the Underworld! For you see, twenty years ago today, a little game known as Dungeon Keeper was unleashed upon the world by Bullfrog Productions and Electronic Arts.


        Evil certainly was very, very good - Dungeon Keeper - Electronic Arts - Bullfrog Productions

The brainchild of Peter Molyneux and the team at Bullfrog, Dungeon Keeper would be the progenitor of a whole new unholy sub-genre, now known as Dungeon Management, which melded together aspects of RTS, God Games and RPGs, to create a truly unique experience. Placed into the mind of an abhorrently cruel godlike being, you were charged with the creation and management of a deathly dungeon and its despicable denizens.


        The pioneering gameplay of slapping Imps - Dungeon Keeper - Electronic Arts - Bullfrog Productions

This unique concoction of gaming flavours would go on to touch countless lives, and become a cult classic with a dedicated following all across the globe. It is now one of the most recognisable achievements of Bullfrog, which considering their success, is truly saying something.
A sequel, the aptly titled Dungeon Keeper 2, was released two years later in 1999. It continued the ignoble legacy, even promising a third title, before the series’ life was brutally cut short by a shifting industry direction, and the loss of core members of the Bullfrog team.


        ’Twas still good to be bad - Dungeon Keeper 2 - Electronic Arts - Bullfrog Productions

Fans bayed for the promised third coming but it was never to be. Dungeon Keeper 3 would never be realised, and the original trailer and premise of the “War for the Overworld” would continue to taunt fans for well over a decade.

The deathly silence that followed was punctuated only by a few games inspired by the long absent king, many of which failed to meet the great expectations left behind in the void of Dungeon Keeper’s passing.

The years slipped away into the abyss, like so many Lords of the Land, but the Dungeon Management community grew in both size and age. With no sign of a new Dungeon Keeper on the horizon, it began to scheme and plan projects that could take up the reins of evil. If the industry would not fill the gap in our lives (with anything of value at least…) then we would do so ourselves.


        This evil was less good - Dungeon Keeper Mobile - Electronic Arts

Dozens of projects coalesced and dissolved. One such project, first envisioned on the Keeper Klan forums in 2007, reformed in 2011, and successfully Kickstarted in January 2013, is now better known by a name that meant so much to every Dungeon Keeper fan: War for the Overworld!

We’ve never made any secret of how much Dungeon Keeper has inspired War for the Overworld. We wanted to create a game that held as true as possible to the DNA of Dungeon Keeper – a game that could truly be considered a spiritual successor, taking what we felt was best about the gameplay and finding places to evolve it into a modern Dungeon Management game in its own right.


        We hope you’re having fun being evil again

This is a story we’ve told time and time and time again. But a story we haven’t told is how Dungeon Keeper has inspired us on a personal level, as developers, as people, and how it has shaped our lives in ways that we’re sure no one at Bullfrog could ever have imagined. So allow us to now share a few tales from our team:

Lee Moon – Community Manager
My first experience of Dungeon Keeper was shortly after its release in 1997 when I was just a wee lad of 6 years. I remember my older brother bringing this game home and watching him play it on our old Windows 95 desktop that was primarily used for my father’s work – but also for such gaming classics as Doom, Theme Park and Command and Conquer.

As I watched my brother play I just knew I had to have a go! This game looked like nothing I’d ever seen – the incredible isometric view, dynamic lighting, unique creatures, and ability to dig, shape and build rooms captured my imagination immediately. I waited… and waited while my brother played. Days later I finally got my chance!

I sat down in the big seat, eager as you might imagine a 6-year-old would be, and played my first level. So eager was I to build that I forgot to give my Imps time to fortify the walls. My dungeon was destroyed by the invading heroes before it even began! Rather pathetically I had lost the first level.


        Most decidedly not the screen I received on the first level - Dungeon Keeper - Electronic Arts - Bullfrog Productions

From then on I played the game on and off through the years. As I grew I became more and more competent. I finally beat the game and begged my parents to buy the sequel in 1999 (they eventually gave in). Since then I’ve played both games many, many times, most famously when I wrestled with the AI assistant on stream. I often look back on them as two of my favourite games ever made.

I remember for many years wishing for a third game, following various projects online (I’m sure you can imagine which!). For years I talked with friends about wanting to learn how to make games myself so I could work on something like that, but being pragmatic as I am, I decided to pursue a life in computer networking.

I jumped with joy when War for the Overworld’s Kickstarter happened, and backed £200 immediately. From there I became extremely active in the community, and the rest is history.

Dungeon Keeper played a huge role in my life, and without it I would not be where I am today – helping to shape a fantastic Dungeon Management game and a dedicated community around it!

Thanks for all the fun times and memories Bullfrog! You will always be missed!

Josh – Managing Director & Lead Designer

From an early age I knew that I wanted to be a game developer, after all my father had been one for my entire life so it seemed like a natural fit. Back in those early days I never would have imagined I’d have been directly responsible for one of the most popular modern Dungeon Management games.

