Community Announcements - Noontide

Darkest greetings Underlord,

Back once more for another insight into the upcoming Patch 1.5? Well you’re right on time! Our dedicated engineers are just putting the finishing touches on a somewhat small but no less significant undertaking, if we do say so ourselves. So today we’re going to take a brief look at the upcoming community translation features in Patch 1.5.

What is Community Translation?

Community translation is where fans put their collective heads together and bring a product from its native language into their own, so that others who are not so savvy in the complexities of other languages can also enjoy the experience.

In short it will allow dedicated multilingual fans to share their experience of WFTO with others by translating the game. Though this has been done before with WFTO (looking in particular at the incredible Japanese translation!) it has previously been achieved through ad hoc methods which could cause issues in the long run.

So What’s Changing?

Instead of forcing players to go the roundabout route of directly translating and modifying our game files, we’re now implementing a more robust system:

  • We will be providing templates for translators to fill out. These will be similar to our existing translation files, so existing translations should not be majorly affected.
  • These templates can then be dropped into the game files and uploaded to the Steam Workshop.
    • This means that translation files can be downloaded in a one-click process via the Workshop.
    • They will then be added to the Options menu’s Language list, where they will become a selectable language.
  • We will be providing concise updates for translators to use whenever we make changes to the game text. So you’ll always be ahead of the curve when new content releases!
  • To centralise all this information we’ll be updating our forums and Knowledge Base to contain all the tools you’ll need to create and keep translation files up to date.
  • To further support unofficial translations we may consider asking dedicated teams to provide translations for our Steam store pages, which would direct players of a particular language to download the community translation from the Workshop.

Why is This an Important Feature?

One of the problems of being a relatively small indie developer working on your very first title - especially when that title is as narrative, text and speech heavy as WFTO - is that you have to make very strict choices on where you invest your resources.

Unfortunately translation of games is extremely expensive and in many cases it becomes difficult for us to justify the investment, especially so far after launch when the greatest portion of sales are behind us. This presents a double whammy as we’re very keen on updating the game with new features and content (just like this patch!), but this new content may not be translated into as many languages as we’d like.

Now our dedicated Aussie fans can bring you the authentic fair dinkum Australian Edition!

As a developer we want to see the game reach as many potential fans as possible, and it’s much to our regret that we can’t finance the official translation into all the languages we would like. As you may know we also had to drop several languages from our official translations after launch, as these were originally funded by our physical distribution partner, and their budget did not support post-release content.

Supporting community translations helps both us and our fans by giving the community the tools to better address these issues.

Get in Touch!

If you’re a dedicated fan, or a member of an interested translation team, please get in touch via our forums! We’d love to work with you to bring WFTO to your language.

Crucible Unit Preview: Mysteries of the Arcane

There are those that might say this update was a little too text heavy, but fear not we have more of the game-changing features of Patch 1.5 coming to you next Monday, with a further look into Crucible mode!

In the meantime we’ll leave you with this cheerful lot - our new arcane brethren! Though it seems one of them has slipped in unnoticed...

Someone’s been gorging on spellbooks.

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Community Announcements - Noontide

Darkest greetings Underlord,

Fresh from last week’s State of the Game post we’re hitting the ground running in our very first preview of the upcoming Patch 1.5!

Rather than keep you salivating over the prospects of the major feature of Patch 1.5 we’re instead going to spend our first preview focussing on just that - the new Survival mode, which we’ve renamed to Crucible!

Step into the Crucible

Come Underlord, Mendechaus invites you into his bloody arena that is known only as the Crucible, an unending challenge which will push even the greatest amongst your kind to their breaking point and beyond.

You may remember the previous Survival Prototype. Though some of the principles we explored there still exist, you’ll find this to be an entirely new beast to contend with. Let’s take a closer look at some of the new mechanics!

Endless Waves of Foes

As before you’ll find enemies dispatched by the dozen, all with the singular purpose of destroying your Dungeon Core.

          Foes emerge in waves from the Aether.

Every five waves in the Crucible is a single set which has been constructed around a specific theme. Each set you face will gradually increase in strength as the game goes on: you’ll witness everything gaining more resistance and damage, abnormally huge units, and bosses old and new come bounding towards you.

Not all is lost though as each set has a longer reprieve between them than what is normally available between waves, giving you some time to mend your broken defences. Although if you’re feeling courageous you could always start the next wave early for a tidy golden bonus.

Lanes of Fun

Each Crucible map (yes there are multiple!) will see you facing off against your enemies down three lanes. Place your defences wisely as you may find each lane differs significantly from the others!

          Lava is as much a tool as it is an obstacle.

They all lead to a singular destination however, and after only a few waves you’ll find yourself beset on all sides by monsters and men all craving your destruction.

Goldstones Galore

Think back Underlord, to the early days of Survival and the Aporkalypse: you may remember an additional objective known as the Pighibitor. While this mystical device was intact it would prevent the monstrous Porkzilla from spawning.

Fortunately Porkzilla is not an ever-looming threat in the Crucible. So instead of Pighibitors you’ll find up to three Goldstones in each of your lanes. These mega golden megaliths imbue your vaults with gold every second they remain active.

          The part where it's marked vital might be of importance.