I don’t entirely remember how old I was when I first played a Dungeon Keeper game. I know that I was certainly quite young, perhaps 7 or so when I dove headfirst into Dungeon Keeper 2. I was always a big fan of strategy games such as Command and Conquer and Populous: The Beginning, and something about DK2 really called to me. Though I wouldn’t encounter the original until much later, I can truly appreciate how much is owed to it.


        Keeper Klan is still a hot location for Dungeon Management fans!

I remember spending hours just working my way through the campaign and the disappointment that came in knowing that there would never be a third game. Over the years I watched games attempt to capture the magic, but nothing ever felt quite right. By 2007, at the tender age of 15, I knew that if I wanted to play a game that truly captured the feeling of total control, I’d have to make it myself. A decade and a whole lot of stress, sweat and graft later here I am, with something I’m proud to put my name to.

Scott Richmond – Director, Producer, Programmer

Dungeon Keeper was a game I played far before I ever considered becoming a game developer. It was a game I found myself reinstalling often to get that unique management game fix that only the DK series seems to have ever given.

My gamedev story in brief is one of self-learning and a lot of failed experiments. A lot. I have the DK series to thank for the high benchmark I pressured myself to achieve, and it was a constant inspiration and driving force as my attempts to make games became progressively more complex.

Patrick Hore – 3D Artist

Although I never played DK1 as a kid, its sequel completely grabbed my attention. Atmospherically, Dungeon Keeper 2 was captivating. The gritty colours, the eerie sounds, the twisted style of the landscape, made the dungeon management experience so inviting and addictive.

Being introduced to the game by my friends, I was immersed into a dark world so unlike many other games. It felt as if few games were willing to explore the point of view of the bad guy, which made the whole experience even more exciting. For me, creating an army of my favourite creatures and traps meant playing so many hours of skirmish matches.

I feel games like Dungeon Keeper are so inspirational for their integrity of their vision and feeling.

Nano Boucher – Director, Programmer

Hello. Many years ago now I remember having an absolute blast when playing Dungeon Keeper 2 online with my friends. We’d almost every weekend get together and devise strategies to see who could crush the others first.

From my experiences playing I was inspired to teach myself programming so that I could develop video games, and started working on a prototype in the UDK engine with similar principles to Dungeon Keeper. I’m sure you can find footage of that if you look around. It was a huge challenge – Dungeon Keeper is an extremely unique game and honestly something of a technical marvel for its time.


        What WFTO looked like circa 2007-2008

Shortly thereafter I discovered the WFTO project on Keeper Klan and I signed up to join the team. The rest is as they say is history!

Tim White – Writer

I think I’m one of the few members of the team who didn’t play Dungeon Keeper as a child – you know, how sometimes a classic will pass you by for some random reason. Thing is, I loved Theme Park. Maybe my innocent childhood self just wasn’t ready to be the bad guy! But I think discovering it as an adult, without the aid of nostalgia, just shows how much of a timeless experience Dungeon Keeper is. In particular for me, the strength of the setting is striking: the innovative mix of weird and otherworldly creatures, some of whom just don’t get along; the happy and hapless world full of places called “Flowerhat” and “Lushmeadow-on-Down”. The black comedy is always there, and I can only marvel at the succinct wit of the script, and deadpan delivery of Richard Ridings. Who can forget the intro to the first level: “The people of Eversmile are plagued only by aching facial muscles, and not anthrax as we had hoped.”

Conclusion

These days there are dozens of Dungeon Management games, either released or in production, all inspired by a single progenitor to some degree. Dungeon Keeper is to us what games like Wolfenstein or Doom are to the FPS genre – a true genre-defining classic that has inspired countless people to carry the torch and get into game making themselves.

We’re proud to have been one of the most influential of the Dungeon Management games in recent times, and to have been the first to achieve a successful Kickstarter, Early Access, launch, and post-release support cycle that is still going to this day!

It is our honour to truly have been a project by fans of Dungeon Keeper, for fans of Dungeon Keeper.

Dungeon Keeper 1 and Dungeon Keeper 2 are available to purchase from GOG.com!

Cheers,

– Brightrock Games Team


Discover Dungeon Keeper on GOG.com!

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War for the Overworld - Noontide

Darkest greetings Underlord,

The last few weeks have been incredibly busy for us here in the depths of the development dungeon, with the recent launch on GOG.com dominating much of our work. We have to say that it’s been an absolutely incredible success, and we’re extremely pleased that we can now finally offer War for the Overworld as a solid DRM-Free experience!

With this huge launch now behind us we’ve taken a step back and thought even more about what we can offer, to improve the experience of players that don’t want to participate in the Steam platform.

Introducing the Foundry

At Brightrock we consider community content to be one of the greatest things in PC gaming, and something we can’t get enough of. We want to bring this experience to our GOG.com players as well, and that brings us to the Foundry.