Unfortunately your enemies are going to make no small effort in destroying these as they make their way to your Dungeon Core. Protecting them will be a challenge but one that will ultimately make your task easier in the long run.

Bosses of all Shapes and Sizes

With the notable absence of Porkzilla you might be questioning just how we’re planning to turn up the heat throughout your Crucible experience! Well we’re glad you asked Underlord.

Every fifth and final wave of a set is accompanied by a single boss. This could be anything from a mighty Behemoth, the ever insipid Lord O’Theland, or even the mighty king of Chunders, Baron von Pukemuch! Who knows what other monstrosities Mendechaus has prepared for you?

          They come in all shapes and sizes. But mostly terrifying and gigantic.

Survival Unit Preview: All Fired Up!

We’re almost done for this preview, but there’s something very special we want to share with you. See, both we and Mendechaus realised that the regular cast of units on their own just wouldn’t quite cut it for the Crucible. So we decided to expand their ranks with new unit variations, and a few new faces here and there.

In each of our previews for Patch 1.5 we’ll be sharing with you a bunch of these new units. Map-makers can also rejoice as many of these units will also be available in the Map Editor!

          Is it just me, or is it getting hot in here?

First up we have the blazing quintet of the Molten Skarg, Magma Weaver, Babymoth, Ember Lord, and Chilli Chunder! Each of these spicy delights will appear in your Crucible mode waves with their own unique twists on the known abilities for these units.

That wraps up this preview of Patch 1.5. Check back on 1 December for our next instalment!


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

It has been over a year since we last ran a State of the Game post, in which we look where War for the Overworld is currently and where we plan to take it in the many months to come. With the game creeping up to its two year anniversary we feel it’s about time that we layout our plans for the endgame - what you can expect and what’s to come after for us.

We’ve got quite a lot of detail to share with you, so sit back, relax and grab some refreshments because it’s going to be a long post.

The Future of WFTO
One of the questions we’re often asked regarding WFTO is what our plans are for the future and whether we’ll be releasing any further DLC. It’s a question that we’ve not officially answered until now.
Unfortunately Bard Bowl is not a thing.

Getting right to the point we’re now preparing to roll out the last few updates that WFTO will receive, and these will come in the form of three major content sets: Patch 1.5, Patch 1.6, and a second DLC. Once this content is out WFTO will be considered content complete.

What this means is that we will no longer be actively developing WFTO once Patch 1.6 and DLC2 are released. Naturally this doesn’t mean we’re abandoning it completely, in fact we’ll still roll out patches to fix issues as and when they’re needed so we’ll still be taking an active role there.
However what it does mean is that we will be moving the majority of our development resources onto our upcoming second project.

We understand that this news will no doubt leave some of you saddened as it does us. In a way this will be the end of an era but it has been a great run and not many games can claim to have seen so many new features as WFTO has during its post-release cycle. But all good things must come to an end and it’s important that we share with you some perspective on when that is likely to be.

Roadmap to Final Release
As mentioned above there are two more free major patches that we will be releasing for WFTO, and an additional paid DLC. Now to give you an idea of what to expect we’re going to do something uncommon for us and that’s release something of a roadmap. But please note the dates here are working dates and are not considered final - they’re purposefully vague for that reason.

  • Patch 1.5 - Survival Mode, Mutators & More - Q4 2016
  • Patch 1.6 - Q1-Q2 2017
  • Expansion 2 - Alongside Patch 1.6

After Expansion 2 releases next year WFTO will be officially feature complete. At that point we'll transition into long-term maintenance to support the game with bug fixes or small improvements as needed.

Patch 1.5 - Survival Mode & More

Patch 1.5 is the next major update in our pipeline and it’s one that has been promised for quite some time. Kickstarter backers should recall that we promised a flex goal as part of our Kickstarter campaign, and through a vote that was held on our backer site it was decided that Survival mode would be getting an overhaul.

The focus of Patch 1.5 is to deliver on that promise to our backers, and as a result the Survival mode will receive a complete pass to take it from the prototype concept stage to a fully-fledged game mode.

You may remember this image from our Halloween post! Yeah it’s relevant.

Here’s some of the things you can expect from the Survival mode overhaul:

  • New maps
  • Entirely new waves with new units
  • New gameplay mechanics
  • New VO
  • Leaderboards
  • More to be revealed

In addition we’ll be adding a few long-requested features to the game including mutators and community translation support!

Best of all it’s our aim to deliver this to you before the end of the year. Of course given our history with deadlines it may well slip in the name of quality! But things are looking promising right now, so look forward to more news next week!

Patch 1.6 & Expansion 2

Patch 1.6 & Expansion 2 will release alongside one another with complementary goals. We’ve often wondered how we would end our development of WFTO, after all for the past four years we’ve done very little but develop it!

We’ve decided that we want to leave it in the strongest state possible, and we’re eager to do what we can to make sure that WFTO continues far beyond the end of our support.

Sadly we can’t share too many details at this point but we’re confident that what we’ve got planned will please a great number of people. There are a few things we can share though, so at the very least you can expect:

  • Completely overhauled Skirmish AI
  • New maps
  • Lots of VO for various characters (including some fan favourites)
  • And more!

We’re confident that after Patch 1.6 we’ll see WFTO reaching untold depths!

Brightrock Games - Looking Beyond WFTO
Back when we announced the formation of Brightrock Games we mentioned we were looking to the future and that we very much had a new project in the works. That project is currently in a design phase and some of the team are already spending a bit of time on it, while the rest of us focus on polishing off WFTO.

The inevitable question of course is: “What is this secret new project you’re working on?” And unfortunately at this time we cannot answer that question in so many words. We want what we’re developing next to be very solid before we start showing it in the public space, but we’re sure there’ll be announcements sometime next year and we’ll no doubt be putting out a few teasers as well.

At the very least we can tell you what it isn’t: It’s not War for the Overworld 2.

While we love WFTO we feel that we’ve gone as far as we can with it for now. After what is quickly becoming half a decade of work we’d like to take a break. A second game in the WFTO universe is something we might do in the future - it’s certainly something we talk about from time to time in the office.

With that said we’re sure what we have planned will be an enjoyable romp and it’s something that we’re looking forward to sharing with our fans when the time is right. We hope that you will choose to join us on our next adventure, and if you’re eager to hear more sign up to our newsletter to be sure you won’t miss it!

Finally, as the lights dim on WFTO we promise that we won’t be leaving it without the appropriate aftercare. We know that many of you love the game and we hope you will continue to love it just as much as we do.

Thank you all for making our dreams come true and thank you for believing in us throughout both good times and hard times. You make everything we do worthwhile.

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Community Announcements - Noontide

Darkest greetings Underlord,

Our most favoured season has been unleashed, when innocent pumpkins are massacred the world over.. Amidst the chaos, the minions of Kairos are slowly converting the good people of the surface world, spreading the word of Mendechaus far and wide. A new Cultist would appear to be the first recruit ...

Cultist Costume by Christine “Steenaire” Clarke

Here we have the newest member to join the Cult of the Underlord, who has passed the first test of assembling her very own robes and spellbooks. Christine’s impressive feat marks her as the first primarily-overworld dweller to join the cult.

This impressive Halloween costume represents the first (and likely last) time we’ll see a character brought to life in such a manner, and we’re deeply honoured and impressed by Christine’s work. As game developers it genuinely makes our day to witness the creativity of our audience.

Still, the cult will always demand more from its novitiates, and the next trial for Christine is to discover the true meaning behind the identity of Brian, and what role this elusive creature will play in shaping things to come.

Just who the hell is Brian anyway?

We’ll be sure to update you if she ever finds out, but as we’ve yet to see any Cultist rise beyond the rank of Novitiate, we’re sure it will be some time before we hear back on that front. In the meantime you can discover more about Christine on her blog, Certainly Strange. Give her a follow, won’t you, Underlord?

Devilish Happenings in the Underworld

With all this focus on one particular minion we can’t forget those that have been left behind in your dungeon, and it seems the Chunders have been busy - procreating! You see, Chunders are asexual and reproduce by vomiting up their children. But the children are genetically modified by whatever the Chunder was eating at the time!

Flame on!

Indeed, it appears that at some point in the night one particularly hungry Chunder made his way to the Tavern and gobbled down a trough-full of chilli peppers, before vomiting out this little firecracker!

So what in the name of Kira was the next guy’s parent scoffing?

What is it they say? You are what you eat?

We’re not quite sure what to do about them yet, but we’re certain we’ll think of something suitably sadistic.

Meanwhile, across the realm in a nearby stronghold the season’s festivities have not been lost on the forces of the Empire, who have gone to the trouble of designing their own Halloween costumes. Sadly they’re not a very original lot, and they’ve all turned up to the party in the same costume, much to the horror of the Arcanist!

Well one of us is going to have to change!

Help Build the Ranks of Evil

For shameless self-promotion purposes we also want to highlight to those of you who have yet to join the Cult of the Underlord, or perhaps know someone who would make a most diabolical member, that War for the Overworld and its expansion, Heart of Gold, are currently on sale around the World Wide Cobweb.

You can pick up WFTO at 50% off, Heart of Gold at 10% off, and the Gold Edition (the main game, plus the Underlord Edition and Heart of Gold) at up to 40% off. If you’re looking for a bargain, then look no further than our store page!

We hope that some of you may use this opportunity to bring a little more malevolence into the world.

Finally we’d like to close off with a personal message from all of us. We hope you enjoy your Halloween night whatever it is you may be doing - partying, trick-or-treating, or just heading home from work for an evening of WFTO.

We’d like remind you all to take care of yourselves and others. Halloween has some of the highest rates of injuries to pedestrians, so stay aware of your surroundings and always travel with friends, especially in light of recent clown-related events. And if you’re driving tonight be especially mindful of child pedestrians.


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

The season of dark revelry is nearly upon us and to celebrate the occasion we’re unleashing another patch to hold you over on the road to patch 1.5. With this patch we’ve seen a huge number of bugs squashed under our heels and indeed in terms of pure bug fixes this is the second largest patch ever.

Dozens of bugs were reported via our public bug tracker, while many more were uncovered through the stalwart efforts of our QA volunteers and code team.