Whilst Steam has the Steam Workshop on which WFTO has thousands of custom creations, we knew that there was no place where non-Steam players could share and download maps and translations from. This is what we’re looking to solve with the Foundry.

We’ve set up this special page on our website as a repository for players to share, download and discuss their creations. We’ve already filled it up with some of the most important and popular maps and translations from our Steam community, to help you get your hands on the best content developed so far.

Now we’d like to invite you, our players, to help populate the Foundry with awesome content, and we look forward to helping you develop even better community content in the future! If you’d like to find out how to use the Foundry, then click through to this knowledgebase article.

As we move forward towards the last updates of WFTO, we’re keen to see what our community comes up with in terms of content, and we’re very interested to hear what improvements you’d like to see to the content creation tools. We’re also looking to resurrect our community spotlight, to reward the very best content in the community with small gifts and news spotlights, as our way of thanking the dedication and commitment of creators. We hope this new initiative will inspire everyone to get involved!

Cheers,

– Brightrock Games Team


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War for the Overworld - Noontide


Darkest greetings Underlord,

It’s been on the Public Test Branch for little over a week, and now with the release of our GOG version we’re proud to say that Patch 1.6.2 is now finally going live! It brings with it a variety of improvements, but none more so than those for Multiplayer. So read on, Underlord, and discover what magic lies in the bowels of:

Patch 1.6.2 - Multiplayer Mayhem
We’ve introduced some serious new netcode with Patch 1.6.2 which should drastically improve the quality of multiplayer matches. We’ve had this on the Public Test Branch for just over a week and the response has been positive so far. Want to give it a go? Here’s some tips to get you started!

Finding a Multiplayer Match
What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head!

Don’t forget if you’re going to host you’ll need to port forward!

Reporting Issues
We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing please get in touch with a bug report via User Echo.

Release Notes

Multiplayer Improvements
We’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.

  • Multiplayer behaviours should be much more consistent with gameplay, for example:
    • Constructs and defences are more reliable
    • Casting Recall on the Worker Rally no longer breaks the Worker Rally
    • Unit actions are now consistent between client and host
  • We’ve implemented new systems to combat desyncs by slowing the game down, giving it time to catch up after network issues
  • Visual issues have been greatly reduced, for example:
  • Reduced instances of units visually teleporting
  • VFX should be correctly synced to unit location
  • “Ghost” units have been exorcised
  • Possessing a unit should no longer cause unit shields to break for your opponent
  • Unit shields no longer become detached from their unit
  • Workers who are undertaking a task should no longer become lost
  • Implemented support for cross-platform play with GOG Galaxy players

Performance Improvements
  • Multiplayer code no longer runs in single-player, which yields a small performance boost for all players

Visual Changes
  • Improvements to the gold pile highlight
  • Significantly improved the Crackpot/Gnarling working animation
  • Improved the floor texture for the Empire barracks
  • Campaign map highlighting improved
  • Made some changes to the lights on the main menu scene to improve contrast between rendered objects and UI objects
  • Small changes to the Archive Lectern lights
  • Glowing runes are now present on Arcane/Evil Arcane theme door frames
  • Fixed a number of significant issues with the Dwarven Core
  • Arcane themes now use a new arcane portcullis frame
  • Improved Archon emissive map
  • Reduced the VFX height of the Necromancer’s heal which should improve combat clarity when they are present

Levels
  • Made some slight visual tweaks to War for the Overworld Level 13

Bug Fixes

Units
  • Shambler no longer incorrectly has a wage
  • Porkzilla can now correctly deal damage to units and defences once more, praise the bacon!
  • Corrected an issue that caused the Behemoth’s heal rate to be far higher than it should have been - it now correctly generates 0.75% health per second

Visuals
  • Fixed highlight on all Archive props
  • Evil Arcane theme glowing runes now match what is engraved in the wall
  • Necromancers on War for the Overworld Level 8 now correctly use the Necromancer Possession effect
  • Fixed team colouring on a number of objects:
    • Sovereign Theme door frame
    • Sovereign Theme connector
    • Sovereign Theme Midas Door
    • Santa Worker
    • Empire and Phaestus theme wall lights
  • Kickstarter theme Dungeon Core will now display the correct damage states
  • Kasita and Draven Cores on War for the Overworld Level 12 should now animate correctly
  • Corrected highlighting on Empire and Phaestus themes
  • Texture corrections on War for the Overworld Level 8 water gates
  • Fixed Rocky Earth normal map
  • Fixed Gold Shrine highlighting
  • Overworld Gateway unit shields should now display more reliably
  • Snowy Sacred Earth now uses the correct textures, instead of the Snow textures for Sand walls
  • Phaestus theme now correctly uses the Underlord props rather than Empire props
  • Fixed compression settings for some stray textures
  • Fixed the transparency on the Overworld Gateway
  • Improved the visuals of the standard theme wall torch
  • Minor improvement to the lamps in the Empire Lair
  • Fixed an issue with the highlight on small dropped gold piles