We hope you enjoy Halloween loyal Underlords and rest assured that we’re hard at work on major new features for the coming months. Stay tuned!

V1.4.3 Release Notes

Gameplay Changes
    • In Multiplayer will now depossess a unit if it is possessed

    Aureate Monolith
    • Reworked a few intricacies behind the function of the “steal gold” active ability
      • Will now only absorb player-owned gold statues if they are not tagged as decorative
      • Will only absorb gold piles on own ground if they are not stored in a Vault (enemy-owned statues and gold will absorb regardless of these limitations)
      • Statues or gold on the territory of allies will not be absorbed under any circumstance

    • Applied the same rules from the Aureate Monolith’s “steal gold” changes

Level Changes
    War for the Overworld
      Level 8
      • Level 8 Necromancers can now be assigned to individual rally groups

    Heart of Gold
      Level 2
      • Time till first wave spawn increased by 30 seconds
      • Time between each wave spawn increased by 15 seconds
      Level 4
      • Improved the reliability of the event that occurs when all members of the Phaestian family have been killed
      • Destroying the Dungeon Core will no longer cause bosses to enter a KO state

Visual Changes
  • Changed the Heal spell VFX so that it correctly represents which units in the area are being healed (most damaged first, remaining heal applied to next most damaged, etc.)
  • Removed the smoke VFX from Ember Demons because it’s bad for their health, your FPS and being able to see what the hell is happening

Audio Changes
  • Dampening of other sound levels during narration will transition more smoothly

Multiplayer Changes
  • In the event of a client disconnecting they will now be replaced by a medium difficulty AI with the “Oberon” personality
  • When clients need to download a new map from the host, the download process will be added to the load bar before the match begins

Performance Improvements
  • Made some improvements to try and resolve a few minor memory leaks

Miscellaneous Changes
  • Added help lines for the Warbands interface

Bug Fixes
    • Fixed a rare stack-overflow crash caused by the Shadow’s Shadow Strike ability
    • Fixed an issue where Glacial Doors would continue to regen health after being destroyed potentially leading to a crash in Multiplayer games

    • AoE attacks from units will now correctly hit doors and Dungeon Cores once again

    • Fixed a longstanding but unnoticed issue where units would have two copies of every ability, doubling the effectiveness of some passive abilities
    • Fixed a visual issue with the movement and behaviour of Slaughterpen piglets and Prison rats
    • Fixed a rare scenario where Campaign units could become “brain-dead” after being attacked, persisting until they were attacked again
    • Stone Knights and Sentinels will no longer reduce the attraction rate of Gnarlings and Templars
    • Units affected by the Recall spell will now correctly flee from units that are attacking them, even if they are attacked again
    • Fixed an issue where Revenants spawned by Vampires outside of the Arena could spawn inside the Arena and attack units within
    • Ghouls that are spawned by a Necromancer who is Level 5 or above will no longer count as Wraiths for the purposes of the Wraith rally flag
    • The Witch Doctor should once again use all his abilities correctly
    • Enemy Shadows no longer produce VFX while invisible
    • Fixed an issue where the AI on Spirits would seize up after a brief period of scouting
    • Fixed an issue where a unit that was picked up from a fight could still be attacked by other units and die in the Hand of Evil
    • Ghouls should no longer spawn inside the Arena as a result of an interaction between the Necromancer and his rally flag being placed in the Arena
    • Empire units should only enter via Overworld Gateways and Underlord units only via Underworld Gateways

    • Rampart blueprints should no longer persist after the defence they are built upon is destroyed
    • Blade Lotuses should now correctly hide their defence shields from enemies when hidden
    • Fixed a visual issue where the Aureate Monolith’s active ability could leave behind “fake” gold tiles if the gold was obscured by Fog of War when activated
    • Defence blueprints will no longer become invulnerable after loading a save game
    • Bone Chiller blueprints no longer play their passive sound
    • Fixed an issue where the Bone Chiller’s active ability would not have an effect if triggered shortly after the defence was completed

    • Units that are leaving the Arena to respond to a rally flag will no longer generate a “Units under attack” alert at the Arena
    • Fixed an issue where Foundry trays would not be filled correctly after loading a save game if the trays were full at time of saving
    • Spirit Chamber props no longer start in a raised position and instantly move downwards in a jarring manner
    • Fixed a visual glitch where part of the Spirit Chamber prop would not be visible until it was used

    Spells & Rituals
    • Using the Unclaim spell on a shrine you own will no longer generate a “Shrine is under attack” alert from Mendechaus
    • Fixed an issue where spells with low mana cost would stop working if the player had too many Mana Shrines
    • Statues created by the Blood Money spell will no longer default to a T-pose after being dropped
    • Rats no longer viciously start breaking the game if you turn them into golden statues
    • Gold statues created by Blood Money from units that were rebelling at the time they were converted can now be picked up
    • Prospector ritual now correctly displays Artefacts and unclaimed Overworld Gateways
    • Bloodmonied Vampires will no longer default to their sleep pose when picked up

    • Units that become stuck between a rock and a hard place should be less likely to break the laws of physics and phase through the floor to continue their relentless attack on unsuspecting surface dwellers
    • Brimstone will now continue to explode after loading a save game that was created while it was exploding
    • Fixed an issue where corner walls would not be fortified if fortifying a convex corner.

    Map Editor
    • Fixed an issue where Brimstone would explode when replaced after importing a map
    • Rooms built as 6x5 will no longer continue to have all props if multiple rows are removed at once as a result of a bypassed check

    • Default walls in Oberon’s Home Realm will no longer be treated as normal Earth Walls upon resetting the Home Realm
    • Rescued several Workers from their stony prison within the Impenetrable Rock on Level 7
    • Fixed a visual issue where the tutorial highlight in Level 1 would appear to move in a jarring manner
    • Fixed an issue in the Heart of Gold Level 4 ending sequence where the Colossus could be assigned to a different group than normal
    • Several Artefacts on Skirmish level Golden River should no longer be trapped in walls
    • Bridges on Level 8 now use the correct theme
    • The Defiled Priestess hero from Level 8 now uses the correct shader
    • Fixed an issue where the Colossus on Heart of Gold Level 4 would be unable to attack after loading a save game
    • Fixed an issue in the Campaign outro where Lucius could destroy Oberon’s core with a shockwave
    • The Emperor should now always remain visible when addressing the player during the Level 13 opening
    • Fixed an issue where Workers could become stuck on Level 9 if dropped into combat beside the first Garrison
    • Missing props from Marcus’ barracks on Level 4 reintroduced
    • Fixed Mendechaus VO being out of order during the opening parts of Level 2
    • Mandalf should no longer have a chance to technically occupy a Prison even after escaping it

    • Fixed a scaling issue that would cause the unit bar to disappear when it runs off the screen due to being scaled up in the options menu
    • Fixed an issue where the Garrison tooltip would display its attraction rate at one less Augre per prop than the actual attraction rate, causing a number of issues with the tooltip
    • Fixed an issue where the introduction arrow could obnoxiously remain on screen during cutscenes
    • Renamed introduction arrow to “Obnoxiously large but extremely important arrow that is all too often ignored by players”
    • Fixed it being possible to keep a tooltip from the options menu on screen during cutscenes

    • Clients can no longer trigger rituals during the cooldown period of their Sanctuary, preventing an issue where they would not be able to trigger rituals after the cooldown ended
    • Fixed an issue where a client’s Alchemy Lab cauldrons could become locked if they started a potion of a new type very quickly after picking up an existing potion
    • Clients in Multiplayer should now correctly receive a notification when one of their opponents begins to spawn a Titan
    • The alert for toggling the Arena and Crypt mechanics will no longer be played for all players in a game
    • Clients should no longer see Veins of Evil Aspects for Titans as available while their Titan is alive
    • Clients should now properly see minion attraction rates on their tooltips
    • Clients should now no longer receive a warning on their Tavern tooltips telling them that there is no Spit Roast
    • Fixed an issue where flying units belonging to client players could attack units inside the Arena from outside the Arena, provided that the host was not looking at the time, like some cruel schoolyard bullies
    • Clients in lobby should now be able to see AI Personality settings
    • Fixed an issue where custom maps containing a “.” character could not be shared across via the lobby
    • Minions possessed by clients will no longer be immune to Bone Chiller,
    • Frost Weaver and Quick Freeze potions, and the minion will be depossessed
    • If the host ends the game while in Possession the client’s cursor will no longer disappear
    • Clients killed while in Possession will no longer lose their cursor
    • New Spirit Chamber props for the client will no longer appear half raised
    • When viewing units via Prophecy the client should no longer see them stuttering
    • Shockwave should no longer be able to knock units out of the Arena in Multiplayer games
    • Clients should now correctly receive an alert when their enemy casts a ritual that could affect them
    • Clients should now correctly see updates to a game lobby’s map while on the lobby selection screen
    • Using Wormhole on the host in Multiplayer will no longer cause a desync in data between host and client
    • Fixed an issue where clients would not download custom maps if the custom map was already selected when they joined the lobby
    • Fixed an issue where the client’s menu background would go black if the host ended the game while the client was in Possession
    • Fixed an issue where dying in Possession when fighting a Colossus or in the radius of an Aureate Monolith would cause the cursor to disappear

    • Gold piles which are generated from units dying will now correctly adjust to the correct height of the floor, preventing scenarios where gold piles were flying above ground or stuck below ground
    • Multiple translation issues corrected
    • Multiple typos corrected
    • Multiple fixes to the highlighting system to reduce the occurrence of highlighting of VFX planes
    • Fixed an issue where Kasita’s colour in the Campaign could change to green after various save and loading shenanigans
    • Eternal Shield will now appear correctly on versions of the Kasita Core
    • Corrected an issue that would cause V-Sync to be on and fixed to 60fps even if disabled
    • Users with a refresh rate above 60hz will now see V-Sync set to their refresh rate
    • Camera rotation and zoom speed are no longer directly linked to FPS; as such at 60fps+ the camera will no longer move faster than the speed of sound
    • Objects dropped by the hand (i.e. gold piles, defence parts) can no longer apply to enemy units

In November you can expect to start hearing more news on upcoming content as well as some really cool and long-awaited things becoming available.


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

We’ve just launched a quick hotfix for a number of serious gameplay bugs that appeared in a recent patch. You might not have witnessed these issues if your games did not run over a certain time span but they could prove derailing if you did.