Rooms
  • Heightmap data of Empire Slaughterpen and Barracks now matches that of their Underlord counterparts
  • Destroyed and claimed Overworld Gateways can no longer be used to dismiss units

Levels
  • Improved the effect that is played when Mira is capturing the Kenos on War for the Overworld Level 10, by fixing clipping and misalignment
  • Further improvements to the Shifting Bond ritual progress on War for the Overworld Level 5, in an attempt to fix a long standing issue

Multiplayer
  • Removed ping column in lobby due to it being unimplemented at this time
  • Fixed an issue where the host would always try to send a copy of a map to the client even if it was not required
  • Fixed an issue where the location of units and them taking an action would not be correctly synced

UI
  • Improved floating emoticon compression quality to prevent pixelation

Miscellaneous
  • GameText - Minor grammar corrections
  • GameText - Fixed "Claim" Worker task type to correctly display as "Unclaim" when unclaiming enemy tiles
  • Removed unused textures

That covers this update for now Underlord. We’re still working hard on bringing further under-the-hood improvements to War for the Overworld, and we expect a new UI middleware shortly, followed by Unity 5.6 in the near future! Stay tuned!


Cheers,

– Brightrock Games Team


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War for the Overworld - Noontide


Darkest greetings Underlord,

Chained away in the darkest corner of our dungeon the code imps, beavering away with their gnarled hands, continue their never-ending task of improving the inner workings of War for the Overworld - all so that you might enjoy the fruits of their labours even more.

Recently, on a rare expedition beyond the confines of the coding chamber, one of these wretched beings encountered a rare artefact - no less than the source code for an integral component of our multiplayer systems! Darting back to the chamber exuberant in his find, this fervent little fellow locked himself away, determined not to see the light of day again until his task was complete.

We’re now proud to say that for the first time in weeks he has re-emerged with a new WFTO build - one that we’re pleased to share with you today via the Public Test Branch. That’s right, we’re reopening the test branch for public exhibition with this new 1.6.2PTB1 build!

1.6.2PTB1 - A New Multiplayer

1.6.2PTB1 includes a number of changes intended to dramatically improve the multiplayer experience. We’ve been redeveloping our netcode, which in our tests has shown significant improvements. Now we’re eager to see how that works in real life and to do that we need your help!

Accessing the Public Test Branch
Gaining access to the PTB is almost as easy as snapping your evil fingers. Simply do the following:

  • Right click War for the Overworld in your Steam Library
  • Select Properties from the drop down menu
  • Click the Betas tab
  • From the drop down select Publictest
  • Wait for the update to download

Finding a Multiplayer Match
What would a multiplayer patch be without multiplayer matches? Head on over to our Discord and join the Matchmaking channel to find other players with whom to go head to head!

Remember you’ll both need to be on the same version of WFTO, so if you’re on the PTB your opponent will need to be as well! Don’t forget if you’re going to host you’ll need to port forward!

Reporting Issues
We’re looking to try and improve the experience for our multiplayer fans as much as possible, so if you run into an issue while playing on the PTB please get in touch with a bug report via User Echo.

Release Notes

Known Issues
  • Glacial Doors do not animate for the client
  • Unit mood is not visible to the client (all units are always displayed as content)
    Multiplayer chat does not work on macOS
  • When you place defences/constructs as the client, it will show the purchase cost multiple times

Multiplayer Improvements
We’ve reworked our netcode to deliver significant improvements to the Multiplayer experience.

  • Multiplayer behaviours should be much more consistent with gameplay, for example:
    • Constructs and defences are more reliable
    • Casting Recall on the Worker Rally no longer breaks the Worker Rally
    • Unit actions are now consistent between client and host
  • We’ve implemented new systems to combat desyncs by slowing the game down, giving it time to catch up after network issues
  • Visual issues have been greatly reduced, for example:
  • Reduced instances of units visually teleporting
  • VFX should be correctly synced to unit location
  • “Ghost” units have been exorcised
  • Possessing a unit should no longer cause unit shields to break for your opponent
  • Unit shields no longer become detached from their unit
  • Workers who are undertaking a task should no longer become lost

Performance Improvements
  • Multiplayer code no longer runs in single-player, which yields a small performance boost for all players

Visual Changes
  • Improvements to the gold pile highlight
  • Significantly improved the Crackpot/Gnarling working animation
  • Improved the floor texture for the Empire barracks
  • Campaign map highlighting improved
  • Made some changes to the lights on the main menu scene to improve contrast between rendered objects and UI objects
  • Small changes to the Archive Lectern lights
  • Glowing runes are now present on Arcane/Evil Arcane theme door frames
  • Fixed a number of significant issues with the Dwarven Core
  • Arcane themes now use a new arcane portcullis frame
  • Improved Archon emissive map

Levels
  • Made some slight visual tweaks to War for the Overworld Level 13

Bug Fixes

Units
  • Shambler no longer incorrectly has a wage
  • Porkzilla can now correctly deal damage to units and defences once more, praise the bacon!