Please read below for the full patch notes. If you encounter any further issues please log bug reports to us directly via user echo. All the issues fixed today are a result of public reports, so please don’t underestimate the value of your report! :)

V1.4.2f9 Release Notes

Bug Fixes
  • Corrected a few typos in various tooltips
  • Some corrections to pathfinding AI particularly for units becoming unable to find their way back to locations in a players dungeon. Leading to an AI loop where they proceed to ignore any further needs.
  • Fixed an issue on Level 6 where units rescued from prisons would not “wake up” and behave normally
  • Slaughterpen Pigs should no longer become uneatable over the course of a long game session, causing mass hunger through your dungeon
  • Energy injectors have been fitted to unit beds, preventing them from falling asleep forever in certain conditions
  • Fixed the tavern tooltip occasionally displaying 101% filled

We’re now progressing full speed into upcoming WFTO content, so keep your eyes peeled for more news, or better yet, sign up to our newsletter to make sure you don’t miss it!


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

Years of waiting have finally paid off Underlord, and a long promised treasure has just been delivered to your steam folders!

Yes indeed The Dungeoneers Guide to the Underworld is finally complete and those amongst you who own the Underlord Edition of the game will find this exquisitely crafted tome dropping into your game folder as we speak!

“But what is the Dungeoneer’s Guide” we hear you ask. We’ll forgive you for not knowing, after all for many years it has been unclear just what we’d deliver, all because we wanted to bring you something truly special.

To sum it up the Dungeoneer’s Guide is a lovingly assembled 48-page PDF, filled to the brim with knowledge and art on the denizens of Kairos, you’ll find details on all the original WFTO units as well as the forces of the Empire. You’ll even find some as yet unexplored backstory on the history of the world!

The Dungeoneer’s Guide is our love letter to the bygone days of physical game manuals, which those of us old enough to remember will have a fond place in our hearts for. These ancient relics contained knowledge on the world and the creatures within it that could not be found in game, they provided insight and made a great read while you laid in bed dreaming of your next gaming conquest.

We’ve also thrown in our three part short story series “All that is Gold” which tells the tale of one particularly heroic dwarf and his adventures through Phaestus during the events of “Heart of Gold”

So grab your copies of the Guide, give them a read and enjoy all the love we’ve put into them, we hope they were worth the wait.


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

Last week we launched the v1.4.2f5 hotfix to the public test branch. This hotfix corrects a critical issue in patch v1.4.2 which would cause some saved games to crash on load with the “R6025” error. We have now launched this hotfix for the general public.

This issue was caused due to a fault in the Unity version used to build v1.4.2 of the game and has been solved through an update to the Unity Engine in this hotfix as well as a few minor corrections to fix a few issues caused by that change. You can read the full details of this issue on our Knowledgebase.

As with all Engine Updates unusual issues may occur and we decided to keep this in testing for an extended period in order to root out most of these issues but if you do encounter new issues please let us know via User Echo.

V1.4.2f5 Release Notes

Miscellaneous Changes
  • Minor tweaks to how Lava and Water ambience sounds are managed

Bug Fixes
  • Fixed a critical issue where the game would crash for some players when loading save games on specific levels or loading specific multiplayer maps
  • Corrected a few instances where certain audio files would not be played correctly
  • Fixed an issue where the loading screen wouldn’t correctly block user input
  • Temporary Spirit Workers should now once again take damage over time
  • Corrected some minor typos on campaign levels 5-12

We’re sure you’re eager to hear what’s next on the agenda, but don’t worry we’ll be sharing all in an upcoming State of the Game post! So keep your eyes peeled, or better yet, sign up to our newsletter and make sure you don’t miss it!


– Brightrock Games Team

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Community Announcements - Noontide

Darkest greetings Underlord,

We have just launched a small hotfix on to the public test branch to correct a critical issue that was plaguing a few of our players. You can read the full details on the issue here, but to quickly summarise this issue would cause the game to crash on loading certain saves or Skirmish maps, and would often present with an “R6025” error message.

This issue was caused by a flaw in the version of Unity used to build v1.4.2 of WFTO, and the main change included in this hotfix is that it is built in a new version of Unity, which could have further reaching implications. As such we are going to leave this as an opt in patch while we conduct further tests.

If you are affected by this issue you can find details on how to opt in via our knowledgebase. If you find any problems in this build please be sure to report them directly to us via User Echo.

V1.4.2f5 Release Notes

In order to benefit from these changes you will need to opt into the Public Test Beta Branch

Miscellaneous Changes
  • Minor tweaks to how Lava and Water ambience sounds are managed

Bug Fixes
  • Fixed a critical issue where the game would crash for some players when loading save games on specific levels or loading specific multiplayer maps
  • Corrected a few instances where certain audio files would not be played correctly
  • Fixed an issue where the loading screen wouldn’t correctly block user input
  • Temporary Spirit Workers should now once again take damage over time
  • Corrected some minor typos on campaign levels 5-12

We’re sure you’re eager to hear what’s next on the agenda, but don’t worry we’ll be sharing all in an upcoming State of the Game post! So keep your eyes peeled, or better yet, sign up to our newsletter and make sure you don’t miss it!