Visuals
  • Fixed highlight on all Archive props
  • Evil Arcane theme glowing runes now match what is engraved in the wall
  • Necromancers on War for the Overworld Level 8 now correctly use the Necromancer Possession effect
  • Fixed team colouring on a number of objects:
    • Sovereign Theme door frame
    • Sovereign Theme connector
    • Sovereign Theme Midas Door
    • Santa Worker
    • Empire and Phaestus theme wall lights
  • Kickstarter theme Dungeon Core will now display the correct damage states
  • Kasita and Draven Cores on War for the Overworld Level 12 should now animate correctly
  • Corrected highlighting on Empire and Phaestus themes
  • Texture corrections on War for the Overworld Level 8 water gates
  • Fixed Rocky Earth normal map
  • Fixed Gold Shrine highlighting
  • Overworld Gateway unit shields should now display more reliably
  • Snowy Sacred Earth now uses the correct textures, instead of the Snow textures for Sand walls
  • Phaestus theme now correctly uses the Underlord props rather than Empire props
  • Fixed compression settings for some stray textures
  • Fixed the transparency on the Overworld Gateway
  • Improved the visuals of the standard theme wall torch
  • Minor improvement to the lamps in the Empire Lair

Rooms
  • Heightmap data of Empire Slaughterpen and Barracks now matches that of their Underlord counterparts
  • Destroyed and claimed Overworld Gateways can no longer be used to dismiss units

Levels
  • Improved the effect that is played when Mira is capturing the Kenos on War for the Overworld Level 10, by fixing clipping and misalignment
  • Further improvements to the Shifting Bond ritual progress on War for the Overworld Level 5, in an attempt to fix a long standing issue

Multiplayer
  • Removed ping column in lobby due to it being unimplemented at this time
    UI
  • Improved floating emoticon compression quality to prevent pixelation

Miscellaneous
  • GameText - Minor grammar corrections
  • GameText - Fixed "Claim" Worker task type to correctly display as "Unclaim" when unclaiming enemy tiles
  • Removed unused textures

That covers this update for now Underlord, but be sure to check back in the coming weeks as we’re currently working on some exciting improvements on the backend. Specifically we’re moving WFTO to a newer version of Unity and updating our UI middleware. We’ll keep you informed as these projects move along, and you should expect to see these on the PTB in the coming weeks.

Cheers,

– Brightrock Games Team


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War for the Overworld - Noontide


Darkest greetings Underlord,

Would you like the good news or the bad news first? Given your outlook, I suppose you’re eager for the bad: Your Workers have formed a union, the National Union of Dungeon Excavators. But it’s because of the good news: You’ve been working them into the ground!

The leader of this union is a veteran Worker, The Cynical Imp, who’s come out of retirement just to head this campaign.



The Cynical Imp is proffering these terms, and is threatening a Workers’ strike if you don’t agree:

  1. The Underlord may not slap a minion in their minionship except in the explicit circumstance where the said minion has refused to excavate a tile designated by the said Underlord’s Hand.
  2. The Underlord must establish a Payday giving scheme whereby minions can donate a portion of their earnings to charity, tax free.

He has also prepared this short broadcast for you:

https://youtu.be/JMS-tQxTFdY

So unless you want your dungeon to be as empty as a room after a Chunder’s fart, you should have a good think about this.

The Cynical Imp is ready to hit the campaign trail across all non-Campaign game modes!

Download The Cynical Imp skin from our website or Steam - select your bundle and 100% of all Brightrock Games proceeds will be donated to the GamesAid Digital for Good initiative. Larger donations will grant access to the previously-exclusive Kickstarter and Founders Dungeon Themes!

Thank you for your generosity,

– Brightrock Games Team


Support via our Charity Page!
Support Via Steam!

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War for the Overworld - Noontide

Darkest greetings Underlord,

Alongside our release of the gentlemanly Cynical Imp charity skin and the much anticipated charity sale of previously exclusive Kickstarter Themes, we have pushed a small update which addresses a few minor issues, mostly visual.

Please take a few moments to read our announcement post regarding our partnership with GamesAid in order to support a good cause and help make lives better through the power of gaming!