– Brightrock Games Team

Click here to discuss this update on our forums
Click here to chat about this update on our Discord

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Community Announcements - Noontide

Darkest greetings Underlord,

In our last update we mentioned that patch 1.4.2 was just around the corner and that it’ll include a whole bunch of changes and fixes for you.

Well the time is finally upon us and we’ve made quite a few changes that should bring greater balance to multiplayer games, as well as fix a few of the issues you’ve reported directly to us via our User Echo service. Please be sure to get in touch if you have further issues and we’ll have them fixed soon. Now without further ado, read on for the notes!

Balance Changes
General Gameplay
  • Mana regen in Skirmish and Multiplayer decreased by 25%

Research has been going too fast, combined with high level units increasing the efficiency of research, we're addressing this by increasing the cost of individuals sins.
  • The cost of researching Sins has increased by a flat 35%

Unit Spawning
Due to changes to the research rate we felt that units were spawning in too quickly during the early game. To bring these in line we’ve changed unit spawning so that the spawn rate gradually increases to current levels over time.

This should also alleviate some of the early game rushes which have been dominating multiplayer recently.

  • Unit spawn rates during the early game have been reduced - this spawn rate will gradually increase over time to normal levels


We felt that the Vampire was far too easy to shut down with a simple Prison. With this change it will require additional micromanagement to keep your rival’s vampire out of his hands.
  • The Vampire now loses 3.3% health every second while in Prison - as such he will die (and respawn in his owner’s possession) after 30 seconds unless regularly healed

Witch Doctor
  • Heal no longer takes priority above all other abilities
  • Basic attack cooldown increased from 2s to 5s
  • Basic attack damage increased from 50 to 75

Ember Demon
  • Health down from 3,000 to 2,250
  • Respawn time increased from 30s to 45s
  • Gold cost increased from 7,500 to 10,000

  • Base bonus XP when dropped in the Spirit Chamber increased from 500 to 750
  • Bonus XP multiplier when dropped in the Spirit Chamber decreased from x3 to x1.5

  • Movement increased from 5 (average) to 5.5
  • Basic attack range increased from melee to melee + 2.5m
  • Basic attack damage increased from 800 to 1,200

  • Now applies a flat happiness boost to the Sentinel when cast upon one - this should help manage the unhappiness spiral that can occur

Work-A-Lot was a huge boon to your working minions and its effects far outweighed the costs of deploying it. As such we’ve increased the cost while simultaneously reducing its effects to make the reward more proportionate to the cost.

  • Cost increased from 750 gold to 1,500 gold
  • Work-A-Lot efficiency boost decreased from x5 to x3

Wisdom Juice
With the changes to levelling in patch 1.4 the value of the Wisdom Juice potion has risen considerably. However the cost has not increased in line with that. By reducing the XP granted by the potion we bring these factors back into balance without inadvertently affecting other parts of the game.

  • XP decreased from 2,500 to 1,250

Wormhole has proven rather powerful in recent matches where players walled off their Core and surrounded it with defences to pick off enemy units teleported in by the Wormhole. Now using the potion has a cost to offset its benefits and allows affected units an avenue of escape.

  • Wormhole now causes walls surrounding the user’s Dungeon Core to explode

Well of Souls
  • Base damage increased from 35 to 45
  • Damage required to spawn each Wraith doubled

Campaign Changes
Level 4
  • The player can no longer place a Beast Den until they have claimed the one near their Core

Heart of Gold Level 2
  • Players will now be alerted that they cannot use the Construction ritual to construct Outposts in this level

Graphics Changes
  • The Silver Kasita theme has a new ceiling
  • Wisdom Juice potion VFX will now show the correct impact size
  • Minor tweaks to the appearance of cosmetic Fog of War

Performance Improvements
  • Improved load balancing of game updates, ensuring the game works accurately under high load, while still running smoothly
  • Simplified cosmetic Fog of War rendering now updates more efficiently
  • Refactored Water and Lava ambient sounds and clarified culling - this will reduce the number of sounds attached to Water and Lava tiles and aid performance slightly

Audio Improvements
  • Added over sixty new narrator lines for the following:
    • Dungeon Cores being destroyed
    • Minions being rallied for too long
    • Miscellaneous Dynamic Tutorial System lines
    • Artefact of Mana usage

UI Improvements
  • When attempting to join a multiplayer game a new dialog will appear displaying “Connecting” until the game successfully connects or encounters a connection error

AI Improvements
Units in combat would previously switch their target regularly in order to use their abilities against the most effective target, however this could cause confusion in the swirling melee.
  • Units will now switch their combat targets less often, preferring to prioritise their current target over others except in exceptional circumstances

Map Editor Improvements
  • It is now possible to change the faction of Shrines and Gateways using the Paint Faction tool

  • Death alerts will no longer play when disposable units perish (Wraiths, Ghouls, Frost Weavers, etc.) (Public Ticket: 1060)
  • Several small fixes to in-game text
  • Updated several Skirmish and Sandbox map descriptions
  • It is now possible to manually specify an IP address to join via Multiplayer (in the event of games not showing up due to adapter settings or if you wish to connect via tunnel you can now use this feature)