Charity Skins & Themes
We have released a brand new Charity Worker Skin and enabled the ability to purchase previously exclusive Kickstarter Dungeon Themes with 100% of our proceeds being donated to charity. Find out more here. (Steam Store Page)

  • Added support for The Cynical Imp & The Cynical Imp (Classic) Charity Worker Skins
  • Added support for charity versions of the Kickstarter and Founders Themes

Visual Improvements
  • Improved the transparency on some wall props in the Torture Chamber
  • Improved the animation transition for the Inhibitor
  • Implemented new Gnarling attack voice lines
  • Improved the lighting in the Main Menu scene
  • Improved team colouring on the Arcane and Evil Arcane themes
  • Improved highlighting on:
    • Korvek Core
    • Evil Arcane Core
    • Arcane Core
    • Dark Empire Core
    • Dwarven Core
    • Founders Core
    • Empire Core
    • Kasita Core
    • Kasita Silver Core
    • Kickstarter Core
    • Mira Core
    • Sovereign Core
    • Rhaskos Core
    • Perception Shrine
    • Overworld Gateway
    • Crucible Goldstone
    • Mana Shrine
    • Manufacturing Shrine
    • Research Shrine
    • Slaughterpen Pig Pen
    • Tavern Spit Roast Oven
    • Alchemy Lab Cauldron
    • Main Campaign level 13 Drawbridge Winch
    • Lord O’ Theland
    • Coleem Magnanimous
  • Improved the Korvek Core dead state
  • Improved the team colouring on Korvek’s theme
  • Improved the team colouring on the Sovereign theme
  • Improved Mira’s Core to make it more of a focal point
  • Improved the lava on the Foundry wall
  • Improved the team colour effect for the basic Worker
  • Improved the Colossus Forge smoke effect on Heart of Gold campaign level 3
  • Made improvements to some Arcane and Evil Arcane wall variants

Level Changes
War for the Overworld
Level 12
  • Minor dialogue improvements

Bug Fixes
Units
  • Removed a broken script from the Shadow unit which would cause an error message in output logs with no other noticeable effects

Visual
  • Fixed an issue that caused caused Coleem Magnanimous’ unit shield to clip into his head
  • Fixed an issue that resulted in a gap appearing between some walls in the Arcane theme
  • Fixed an issue that caused camera clipping when possessing the Arcane Worker
  • Fixed a visual issue on the Arcane and Evil Arcane theme Portcullis
  • Fixed some transparent models on the Empire Torture Chamber wall
  • Fixed an issue that caused the Evil Arcane Wooden Door to have its shield clip into itself
  • Fixed an issue that caused a small part of the Hero Garrison prop to be incorrectly transparent
  • Hine-Po will no longer display a broken texture file when converted in the Torture Chamber
  • Corrected an issue that caused preplaced Artefacts to clip through the floor
  • Corrected an issue that caused some clutter props to clip through the wall in the Hero Garrison

Levels
  • Prevented an issue on War for the Overworld Level 11 that was caused by a faulty voice line

Miscellaneous
  • Corrected an issue that prevented DLC Worker themes being loaded from a save game correctly

Cheers,

- Brightrock Games


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War for the Overworld - Noontide


Darkest greetings Underlord,

At the start of this month we unleashed the My Pet Dungeon DLC and Patch 1.6, and your response to both has truly blown us away! The new game mode has met with roaring appreciation from our fans and we’re pleased that all our hard work and toil over the past few months has not gone to waste!

But the work does not stop there! With new features inevitably come new bugs; fortunately our stalwart QA volunteers and of course our ever patient community have been reporting issues left right and centre, and our development Chunders have been fixing them just as fast!

Since release we’ve pushed out hotfixes at regular intervals, but now we’re winding down to focus on upcoming content. But in case you haven’t been following thus far we’re going to provide a complete rundown of all the fixes and changes since My Pet Dungeon was unleashed.

The following list includes patch notes from these hotfixes, though additional changes are undocumented:

  • 1.6f8 – 4 April
  • 1.6f9 – 7 April
  • 1.6f10 – 10 April
  • 1.6f11 – 12 April
  • 1.6f12 – 20 April

Compiled Patch 1.6 Hotfixes

Gameplay Changes
  • Rallying Beasts will now also rally the Beastmaster
  • Made improvements to the way that Artefacts are dropped by Workers when there is no space in the Archive
  • Lava damage has increased from 50 to 200
  • Revenants now fade much faster

Level Changes
  • Gave the player 5 more minutes on War for the Overworld Level 11 before Mira channels the Kenos
  • Added an optional objective to War for the Overworld Level 3 to encourage the player to prepare for the attack
  • Made some tweaks to War for the Overworld Level 3 – the areas Empire units can come from should now be much clearer
  • Added new level end voice-over for War for the Overworld Level 5
  • Minor increase to research speed that increases throughout the campaign mode, about 30% increase level on level

My Pet Dungeon
  • Gold Rust’s Ember Lord’s treasure objective now completes once you claim the first Artefact
  • Made improvements to Snowhope to prevent some objectives becoming impossible to complete

Visual Improvements
  • Minor improvements to the Kasita Theme ceiling
  • Improved the visuals and animation of the Korvek Core

Performance Improvements
  • Vastly improved performance when large numbers of gold piles are on screen

Possession
  • Improved hit detection for the Shambler
  • Improved the Possession camera for the Shambler
  • Improved feedback when adding a unit to your Possession raid group
  • Improved the Possession Cam Bobbing option

UI Changes
  • New unit portraits for:
    • Beastmaster
    • Behemoth
    • Succubus
    • Bafu
    • Augre
    • Terror
    • Shadow
    • Necromancer
    • Cultist
    • Oculus
    • Ghoul
    • Revenant
    • Wraith
    • Shambler
    • Crackpot
    • Chunder
    • Arcane Chunder
    • Chilly Chunder
    • Chilli Chunder
    • Chunderling
    • Chunderoid
    • Gnarling
    • Vampire
  • Moved the unit chat indicator to the new Floatymoticon system
  • Prevented pixelation of the Floatymoticons on low settings
  • Improved formatting of My Pet Dungeon arrow on the main menu
  • Crucible and My Pet Dungeon lobbies now remember player selections for themes and mutators

Localisation
  • Made various improvements to the German translation
  • Minor improvements to the French translation
  • Corrected some Dungeon Theme translation names

Bug Fixes

Units
  • Fixed an issue that caused the Magma Weaver to take damage from Lava
  • Made a temporary tweak to the Worker Dash ability to prevent a known issue – this will be improved upon at a later date
  • Prevented the Archon from spawning Wraiths in Chasms

Spells
  • Fixed an issue that prevented Annex from being cast correctly
  • Fixed an issue that occurred if a cutscene played while in Possession
  • Fixed an issue preventing the creation of Warbands in Possession
  • Fixed an issue preventing Possession recall in special cases

Levels
  • Corrected an underlying issue that would cause Gateways to spawn too many units
  • War for the Overworld Level 10’s speed run achievement is now rewarded for the correct time
  • Prevented the player getting stuck in War for the Overworld Level 2 by selecting the wrong research in the Veins of Evil
  • Fixed an issue that locked the Wrath branch of the Veins of Evil on My Pet Dungeon Level 4
  • Lady Aetna’s voice lines on Heart of Gold Level 4 now stop after her death – there can be only one disembodied voice in War for the Overworld, mwahahahahaha ha!
  • Fixed an issue that caused the objective panel to disappear on War for the Overworld Level 3
  • Fixed the Kasita Theme on Heart of Gold Level 4 which was using the correct colour
  • Corrected some issues with the Hell’s Deep objectives (My Pet Dungeon)

My Pet Dungeon
  • Fixed an issue that prevented players from claiming gold dropped by units spawned from the My Pet Dungeon Gateway
  • Fixed an issue that prevented the description text of My Pet Dungeon maps from being translated
  • Stopped My Pet Dungeon Toybox units playing their Tavern speech
    Removed some broken rituals from Hell’s Deep (Unleash Kenos for example)
  • Fixed the Toybox tutorial line failing to play
  • Prevented ice tiles reverting to Dirt in My Pet Dungeon
  • Corrected an issue preventing some players from playing the second My Pet Dungeon map for free
  • Clicking the My Pet Dungeon purchase banner in-game now correctly redirects you to the Steam Store
  • Fixed a rare issue resulting in the My Pet Dungeon user-interface disappearing

God Mode
  • Placing a Neutral room in God mode now works as intended
    Multiplayer
  • Worker Rally flags in Multiplayer will now only show for the player placing them as intended

Map Editor
  • Removed duplicate entries from the Empire Theme selector

AI
  • Prevented a rare situation where a Worker would try to walk into the centre of a prop
  • Fixed an issue that caused Shadows to run through Lava unnecessarily

UI
  • Fixed an issue that prevented the hide user interface button from being displayed
  • Fixed the “Translation No Longer Supported” box failing to display
  • Fixed a regression that resulted in players becoming locked in the Extras menu

Audio
  • Fixed an issue preventing the narrator’s voice from being controlled by the volume slider

Visual
  • Fixed an issue that caused the Worker fortify VFX to play incorrectly
  • Fixed various issues with the Arcane Theme

Miscellaneous
  • Fixed various minor code errors
  • Corrected a mismatch between a miscellaneous narrator voice line and subtitle
  • Fixed an issue that prevented Micropiglets and Rats being unloaded when changing level
  • Prevented multiple null reference exceptions
  • Prevented some rare crash cases

That covers all the work our dedicated Chunders have put in over the last few weeks! Stay tuned for more news hot from our foundries!

Cheers,

– Brightrock Games Team


Click here to discuss this update on the Steam Forums

Click here to chat about this update on our Discord
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War for the Overworld - Noontide


Darkest greetings Underlord,

Though barely... Alas the darkness is receding, and sunlight is returning to Kairos. But all is not lost. Sprouting from his warren like a daffodil, Bunny Worker rises with a ravenous appetite - for chocolate eggs!



This cocoa connoisseur will burrow deep in search of chocolate. And you know the thing about chocolate is that it’s brown. And the thing about dirt is that it’s also brown. So keep that nugget dangling on a stick, and this fervent little fellow will burrow out all your dungeons till next winter!