Bug Fixes
  • Fixed a number of issues which could cause crashes in Multiplayer
  • Fixed a rare issue which would cause some custom maps to be unloadable
  • Fixed a bug in the Prison tooltip which would cause it to incorrectly display the number of prisoners held (Public Ticket: 1062)
  • Fixed an issue where Titans would not be available in the Heart of Gold Home Realm
  • Sappers will no longer dramatically pause before playing their death animation, since Underlords don’t appreciate amateur dramatics
  • Fixed an issue where the Oculus would not take damage from the Lightning spell (Public Ticket: 1091)
  • Fixed an issue where Glacial Doors which were pre-placed and locked in the Map Editor would incorrectly appear to be open, even though they were logically closed (Public Ticket: 943)
  • The Stairway to Heaven Achievement in Heart of Gold level 1 is now correctly achievable (Public Ticket: 1042)
  • Fixed an issue where locked doors on maps created in the Map Editor would would render only the lock if viewed through the initial Fog of War
  • Fixed an issue where a Stone Bridge on the Skirmish map “Triad” had incorrect health values and under which the ground would be black
  • Sappers which are turned into golden statues will no longer lock mana for the owning player (Public Ticket: 1138)
  • Fixed an issue where units which were classed as “hover” units could become stuck in Chasms
  • Fixed an issue in Multiplayer where the client would no longer be able to produce potions in an Alchemy Lab cauldron if they had previously cancelled a potion in that cauldron
  • Fixed an issue where using the Pivot mirror tool in the Map Editor could cause unusual behaviours (Public Ticket: 1039)
  • Fixed several issues with the Siege Doors on main campaign level 13, such as units becoming stuck behind them and the incorrect display of whether the door was open (Public Ticket: 1101)
  • Titan Summoning Stones will now create the correct alert when attacked
  • Fixed a bug where Haste potions would increase the work speed of affected units (should only affect movement speed)
  • Clicking the back button in a Multiplayer lobby now correctly takes you back to the game list rather than the main menu
  • Fixed a bug where the Blood Money spell did not work on Heart of Gold bosses in the Home Realm
  • Fixed a bug where the player could not dismiss a Titan in any campaign level with three slaps (Heart of Gold Level 4 still does not allow it as doing so would result in mission failure)
  • The Aloha Worker will now correctly make sounds for digging, walking and running
  • Fixed an issue with the display of the Kickstarter death animation
  • Dungeon Cores will now cull at the correct point off the edge of the screen
  • Mandalf can no longer be converted if the Torture Rack is in Execution mode (Heart of Gold level 1)
  • Fixed an issue where minions could die in the Arena in the Home Realm or from loaded save games
  • Fixed an issue where slider values in the options menu were not updated when dragged - now values will update in real time
  • Doors will no longer be destroyed if new “wall” blocks are placed in the opposite orientation locations
  • Fixed an issue where players could hear VO regarding other players’ Spirit Chambers in multiplayer games
  • Fixed an issue for clients in multiplayer which prevented them from managing the unit pool for the Beast Den
  • Fixed an issue where clients in multiplayer were unable to continue researching artefacts if an artefact had previously been used on that particular prop
  • Fixed an issue where Workers would become trapped while mining gold if they were assigned the “Unfortify” action as a priority. This was due to their inventory being full, preventing further gold from being added, but they were still treating the “Unfortify” action as a priority.
  • The Silver Kasita Dungeon Theme can now be correctly selected as an Empire theme in the Map Editor
  • Fixed an issue where parties of Empire units could spawn on main campaign level 13 but would never act
  • Workers should no longer be able to blink into an Arena or Prison
  • The Ember Demon’s passive AOE should no longer damage enemies in Prison
  • Fixed an issue on main campaign level 13 where the player was not correctly benefitting from all Kenos effects
  • Fixed an issue on main campaign level 13 where the dwarven Ironworks was not producing defences
  • Fixed an issue on main campaign level 13 where the announced “Disciple attack” would never arrive
  • Workers will no longer drop any gold they’re carrying into the Tavern Spit Roast whenever they also drop pigs in
  • The Skirmish map “Flood” now loads again
  • Fixed an issue with main campaign level 7 where units would not die when reaching the Aum
  • Fixed an issue where unit beds would visually disappear after saving and loading
  • Fixed an issue where the final cutscene in Heart of Gold Level 4 could stutter
  • Fixed an issue where Mandalf the Gold would not spawn under the intended conditions in Heart of Gold Level 4
  • Bombards should now once again be able to hit units which are over or on the other side of a Chasm
  • Fixed an issue where the Blade Lotus would no longer attack after being toggled from a disabled state to an enabled state
  • Units should now always be able to engage enemy units that are extremely close to a player’s Dungeon Core
  • Empire forces now receive basic training on the use of walls, fixing a longstanding issue where Templars could ignore the presence of a Rampart and attempt to path through it, even if no appropriate path existed, causing their demise

    That covers this patch for now! Rest assured we’ll be keeping our eyes on your feedback, and there’s plenty more to come in the coming weeks and months!


    – Brightrock Games Team

    Click here to discuss this update on our forums
    Click here to chat about this update on our Discord

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