Crack open your Bunny Worker skin on Steam and receive a special launch discount for a limited time - then watch him burrow through all non-Campaign game modes.

https://www.youtube.com/watch?v=vCs0Maetae4

Priced at just £0.79 / $0.99 / 0.99€, the Bunny Worker is waiting for you on the Steam Store. You can also grab him at a discount in our Worker Skin Collection.

In addition, backers of our original Kickstarter campaign using the Steam version of the game will receive this skin for free.

Happy Easter, Underlord!

– Brightrock Games Team


Click here to chat about this update on our Discord
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War for the Overworld - Valve
Today's Deal: Save 75% on War for the Overworld!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Wednesday at 10AM Pacific Time
War for the Overworld - Noontide


Darkest greetings Underlord,

For millennia you have slept with nothing but the dreams of long-decimated realms to keep you company - the journey through the Aether is harsh after all and the search difficult, but at last you stand on the precipice of a new realm, Kairos.

But before the attack can begin there are preparations to be made. While you wait why not take a moment to relax and engage in that most favoured activity of all Underlords: dungeon building. Surely there’s something you can do to pass the time? How about this all-new My Pet Dungeon mode, and the dozens of changes in Patch 1.6?

https://www.youtube.com/watch?v=sv-rFykrrn0

My Pet Dungeon Game Mode ( £5.59 / $7.99 / €7.99 - 2-Level Free Trial)
My Pet Dungeon is a new game mode DLC available now on Steam for £5,59 - but we’re also giving you the opportunity to try before you buy with a 2-level free trial available to everyone as of Patch 1.6!



My Pet Dungeon is a distinctly different experience from all our other game modes thus far, with a much greater emphasis on dungeon building, exploration and discovery. Each level challenges the player to build a dungeon and raise enough points to progress onwards to the next land. My Pet Dungeon makes for a relaxing break from the day-to-day conquest of Kairos!

Key Features

  • New My Pet Dungeon Sandbox-Style Campaign - Narrated as ever by your despicable mentor Mendechaus (Richard Ridings)
    • Eight All-New Levels - Focussed on exploration, discovery and dungeon building (2 levels available for free!)
    • Unique Scoring System - Earn points by building the greatest dungeon in the Underworld; earn enough to unlock the next level
  • Bonus Objectives - Complete special objectives to earn extra points, such as raising your minions’ Levels or slaying dozens of heroes - all at your own pace
  • Room Unlock System - Rooms unlock over time, freeing your research up to focus on other Aspects
  • The Toybox - A special room unique to My Pet Dungeon, allowing you to pick up and drop enemy units into your dungeon as though they were mere toys
  • Wave Spawning - Spawn waves of enemy units to put your dungeon through its paces through new controls
  • Three Unlockable Themes - Unlock the long-awaited Empire Dungeon Themes at last, newly refined to work as playable themes
  • Winter Wonderland - Discover a new snowy terrain theme as your minions crunch through frozen underground caverns
  • God Mode - Realise your omnipotence with the power to shape the very land, spawn in units and much more - all in real time

My Pet Dungeon is a love letter to all the fans who’ve long wanted a mode that lets you play the game at your own pace, free from the constraints of Campaign, Skirmish or Crucible. Now you can finally build the dungeon of your darkest dreams!



Want to know more? Take an in-depth look at the new features with our previews:

Preview 1 - My Pet Dungeon reveal
Preview 3 - Snowy Terrain
Preview 4 - God Mode

Patch 1.6: Creature Comforts (Release Notes)
We’re certainly not forgetting to give you plenty of extra goodies in the accompanying patch as well. Patch 1.6 is filled to the brim with quality-of-life improvements, as well as a few additional features to help round out your experience:

  • Possession Mode improvements for user feedback, as well as dozens of new Possession views to make playing each creature a different experience
  • Balance changes allowing for a better-paced dungeon management experience
  • Combat AI improvements such as reworked repositioning and fleeing mechanics to increase combat clarity
  • UI improvements for additional feedback on unit need fulfillment
  • New waterfall and water chasm terrain, along with an all-new water shader
  • Community requested Autosave and Hardware Cursor options



If that has whet your appetite then you can read the full patch notes!

The Anniversary Collection

Finally, we know how Underlords both new and old are always hunting for a bargain to get the best value from their hard-stolen gold. So to celebrate the game’s second anniversary we’ve bundled together all the content and expansions for WFTO into one lovely anniversary package, which gives you a 10% discount! So if you’ve yet to embrace your inner Underlord there’s no better time than right now.

We won’t keep you any longer Underlord - get out there and construct the greatest dungeon this side of Uther’s Landing!

Cheers,

– Brightrock Games Team


Click here to discuss this update on the Steam forums

Click here to chat about this update on our Discord
Never miss an update! Sign up to our newsletter!
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